BlueWrecker

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  1. On this topic, we also have Plastic Man, Ping the Elastic Man, Elongated Man, Mr. Fantastic, Luffy, and Elastigirl/Mrs. Incredible.

    Just for the curious, go look here on Wikipedia.
  2. [ QUOTE ]
    Speaking of which, some of "thier" major characters in this game strike me as ripoffs of other existing comic characters. Statesman especially sticks out.

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    What industry like this isn't wildly incestuous? Statesman = Superman = Hyperion = Captain Marvel = Prime and so on and so on. Do we want to get into derivative works of J.R.R. Tolkien?
  3. How do other MMOs handle ownership of player created characters?
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    The name, image, powers, situations and actions of a character as portrayed in your novel are yours.

    The name, image, powers, situations and actions of a character as portrayed in (or created using the tools of) CoX belong to CoX.

    If both are identical, CoX wins. Unless you had a previous copyright/trademark, you have just 'gifted' NCSoft with your creation.

    If you had a previous legal claim, by terms of your tacit agreement with the EULA, CoX still wins. They own your character until you point out to them that you have a previous claim.

    When they become aware that they have your copywrtten/trademarked character in their game, they will 'genericize' (randomize the appearance and/or ban it until the name is changed) it and warn you not to use such characters in their game.

    If you want to use a previously-owned character in their game, contact them and have them ask the character's owner (who might be you) for permission to use/portray the character. Good luck.

    I am not a lawyer, but I do have good reading comprehension and I have read the EULA.

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    So in other words, short version, Cryptic "owns" every single character name on *every* single server now created by players? Keep in mind that there are characters where a "name" appears under multiple companies, with multiple core concepts/images/appearance.

    Captain Marvel & Firestar, for instance.
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    Another twist. I'm a novelist. I'm a writer. I write novels for a living.
    What if I want to write a novel of my character, or are in the middle of writing a novel and decide to remake a char in CoH/V?

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    Don't do it.

    Basically, Cryptic/NCsoft owns all characters/names/images that appear in CoH/CoV.

    If you were a special case (say you were Warren Ellis, and you wanted to make Spider Jerusalem in the game, and you contacted Cryptic, and they gave you the nod), it might work out (and there would probably be lawyers or at least some serious paperwork involved). But those instances are nebulous and so few and far between, it's not worth risking.

    Keep your CoH/CoV characters seperate from those you plan to sell, and you should be fine.

    cheers,
    Arctic Sun

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    Just to clarify, this refers to Cryptic owning not "Blue Wrecker" but rather his likeness/appearance in game and anything specific to Cryptics's design. For example, my character is a generic kung fu guy who's hard to hurt basically, and flies. Very generic in core concept. The origin of him has no real specific ties to Cryptic characters/copyrights. Therefore, I own Blue, but not his appearance/likeness within Cryptic, correct?
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    I haven't had time to get on test, but I was wondering what people are reporting about the changes to hurricane. Anyone have any stories?

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    This is as good a place to put this, as any:

    I checked in a few Hurricane changes today that QA is going to look at. In Theory, these changes should mean that for PvE, Hurricane acts Exactly as it did before the previous change, while in PvP, it should act exactly as it does currently. Hopefully this change will get a green light from QA -- I've spent quite a bit of time on it over the last few days.

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    Please PM office mailing address, and/or post it here. Cookies, alcohol, and hugs are being Fed-Ex'd.

    On a side note... any chance of similar loving for other powers? I'd post a picture of an adorable kitten looking up at you, if I could, in-line...
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    Ya know... I think Trick Arrow was designed to be a Controller Secondary.....

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    Yeah, 'cause it would match up so well with the Controller's arrow-based primary powerset. Uhm... yeah. TA is Devices-on-a-stick plain and simple. It never should've been a Defender primary. Defenders should've gotten Sonics, Blasters Archery, and Controller, Scrappers and Tankers unique primary and secondaries of their own.

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    No, they should have. Archery is a comics staple.

    The problem is that the base values, numbers, recharges, etc. on the set were set inappropriately low by the Devs when the powerset was launched, making it the weakest BY FAR of all defender, controller, and mastermind sets.

    I would love to hear the development rationale for setting the strength of the powers so "low".
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    This is getting dull.

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    Now take your medicine and like it!

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    OK, it's dull, and you're flame bait. Lots of the nerfs were unneeded. Storm already was needlessly weak relative to other sets. They got hit extra hard. Regardless of whether you agree or not, they did. As hard as Tanks did before, and as hard as regen did. None of the sets needed it, and whether or not it will be admitted to by the devs (it won't), it was because of PVP and the wildly obnoxious and vocal component of hardcore PVPers.

    As for taking medicine, I think you need some to stop the keyboard diaherea problem you seem to be having.

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    I agree to your comments about many powers being nerfed for PvP. I've always said the same thing and the bs the devs have said on why it's done. Regen also got the "it'll save stamina to make IH a click" nonsense. Regen has Stamina and QR! Reduce end enhancements worked great if you used them on top of that. Endurance was never an issue! So no, I don't like nerfs to begin with. But because of nerfs to other powers, they have to nerf even more powers to make thing more balanced. I think hurricane needed to be nerfed for PvP. Not for PvE, because it never really seemed to work that great when Tsoo Sorcerers used it against my stalker.
    Shrugs. Guess you guys will have to learn to live with the nerf. Go yell at Statesman though. He's the much more fun to loathe than me.

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    i dunno...

    your tenacity seems to suggest you get very excited by nerfs.

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    I got pretty excited as well, when the general tohit debuff came in, because the reasoning--as demonstrated by our basically calling the Devs out 20 ways to Sunday on the perceived duplicity--led to Statesman having to finally be called to post. Which, of course, garnered no follow up. But that's a whole other subject that boils my blood sometimes.

    I except after I7 we'll have more dev interaction again. We better.

    This all reeks of chattering for chatterings sake. If a nerf comes in that they don't try to sugarcoat or play dumb with, it doesn't bother me AS much. Because some things unfortunately (but not forever, oh yes) are unavoidable or changeable. But there will come a day when that changes too.
  9. [ QUOTE ]
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    This is getting dull.

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    Now take your medicine and like it!

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    OK, it's dull, and you're flame bait. Lots of the nerfs were unneeded. Storm already was needlessly weak relative to other sets. They got hit extra hard. Regardless of whether you agree or not, they did. As hard as Tanks did before, and as hard as regen did. None of the sets needed it, and whether or not it will be admitted to by the devs (it won't), it was because of PVP and the wildly obnoxious and vocal component of hardcore PVPers.

    As for taking medicine, I think you need some to stop the keyboard diaherea problem you seem to be having.
  10. For what it's worth, I *love* Gale with my mind/storm controller. I'm six slotting that puppy. 2 acc (maybe 3, maybe), 2 recharge, 2 end. That plus TK, plus Hurricane, equals Mobs go where I tell them to. I love the trifecta...
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    You know, our problem really isn't with PvP per se, nor is it with those who enjoy PvP. The problem comes when PvP starts to dictate what goes on in PvE. I and others were encouraged at the beginning, when it really looked like PvP and PvE were really going to be separate entities. Looks like that philosophy has gone the way of the dodo.

    It's not really the "nerf", you know. The reduction is minor to the point where most could just shrug it off. It's the principle of the thing. The game's not doomed by any means.

    Whatever. We said it was gonna happen, and we were right. I do wonder if this is where it will stop.

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    Wasn't there actually a post from Statesman that said code existed to easily make powers work differently in each side? PVE/PVP zones?
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    The endurance cost per tick remains the same (0.1625 end/tick), meaning the new endurance/second cost is 1/4 of the old value.

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    Has this been confirmed?

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    Not in Patch Notes I don't believe. If so another Patch oversight...
  13. Was Hurricane for NPC mobs (Sorcerors/Tsoo bosses/Witches) also correctly reduced/"fixed" as it was 'broken'?
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    You are correct sir. Used to thinking of it as a defensive power, I forgot this.

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    Which is funny, when I used to play my rad defender and controller on Protector, I thought of it and slotted the other way around. Another reason rad is so popular...
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    States used 31.25% for RI in his example. I highly doubt that there is such a big different between RI and DN. Something is wrong..

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    Are we sure? As discussed, Darkest night does more than debuff toHit - it is a significant damage debuff. To my knowledge, RI debuffs only toHit.

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    Isn't RI defense AND tohit?
  16. Just a thought. The other thing about archers is their fluid mobility. See how Green Arrow is in Justice League Unlimited, or Legolas in the movies. Always moving and shooting.

    Would simply removing the rooted aspect from all powers in Trick Arrow and Archery--as something unique to this set--be enough to overcome it's other weaknesses? I.e., leave everything relatively as is, maybe shorten some recharges at most: but lose the rooted. Let the archers dash about.

    Or would that be too powerful?
  17. All these pointless and fruitless "Maybe it's this number!" "Does it do that?" "No but it might do that!" "No u r stoopid it does sumthin else" arguments are a perfect testament for why we need full disclosure of all this information from the Devs.

    Honestly... what would be imbalancing about simply knowing for an officially stated fact that (hypothetically) Twilight Grasp has the following base stats:

    Activation: 4 seconds/rooted
    Range: 50 yards
    Recharge: 10 seconds
    Endurance: 14
    Heal: 25% of caster Hit Points, centered at completion of animation to all teammates + caster, within 15 yards of caster
    Effects: -20% ACC debuff on target with successful hit, for 5 seconds




    Someone explain to me how knowing things like this breaks anything, unbalances anything, or spells any level of doom and/or trouble?
  18. [ QUOTE ]
    ToHit Debuffs aren't getting gimped, but they are getting worse. When compared to defense buffs, however, they're useless. Nobody will want them.

    Two FF defenders with Aid Other can keep a team safe from +10 enemies in much the same way that 300 Dark Defenders can.

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    And that is what for some reason we all danced around and didn't come right out and just say. I don't know why.

    Rednames any comment on this? This is what it really does boil down to.
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    Conclusions:
    +0 = MUCH worse
    +1 = MUCH worse
    +2 = Slightly worse
    +3 = Slightly better

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    I second the call for this to be addressed directly, specifically, and posthaste by a redname.

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    You're joking, right? I can handle even level minions and lieutenants on any character without turning on a single toggle or using a single debuff. (Except Sappers, of course) If I was intensely bored, I could only attack with Brawl and still come out ahead. +1's I rarely use all my toys for. +2 and +3 are where it starts to get fun, and +3 is going to be easier ultimately with this change.

    A full group of 8 is going to be doing a minimum of +2's if not +3's and higher. Yes, before Issue 7 it's going to be noticeably harder, but after that... Well, barring defense scaling amounting to "anything higher level than you auto-hits you" this is actually going to be an improvement. Yeah in PvP you still have Aim/Buildup/YellowPez to deal with, but that's not going to change without completely re-doing the system.

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    In PVE, even on big teams of 5-6, I routinely do missions with 0/+1 cons, and VERY often without a tank, unfortunately. For some reason they often seem to in a deficit on Virtue for PUGs when I'm on, without excluding someone from my friends due to SK/mentor space. Because of that, I often have squishies on my team (or me! most often) taking return alphas as I lay down debuffs.

    This will lead to more team deaths/debt. It's mathematically impossible NOT to.
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    You know, when the change was coming through, I wasnt worried about PvE. Theyre mindless enough and we're so powerful by lvl 30 that it really isnt a problem. But the thing that DID bother me was PvP. In particular, all the squishies that depend of tohit debuffs to survive.

    What about PvP?

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    Something just occurred to me. Aren't Stalkers going to be unable to one-shot people now, come I7, because of new code?

    If so, is this a nerf a measure to "balance" the PVP field so that stalkers are in fact just as effective as they currently are?

    NOTE: in PVP everyone cones as *EVEN* which took the biggest hit here.
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    Welp, I've seen enough numbers from people who know how to do math to tell this is an irredeemable nerf.

    You cannot argue that To Hit Debuffs are easier to use than Defense Buffs. You cannot argue that the toons who use them have enough damage dealing power to not feel this nerf. You cannot claim this was something you missed with ED and are cleaning up now.

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    I’d like to promise you that there won’t be ANY changes in I7 that are “nerfs” and that any change is a “buff”, but that’s unrealistic given that there might be bugs, errors, etc. It simply wouldn’t be honest. BUT I do promise that I don’t foresee any more big swings on how things are done.

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    This is a big swing, bucko. Just put the nerfbat down.

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    QFT.
  22. It should be noted again that Dark Defenders who play a purely debuff game (controller style builds) also get hit extra hard on this. That is, the brave team-minded souls who slot their attacks with debuffs like most do with damage.
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    Conclusions:
    +0 = MUCH worse
    +1 = MUCH worse
    +2 = Slightly worse
    +3 = Slightly better

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    I second the call for this to be addressed directly, specifically, and posthaste by a redname.