Blood Red Arachnid

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  1. I'm not sure all the people who complain about the game but still play it actually like the game. MMOs, even CoX, have design features that are there to psychologically condition and shape players into playing the game even when it isn't fun to do so. What we see there is not people who are helping the game because they love it, but rather people who are fighting against a compulsion that they have little control over or understanding of.

    I mean, sure, someone can say they actually like it, but do they really? This could be repeating a phrase commonly used to get out of a negative stigma regardless if it applies, or if they want to change the game it serves as a statement to apply a higher cause than just letting out steam or complaining.
  2. CoX will die after about two years after CoX2 is released. Or World of X.
  3. Blood Red Arachnid

    Chronicle

    I could've sworn I saw that one just today.

    This looks like the kind of stupid movie that I really enjoy for some reason. I look forward to seeing it.
  4. Quote:
    Originally Posted by Tenzhi View Post
    I'm a rather large amoeba, I only put on clothes because my vacuoles were showing.

    And for this, I thank you from the bottom of my heart.
  5. ... I use half of these sets. Now, for not counting me, these are the sets I rarely see:

    Sonic Resonance: My first toon was this, and I still use her. However, the rarity of a "double sonic", despite all it's power, is still one of the rarest events to ever happen. I think I've seen it happen maybe 3 times in all the time I have played.

    Gravity Control: I know now why they are sprucing it up a bit, but that Singularity is the second rarest pet in my experience. Which is unfortunate, because wormhole is completely unmatched in the Incarnate Trials. Need to move IDF away from Techs in the TPN? Wormhole them and solo the terminal. Need Voids closer to Penny in MoM? Wormhole. Need WW away from terminals in Keyes? Wormhole.

    Ice Control: And this is the rarest pet. Ice Control's lower damage output has put it on the level of "stay away from this" for trollers, and doms usually take something else. Which is unfortunate since I get a kick out of Ice Slick.

    Energy Aura: this is one that I myself don't use yet. When I look around, I see all forms of defenses, but it is never Energy Aura. I remember the first time I saw EA used by a Brute, and that distinctive AoE power of it had me confused for the whole mission.

    Force Field: Though Double Bubble is a bit more common than Double Sonic, these still don't show up. It's unfortunate, since it makes a nice compliment to the sonic bubble. A good "here is a safe zone" thing.

    War Mace: This counts as the only melee set that I have *never* seen. Each time I think I have one, and it always turns out to be a Bane Spider.

    Trick Arrow: 'Nuff said.

    Pain Domination: I think sometime after Going Rogue this power just kind of vanished.

    Dark Armor: Even with all toggles now capable of overlapping, that signature "dark armor" stealth effect is strangely absent for most of my game time.

    Energy Blast/Energy Assault: These two go together, since I could probably count on one hand all of the toons who had these powers combined.

    Ice Armor: With all the cold domination out there, I'm not sure if I've ever seen one of these, either.


    Really, a lot of the powers in the game fall into the rare category IMO.
  6. I'm still not sure if people talking here are ever really women, or just confused/attention seeking men.

    I'm a little more certain in real life, but here in Vegas we get some pretty freaky stuff.
  7. What side do you pick more than others?

    I currently keep an even spread of both sides, however I always feel myself leaning toward Villain.


    What play style do you prefer?

    I don't have a default AT or type that I use. However, I always do like to have at least some way to support other members of the team via non-damage related ways. Because of this, I really like the VEATs.


    What power set(s) do you favor?

    I favor the "fun" sets. Things like my Grav/Thorn Dom are so fun to play I have to convince myself to give time to my other characters. Same goes with my storm Troller. I'm a fan of toolbox sets, too.


    What zones do you like the most?

    The zones I like the most are the hazard zones and zones with a heavy atmosphere. I really liked Croatoa and Dark Astoria for their fog and interesting enemies. Croatoa has one of my favorite spots that I call Sprite Lake, since the first time I saw it blue wisps were flying all over the place at night. It was beautiful.

    Do you usually play as a male or female (word of hatred) ''toon''?

    I currently have an even split of both male and female characters.


    Views on Role Playing?

    I don't really mind roleplaying that much, as long as I don't participate. I'm horrible at real life social interaction, so role playing for me is like doing three dimensional calculus while playing the game.
    Servers?

    Virtue fan.
  8. I kind of like the idea that they won't have someone to look up to. That makes for great storytelling food for thought, where we can have missions where the city goes into a panic, villains go berserk, and we the player have to step up to stop it.
  9. I've seen this happen to many MMOs. I have a theory:

    As players play through the game they get used to the current quality and content, and with this become hesitant of any changes or additions that aren't what i currently there. Also, they begin to be annoyed by tiny things that didn't bother them before, mostly because the mild inconvenience doesn't go away. They continue to yearn for the days when they were new and just had stupid fun with the game, but sadly once they have learned they cannot unlearn. Not being aware of this, they put that "stupid fun" expectation on newer content, never realizing that it is impossible to play that way once you've learned, and not realizing that it isn't the game that has changed, but themselves that have changed.

    This makes for a mad forumer.
  10. I never could get into it. The sillyness of the show didn't make me laugh in the first few episodes. Also, my sister hated the fact that the specially trained secret agent cat was useless for them, with the second half of the first episode literally having her needing to be carried around.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    Enough with the TVtropes articles. We get it. We all go there from time to time. This is not a Yu-Gi-Oh card game where the best TVtropes articles used at the most opportune time wins. If you have an argument, make it. Stop relying on other people's articles to make it for you.

    And that goes for everyone.
    No. Stop whining.

    Quote:
    Originally Posted by Samuel_Tow View Post
    That's not entirely true. NPC and PC stats do not raise linearly, nor do they raise in unison. Moreover, AT mods all start the game at or around 1.0 and then slowly drift towards their final values at level 20, so a Blaster, a Tanker and a Defender have similar damage at level 1, but not by level 20. Moreover, our stats raise by proxy. Higher-level characters have more powers of a greater strength, raising both offensive and defensive stats. They also have a greater number of slots with more powerful enhancements in them, raising those stats further still. A level 1 Willpower Brute running an unslotted High Pain Tolerance has an irrelevant advantage of health over, say, a Fiery Aura brute, but a level 50 Willpower Brute with High Pain tolerance slotted well for extra hit points makes a significant difference.

    As a character - say a Scrapper - rises through the levels, that character becomes more accurate, more survivable, more dangerous and moreversatile, to the point where "Level 50 Hellions" are no challenge at all to a proper level 50 character just because they haven't the tools to challenge our arsenal of powers. It's those like Malta, the IDF and the Soldiers of Rularuu - enemies with a wide selection of nasty powers - that provide the most challenge. City of Heroes is simply not a game of stats. It's a game of powers. It's those who have the most powers of the best kind that are the strongest.
    If you want to bring up AT modifiers, then that would contradict being power growth since some AT's have a decrease in modifiers as they level. In fact, most do in some form. AT modifiers cannot be called anything more than specialization, unless you count negative growth as "power growth". From the context of this discussion, I assume you don't.

    Power growth by definition of having more powers assumes that players have taken those powers. Anyone has seen enough characters with horrible power choices to know that higher level charcter =/= stronger character. This doubly goes with the enhancement system, which is the game's equipment engine. Later powers are also not necessarily "better" than the previous powers (See DPAT and situational usefulness). This also doesn't deal with performance at those levels, which can be horribly skewed to situations or in Blaster's case just downright useless to get more and more and more attacks. In these cases, the AT is objectively becoming weaker despite having more powers.

    Strength by proxy means the proxies are powerful, not the character. Making fire into a sword shape instead of just shooting it from your hands doesn't suddenly mean that you've become bullet proof. Likewise, level shifting doesn't encompass the entirety of scaling enemies. If the devs were to make a Level 50 Hellion, they certainly wouldn't just take the previous enemy and change his level value to 50.


    Quote:
    Originally Posted by Samuel_Tow View Post
    That's not even remotely true. What you fight at level 1 are Longbow Guardians, essentially Hellions in Longbow uniforms. They have Brawl and one pistol shot attack. Nullifiers exist, yes, but they lack most of their powers. I forget when you start seeing the actual real Longbow soldiers, but I think it's level 10 or 15, and even then they lack most of their powers. Rifles have just one attack, Flametrhowers have just one attack, Miniguns have just one attack and Nullifiers are the same. Around level 25 or so, Flamethrowers develop the power to set down Burn patches and Nullifiers get grenades. Level 30 starts spawning SpecOps and Nullifiers get Beanbag. Level 40 gives Flamethrowers grenades that spawn Burn patches on top of the sweep that spawns Burn patches, miniguns get Grenades, Nullifiers get Sonic Grenade and SpecOps get their sapper grenades. All the while, Officers get more Leadership auras and powers and harder and harder Wardens start showing up.

    The Longbow of level 1 and even the Longbow of level 10 have nothing in the slightest on the Longbow of level 50. And they're not the only group that looks like they don't increase in power yet do so. In fact, the only group I can think of that's consistently similar at level 1 to level 50 is the 5th Column, and that's the result limited development resources at the time. And even then they throw robots, vampires and werewolves in the mix, despite their human soldiers having the same powers. I guess you can count the Devouring Earth in there, since they have the same set of minions 25-50, but at least they change colours and start developing new, more dangerous lieutenants and bigger bosses as levels progress. Hell, Crey start out with security guards and scientists, but by the end you're fighting armies of power armour supersoldiers and manufactures superpowered beings.

    I think this shows that City of Heroes enemy factions are more than capable of presenting the progression of threat in a graphic, visual manner, not to mention a mechanical one. I think that's the standard we should hold all enemy groups to, because it's not an exception.

    So longbow aren't not the same as their lower level counterparts despite having no graphical change, sharing the same name and the same basic weaponry they started with at level 10? But, since the nullifier get a beanbag launcher, that means that the nullifier rifle that was used at level 10 that you are immune to are suddenly better because of the beanbag launcher. If you want to say that because I said level 1 longbow (in actually the staple longbow start at 10 and 20) has the entire case for the idea being incorrect, that is just nitpicking.

    Everyone knows that enemies get more abilities as they level up, but the presence of an incendiary grenade doesn't mean you are fighting completely different longbow. It is still the same longbow with a new toy. For this, Longbow are not representing a gradual power progression that somehow grants immunity to previous encounters, but representing relative power stasis where the new tricks of villains they fight are dealt with by having new tricks of their own. Their own skills with the weapons don't reflect growth, but refinement, just like the superpowered enemies they face.

    For this, the additional enemies that are tied in with any group that has relative power stasis do not break this mode of stasis. The 5th Column throwing out werewolfs and mechs doesn't change that the grunts are still using the same weapons, and ergo imply stasis. The additional strength of the new enemies do not reflect an inexplicable ascent to being untouchable, but an easily trackable expansion via power diversity. Now, there is a relationship between power growth and power diversity in the sense that being able to do more things and being more refined at doing them equates more power, but nonetheless this doesn't provide a means to grant immunity to previous weapons.


    Quote:
    Originally Posted by Samuel_Tow View Post
    So should have "my opinion can't be wrong" attitude. Not everything is subject to opinion. Facts are not subject to opinion. If you want to make an argument, feel free to do so, but don't expect people to regard your opinion as sacred and holy. If you can back it up with an argument, then do so, and we'll talk about it. But "opinion" itself has no weight whatsoever.
    Facts say nothing. It is only through personal interpretation that we can reason about them. Now, whether or not an opinion can be correct or incorrect depends heavily on the way in which it is handled and the realm in which it is presented. If someone says "this is my opinion of things and nothing more", then this cannot be incorrect due to evidence because it is merely the statement about the position that someone holds, and thus is self evident due to that someone holding it and saying so. Someone stating an opinion can be incorrect if they are not stating their own opinion or lying about it, but this is largely inconsequential to the world since people act about the opinions that they do hold, and not the ones they don't.

    A person's opinion being correct or incorrect only matters when it is not being stated as an opinion, or not operated on as an opinion. When it is being states as fact is when it becomes subject to evidence and evaluation by other parties. Case in point, the reason why your interpretation of the story is being debated at all isn't because you hold such an interpretation, but because you are both behaving as if it is not an interpretation and you are also not stating it as an interpretation.






    Since I have been hard wired to avoid double posts from previous forums, I'll just add this second section to it.

    Quote:
    Originally Posted by RuthlessSamael View Post
    Alright, I'm going to make this painfully simple.

    1) If we plucked a Bone Daddy from Perez Park and one of the rock-throwing citizens and had them actually fight in the actual game without changing any of their stats or abilities, the rock-throwing citizen would win, and the fight would not even be close. In fact, the rock-throwing citizen would probably one-shot the Bone Daddy.

    2) According to the narrative, a rock-throwing citizen wouldn't even stand a chance against a Bone Daddy from Perez Park. Note that if they could, all the mugging victims we keep saving are mostly just being lazy.

    Which of these two statements is either false of unprovable? If neither of these two statements are false or unprovable, then there is an inconsistency between gameplay and story, period, since the gameplay delivers the opposite result of what the story would imply. If you wanted to have a consistent gameplay mechanic wherein levels reflected a progression of time and not power, then you would not get increased health and damage as you leveled up.

    If you think that the disconnect between story and gameplay is not a problem, that's an opinion. If you think it doesn't exist, you are factually wrong.
    According to alternate interpretations to the "inexplicable growth to immunity" view, the first example you provided above, however factual, is completely meaningless to the consistency of the game. You might as well say the game is inconsistent because roses are red, and violets are purple.

    As for the second statement, it is false. The "narrative" of the game is quite abstract, since I haven't seen an explicit statement that says "A Citizen throwing a Malotov Cocktail at a Bone Daddy should not be able to fend off or defeat a Bone Daddy". I have seen the game imply quite the opposite with an entire power origin: Natural. According to Natural Power origins, there are superheroes who are "super" only in the sense that they have trained hard enough and worked out enough to become a superhero, fighting with swords, guns, and smoke. Not only does this imply that every citizen in the game could go Green Arrow on the bad guys, but it means that every citizen is being lazy and/or suffering from a mentality that has prevented them from doing this. Nothing more, since as we've seen from natural heroes, all it really does take to take down a Bone Daddy is to chuck a big enough rock at them.

    Stating that natural heroes are unnatural is an internal contradiction to the very definition of natural heroes, so such a statement cannot be true.

    You know, you said that the consistency of this game was quantifiable. So, what quantity is it measured in? Is it Joules? Kilograms? Amperes? Slugs? Surely the consistency you are referring to as quantifiable isn't the statistics definition where you are measuring the already numerical outputs and measuring the deviation of these numerical outputs, because that isn't a quantity. That is a scale, relative to each phenomena in an experiment that requires a preconceived hypothesis to be tested against to have any real value to an end.
  12. Any name I recognize. I'm bad with names, so when I see one that is familiar to me, it is usually a good thing.
  13. So far there isn't one I will never ever use again, but there is one that I am very hesitant to use again.

    First stalker I rolled was an Energy Melee/ElecArmor stalker, and I felt so severely gimped by that set that when Kinetic Melee was released, I rerolled the level 50 IOed Stalker.

    That's how much I didn't like Energy Melee. It has decent single target attacks, but I was going from group to group doing very little in terms of damage, and just to keep up I had to use Energy Transfer which would also sap my HP. No Aoe, no good ranged attacks, just single targets and chance for stun.
  14. I am just glad that, once Darkness Control is out, I am going to be seeing a lot more trollers and doms. It gets a little old when I make a trial team and 10 brutes show up, 8 of them with Titan Weapons.

    Things all in all look good, though. Definitely looking forward to... everything in this next update.
  15. Thankfully they didn't invent cars because people could run over other people with them, and they didn't invent the internet because people could hack and abuse other people online. Most of all, be thankful that they didn't invent morphine or other powerful pain killers because people would use them as addictive substances and ruin their lives.

    Something doesn't sound quite right with those arguments... and as with most "abuse" arguments they overlook the reason for the change in the first place. Female mastermind pets, and even customize-able mastermind pets are ideas largely for the good and enjoyment of the community. There are countless individuals (I, for one) that would enjoy that addition, and it is for them that this kind of change would be implemented.

    Heck, it might even have me make a mastermind should they make them customize-able or even just by adding female counterparts. One of the biggest reasons why I haven't made an MM yet is that I can't seamlessly flow into a character idea that can use the very limited movepool and aesthetics that masterminds have. It is very clear to me how it would work, too. With each minion nameable and customize-able, I could essentially write a miniature backstory to each pet that would explain why they had chosen to join the ragtag group the Mastermind Leads.


    To be a bit off topic, I see that the old topic isn't closed. It is against the rules to necro-bump things or post in old topics?
  16. Even when Masterminds crowd around I have never had problems getting to the trainer or Lady Gray. I just run right past everyone. I've never even had to jump.

    I'm not sure if this (now probably temporary) problem is actually a problem at all.
  17. If you want to get into greater details than the bare minimum to say that there are more valid ideas, yes there are "stats" that do increase with levels, albeit indirectly. Such as:

    *The enhancement system allows you to get stronger enhancements as time goes on. Before the IO system, however, these still did have a level-relative limitation, and enhancements themselves are not the part of the power or the player. Missions on Ourobos also scale back enhancements as a way to curb the lack of slots and abilities that you would have at that point in time. Imagine the nightmare that would ensue if the devs assumed that new, low level players could afford to full So slot themselves with full bonuses granted at lower levels. The enhancement system itself can sparsely be called a leveling system itself, but rather the equipment system, and that CoX has an equipment system based upon levels (as many other games do, since ones that don't are horribly balanced and "broken" easily). Bad enhancements = bad character, after all.

    *Caps on stats increase throughout time. Again, this is a question more about facilitating things such as inspirations and power diversity than it is an actual leveling aspect. At lower levels, it is nearly impossible for any character to achieve the damage cap or the defense cap. Toons who have all rows inspirations from higher levels could just use their wealth at higher levels to buy tons of reds and mow through enemies in lower levels, so Ourobos curbs this. As the game progresses, it becomes less about how any character can handle any situation, so inspirations are helpful to buffer this. After all, there is no limit on lower level players using bigger inspirations. It is just that the game is designed earlier that it is not as necessary, and not as easy to abuse. Again, not a part of the power or the player.

    *Beginners Luck. This is actually a negative effect, meaning you have a decreasing To-Hit bonus as you level from 1-19.

    *Magnitudes on status protection and resistance slowly increases as levels are gained. This is the closest you can get to actual "stats", since some of these slowly scale much like damage and HP as time goes on.

    Thing like accuracy, range, recharge, endurance cost, damage resistance, endurance, recovery, regeneration... static. A toon with 0 defense at level 1 will have 0 defense at level 50 unless they take a power to get defense, are given defense by another player's power, or they have equipped themselves with an IO set that grants a defense bonus.


    When I was speaking about level scaling, I was referring to more than just increasing the enemy level. I guess I should clarify this: As enemy groups go up, new abilities are added and more diverse mobs are added to help facilitate the progress that characters in the game undergo. When this isn't done correctly, it can have disastrous effects on gameplay. AKA Welcome to Praetoria. Longbow mobs, as levels grow, do get more moves than just generic rifle shot and brawl, but as you go through high level longbow content, you are still dealing with grunts shooting you with bullets and flamethrowers. Things like Giant Monsters, even though they auto-scale to always con purple on a player, are still built around a certain level where it is appropriate to fight them. Finally, it is assumed that a player is doing a decent job of placing enhancements, and enemies are scaled to accommodate for good enhancing. It is a very wise decision to have low level mobs taking away half a new player's HP in one attack, and if you have ever tried running higher level content without slotting enhancements into any powers, you'll find that you get mopped up pretty quickly.
  18. I definitely agree. Due to each powers individual needs, I have to make a text file and manually keep track of what has how many slots where and what I put in them just to change a few powers around.
  19. ^It's actually not as bad as people write about, since media focus always tends to be shifted on negatives. Those guys in small communities who'll watch your house for you... no one ever writes about them. Contrast that to thousands of years ago where the idea being sustaining social contracts was to kill those who disagreed with the group.


    Anyway, what I would say has been said by others. No other obligations than those in the EULA (for those who bother to agree to it). There is, of course, a correlation between making money and making the players happy.
  20. Quote:
    Originally Posted by RuthlessSamael View Post
    It is impossible to see the level progression as anything other than an advance in power without being factually wrong. In game mechanics, you level up and you become more powerful. In the narrative, you do not increase in power. There is factually an inconsistency. Citizens throwing rocks are objectively far more powerful than Hellions with shotguns. No amount of mental gymnastics will change the fact that if a rock-throwing citizen and a shotgun-toting Bone Daddy got in a fight, the rock-throwing citizen would win. That is something Paragon Studios could actually make happen and the discrepancy in power is so massive that there could not possibly be any other conclusion.
    http://tvtropes.org/pmwiki/pmwiki.ph.../OpinionMyopia

    The interesting thing about the leveling system of this game is that you don't really have stats that increase as you level up. Your HP increases and your damage increases to scale with the HP and damage increase of enemies and other players. Otherwise, the superiority of any party is carried out through a function of each other's levels, and little more than that. The power system in the game, therefore, is relative just to the immediate spectrum of levels near any players. The only balancing on enemies that needs to be done is done so due to power slotting and expanded abilities, and not under the assumption that enemies should get bigger and bigger guns due to the inexplicable nature of heros to become immune to those guns despite having no power to explain why.

    There are several groups in the game that persist from low to high levels. Taking longbow as an example, since they're enemies that span ranges from 1 to 54. The grunts you fight at level 1 for the most part are identical to the grunts you fight at level 54. Now, if you take the position that level = absolute power, then you are also taking the assumption that the Longbow grunts can go from pushovers to incarnate strength inexplicably, and saying that this is inconsistent. The basis for this inconsistence being that other groups you find at those levels do not grow in those levels, and thus somehow our characters should have magically become bullet proof to their guns as we went on.

    The important factor that everyone forgets is this: Why is it that paragon studios would arbitrarily make it so one group (the longbow) rises forever in levels, and another (Vozhlok) just abruptly stops after awhile? Do they just put enemy groups on a big dartboard, throw darts while blindfolded, and go "Them! Those guys we'll put up to level 54!"? The real explanation isn't as exciting: the levels of enemies is directly related to how relevant they are in relation to the game's story. The Longbow continue to show up in stories and plots all the way up to the Rikti War Zone, and thus have levels to reflect the content in which they are written. The Vozhlok, however, have their stories end quickly, and so cut out at a much smaller level. There are groups of people who want continuations of older enemy groups, like the Vozhlok and the Tsoo. If continuations were made, they would no doubt be at higher levels to be relevant to the gradual progression in levels the players have.

    Take this into account, and it is easy to see the leveling system in the game as a different and more logical way than one that is attempting to maintain that magic bullet immunity necessitates that future enemies always have flashier explosions and bigger guns. The levels, with all their relativity in power, are to reflect a chronological progression and not a power progression.

    There are all the little details as to how conning works and experience plays a role and how all Enemy 1 vs Enemy 2 would have to occur in the same timeframe and thus necessitate being scaled to the same level, but that is all tertiary to the real point here: You indeed can "see" something different because the way you "see" things (and thus your subjective opinion) isn't the only way to see them. This "my opinion is right, all other opinions must be wrong" attitude should've been broken by middle school.
  21. Blood Red Arachnid

    Death Emotes

    One of the most spectacular and emotionally heavy events in superhero lore is their defeats. It would be nice to reflect that with game content. Plus, I want to see everyone emote at the same time on failed MoM trials.

    So I support this.
  22. I definitely support this. Especially the beach idea. Let me tell you why...

    (flashback waves ripple through the air as everyone bemoans "No, not again!")

    Long ago, Crey Industries Hero Threat Database was one of my favorite websites to visit. I would read hero profiles and analysis, see pictures and updates, and I would do this for hours. It was like facebook if facebook was actually interesting.

    Of the many profiles I would read, I would see costume sets that had different situations: Summer costumes, winter costumes, evil costumes, good costumes, civilian clothes, undercover clothes, swimsuits, the works! From seeing these, many years later when the Mac version was released and I started playing the game, I still made my character's outfits based on that model. The primary outfit, their alignment flipped outfit, their civilian wear, their summer wear, then their extra costume based on whatever themes I felt I could add. I have, on each of my characters, a slot dedicated to swimsuits and beachwear.

    Problem is, I could never use it. It would always stand out as odd in nearly every occasion. The only excuse I could ever use them for was during Hamidon Raids, where I would joke about how it'll take four showers just to get the cytoplasm out of their hair. It became a bit of a gag where people would joke about how I would show up without wearing any pants.


    So a beach resort in Pocket D would be awesome, if only I can relive that vague idea that I had in my head of the game all those years ago.
  23. When I first started playing City of Heroes, I was glad that it wasn't overflowing with gold vendors and bots and such. This was around I17. Still today, when I hang out in Atlas Park's Wentsworth I see very little in the way of gold farming on both of the servers I used to play on. Freedom was worse than Virtue in that regard, but it wasn't so bad.

    The game I came from before was Runescape, and compared to Runescape CoX was nearly flawless in this regard. In there, it was hard to find players who weren't bots, weren't sweatshop MMO grinders, and who weren't just buying their way to riches. This is due to several elements in the game, particularly because in order to enjoy most of the games content to the fullest you need to be wealthy and have high level stats; neither of which was easy to obtain. From what I have heard, they have improved on it to get rid of most bots and to take legal action against Real World Trading companies and sweatshops.

    CoX you can be quite poor, lower level, and still have fun at the game. I don't loathe the low levels when I make a new character as I did in other MMOs. I didn't have to grind for hours in the game to have fun. I suspect that other people who play this game had a similar feeling, since the RWT market wasn't so deeply involved here. The rats go to where the cheese is, after all.


    I am in favor of getting rid of gold vendors. I'm just not really sure how to do it in this game, since it had improved on many aspects that other games with RWT problems have that cause RWT to show up.

    *Fun at nearly all levels? Check.
    *Strength not associated with having super rare unobtainable random drops? Check.
    *Wealth not necessary to enjoy the game? Check.
    *Relatively fast level progression? Check.
    *Open ended character construction not set for min/maxing? Check.
    *Game not based upon being superior to other players? Check.

    And all of this has me a bit baffled as to what exactly is accomplished by power leveling. You get to 50 in a hurry to... do what? Is the Lord Recluse Strike Force really so awesome you have to skip most of the game just to get there as fast as possible? On some level I can understand influence trading, since the best items are more expensive than the not best items, but they are far from necessary in every facet of the game. My two biggest guesses are for PVP purposes and as a habit of players new to CoX that inherited this mindset from previous games.

    There are some obvious implications with illegal credit cards and competition/supply in the markets that make real world trading a problem, but I'm used to finding solutions in an environment where this was all done by bots. So right now I am just hoping that the devs have some more creativity to stop this issue than I.
  24. Quote:
    Originally Posted by RuthlessSamael View Post
    Not to rain on your parade, but these things are, in fact, declarations of fact that either can or can not be proven true. It is impossible for either of those statements to be an opinion, because they are objectively quantifiable statements. You could actually make a scale to quantify both of them. Saying that a lack of narrative consistency is not a problem is an opinion. Saying that it exists at all is a factual statement.

    If enemies gradually ascend in power throughout the whole game without ever suddenly dumping us back to Hellion-level threats until Incarnate content, then both the statements listed above are facts. The only way you can argue with either of them is with evidence (for example, if there's points in the game prior to Incarnate content that show us to be at pretty much the exact same level as we were at the beginning according to the narrative, despite the gameplay telling us the exact opposite).
    The violation of consistency is opinionated because it is based wholly on the assumption that the game is trying to tell a story in a particular way. If one sees the level progression in the game in a different way than another person, then the violations in consistency of the "attempted story" become little more than subjective. Likewise, anything that is not plainly stated cannot be objectively inconsistent since it requires interpretation on the part of the audience.

    For future reference, all things "can or can not be proven" since there is no alternative.


    EDIT:

    I actually played an online game once that didn't have great character progression and levels, but still garnered many ours of gameplay. In, Monster Hunter Tri, a great game IMO, there were no levels for you to progress through. All of the strength that your character gained was through equipment that could be swapped, taken out, and even outright ignored on many instances. Even then, the skillsets (the main benefits of wearing armor) are largely customize-able, meaning that a character's strength came largely from a player's ingenuity in making their build.

    The real progression of the game was the skill of the player, and not the strength of what the player played. Quests and game content was made to be gradually unlocked at a pace where the player possessed the skill capable of defeating the next round of monsters, not where you're equipment or any sort of level was supposed to come into play.

    Making an MMO based on these qualities alone is hard, which is why I believe the MMO version (Monster Hunter Frontier, a foreign MMO only) had to introduce several levels of strength in items to keep players playing.
  25. Quote:
    Originally Posted by Wing_Leader View Post
    How does one do that anyway? By putting "IMO" somewhere in every single sentence? Oy veh.

    For some reason I have no problem parsing Sam's posts as expressions of his personal opinion. If I can do that, anyone can (and I figured they did). If you feel Sam believes himself to be all-knowing and incapable of error, then you may be a wee bit oversensitive to strongly expressed viewpoints, and maybe the Internet is not for you.

    ... you really can't tell? Guess I should give some examples then.

    Quote:
    Originally Posted by Samuel_Tow View Post
    T
    It has a very real visual representation that needs to be consistent with the story the game is trying to tell, and when it comes to Incarnates, it simply isn't.

    This is a case where his "opinion" is listed as fact. Contrast it to this:

    Quote:
    Originally Posted by Samuel_Tow View Post
    You're entirely correct - this CAN be explained. However, I see such explanations as an excuse, in the sense that we know it's not a good, thought-out story, but we're trying to make it work anyway. We, as players, shouldn't have to be put in the position of having to salvage official storylines by explaining away plot holes. I'm not averse to it, mind you, but I just want to hold the development team to a much higher standard. I don't want them to settle for mediocre writing for the sake of explaining away a gameplay element, I want them to write good stories that make sense when you walk away from them.
    In which it is clearly listed as opinion. There are words such as "I see", "should have", "I want", all of which put this phrase into the context of personalized ideals. In this sense we are dealing explicitly with abstraction and hypothesis. This realm of reasoning is seated to be subjective, and are unambiguously opinion. Also pay note that there is a distinct personal insertion in to the paragraph, indicating that it is Sam's point of view that Sam is discussing.

    The previous statement was not. It was concrete, laying down statements as fact as follows:

    *The game is consistent with power growth in content that is not incarnate trials.
    *The game is inconsistent with power growth in content that is in incarnate trials.

    Neither of which are to be disputed or up for debate. This phrase was put out there not to express his opinion, but to correct me on a matter of fact that I got wrong. Is it any wonder that I would react with hostility?