Chase_Arcanum

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  1. Quote:
    Originally Posted by Dz131 View Post
    Seeing as how NCsoft owns Paragon. It's probably something Asian friendly. By that I mean animeish style, like what GW2 looks like.
    City of Anime?

    The pet class is the stereotypical "harem guy", quite different from the mastermind because the harem runs roughshod over him. Most of the gameplay challenge is getting them to do something that's not equally destructive to you or each other.

    "Hammerspace" brings a stalker/brute hybrid. First strike does extra crit damage like a stalker's assassin strike (where'd she pull THAT out of?) but that's just the start of the brutelike carnage.

    The brute will change, though. rather than build up fury the more you take/deal damage, here your fury meter grows the longer you stand still and intensely stare at your foe. The hair-color-change-at-max-power may prove a bit controversial to the CoH playerbase, though.

    The "fanservice girl" is a combo tank/controller. No matter how much she's attacked, only her costume ever appears to take damage. Her mezz powers affect virtually any NPC (and many PC's) with line of sight. A "fanservice guy" is planned in the future, but they haven't completed the requisite "sparkle stare through hair draped over eyes" effect yet.

    Titan weapons port over completely unchanged.
  2. Quote:
    Originally Posted by Night_Watcher View Post
    That is not how RP should work. If you have a lvl 50 incarnated character and say you RP it daily in Pocket D. You go there, meet with some Praetorians among other people they know on a daily basis. You and the other palyers follow one timeline, you're in the -now-. There is no back-at-lvl-15 timeline and lvl 50 timeline, they're one and the same for both players. So once the new trial is canon with I23, suddenly all your Praetorian friends, associates and accomplices are gone because they live in Praetoria, but that place is no more.
    Roleplaying in an MMO has always dealt with this.

    Many MMO's imply a constantly-progressing story as you level up. Your character may have encountered the RWZ when it came out 3 or 4 years ago when it first came out. To my newly-rolled fresh enlistee for Vanguard, he just did those events this week.


    Great roleplaying is at its core a form of collaborative storytelling. We express our part and react to the part that others provide. Sometimes the story doesn't go where we expect it to or particulary want it to go. Sometimes you have stellar nights that really inspire you to take your character a direction you hadn't thought of before and sometimes you need to hand wave it all away to salvage what made your character interesting to you in the first place. Sometimes real life makes you miss an event that you'd really wish to write your character into. Flexibility is key- "conflicting" moments appear in roleplay all the time. if you're too rigid, you waste more time wrangling over these barriers instead of enjoying each other's contributions to the story.

    The same goes for reacting to dev-provided content. Perhaps doubly so.
  3. I likely would pass at the incarnate system at any price, but if I had to offer it, it'd be:

    ----
    1) Access to your incarnate powers, the alpha slot content and the TF rewards would be available for a low monthly fee akin to the Invention system. As long as you're paying the fee, your powers are available.

    2) Access to the various trials and solo content would be bought individually, and would only be available while the aforementioned monthly fee was paid. These might have more strict time-limits on their rewards to further discourage just purchasing 1 trial and running it over and over and over. I'd suggest pricing them similar to the Signature Story Arcs.
  4. Quote:
    Originally Posted by Darth_Khasei View Post
    Nobody needs to quit, nobody needs to call for heads or jobs, but all that are fed up and have legitimate complaints should be able to speak up free of debate baiting with unequal comparisons.
    I disagree. There are few legitimate complaints here. Lots of complaints, but very little legitimacy.

    Paragon Studios created this item. They have the right to produce or not produce, share or not share, sell or not sell at their discretion and on their own schedule. They did not break promises or obligate themselves in any way to any party.

    Debate baiting? Yes, there are troll posts. You may even consider this to be one, but if you're going to vent your angst on a public forum, expect people that think differently to speak back. If you don't want public discourse, send the devs an email.
  5. Chase_Arcanum

    Badges and RP

    No, I don't incorporate these. I may select a badge that applies a particular match to a character, as others have mentioned doing, but I don't avoid badges that are inappropriate (and I certainly don't go go "OMG, I've earned the demonic badge, I don't want my character to be demonically-possessed. I can't delete the badge! Reroll! REROLL!").

    Badges are a bit different from selecting powers that you find inappropriate for your character. Few of my "naturals" have travel powers of any sort (temp travel power jetpacks aside) because they're a very visible contradiction to my character's concept. A badge isn't going to be as visible.
  6. Happy B-day.

    Good idea.

    I had hoped for a Praetorian "Lost World" style zone (what exactly is the rest of the world "reclaimed" by Hamidon like beyond the sonic wall?) but that doesn't seem to be the trend. A Cimeroran arena would do the trick.
  7. Quote:
    Originally Posted by Creole Ned View Post
    The work postings for Paragon (under Mountain View) specifically mention the project is a 'next gen MMO' and 'new IP':
    Thanks for the update. The last few listings I'd seen omitted mentioning "MMO", referring to "game." Made me wonder.

    "New IP" though.... that's really interesting.
  8. Quote:
    Originally Posted by Zwillinger View Post
    Interesting...

    Kitsune, I'd be interested to know what your surprise feature is.

    Thanks!
    The surprise feature?

    See that big red delete button?



    It doesn't JUST delete the server from the app list. Once enough people click it, poof!


    Kitsune does play villains, after all....
  9. Quote:
    Originally Posted by Nethergoat View Post
    CoH is tailor made for one of those Facebook/App type 'farmville/mafia wars' sort of games.

    And I read somewhere recently that smartphone sales eclipsed computer sales for the first time this year....a savvy developer would seem to be well served by diversifying into a large market segment with a tremendous potential for growth.

    In other words, by George, I think Chase is onto something here!
    In the interest of full-disclosure on the accuracy of my prophecies, so many years ago, I was caught saying something like this at a local gaming shop:

    "The lore is razor thin and poorly contrived to cater to the original game's RTS mechanics. Sure, that game was well-done, and what WAS there was cleverly-presented, but the world itself is a third-rate D&D clone, so who'd really want to play in a World of "Warcraft"?
  10. Quote:
    Originally Posted by Texas Justice View Post
    If I get curious enough I'll ask him about it then. I likely won't get curious enough as it isn't something I consider that important now.

    I know Auto Assault (his previous game) was DX 9c so if it specifically said DX11 I'm unaware of what it was.

    As for ClawsAndEffect confirming that he was working on Neverwinter, I knew the name of the game but didn't have it on the tip of my tongue to put it in my post.
    Yeah, I was rather surprised to see it listed that way, personally, as alpha teams like that are usually tightly NDA-driven, ( I'm told: my closest eqivalent project was also DoD related so the NDA I was under included prison time... so I might just be overly-sensitive to such things). I consider it just a scrap of evidence for us conspiracy-theorists to salivate over and sometimes suspect that some people intentionally put out red herrings to see how much of a frenzy they can put us in.

    If you do ask, say "Hi" for me
  11. Quote:
    Originally Posted by Johnny_Butane View Post
    ...<snip>...
    The writing is on the wall. They're shutting peripheral services down now. We know they're dividing focus internally on another IP and production. If a sequel doesn't happen soon I doubt it is ever going to happen, and that's the end of CoH.
    ....<snip>...
    Bad Assumption #1: they're working on another IP. They've publicly stated that they're working on a new project. They have also stated that when Paragon Studios launched, it would be dedicated to the City of Heroes franchise. These statements are not necessarily contradictory. There's nothing saying that the new project doesn't fall within the "City of..." franchise.

    Bad Assumption #2: They haven't been working on something right now. As noted, the months preceding BaBs' linkedIn page his (and 1 or 2 other people released during that time) had noted that he was working on a DirectX11 next-gen MMO title. It could be that they had alpha teams testing concepts that never panned out or it could have been something in early production. It could be that the project was terminated and the team released, or it could still exist and change direction.

    Bad Assumption #3: Making a new product follows the same production schedule and timetable as making a new IP. Don't get me wrong- it's going to be a long process, but much of the lore is established for the IP, many of the design goals have been hashed out through the "if we could do it over" after-action-reviews. They'll have thought and rethought many concepts during regular production that can be channeled over for 2.0 consideration. The design process will be much more streamlined in some places and much more problematic in others.

    Heck, they might be looking at mitigating costs by utilizing code from their sister studios. Why develop an updated mapserv, chatserv, or authentication system if one made with modern coding standards was made for GW2 or Wildstar? In that case, maybe GW2's long-delayed development had delayed critical start points in CoH2's own planning...

    All of these can accelerate development.

    Bad Assumption #4: We do not have ANY understanding on what the timetable should be for an MMO sequel.
    Really. How many have there been? Is there even enough to determine what a "best practice" is?

    (Bad Assumption #5: Not made by Johnny_Butane, but by others in this thread: There's also nothing stating that said project was necessarily an MMO or a PC game for that matter. While I posted my iPad comment in jest, this IS a scary time for any studio to try a multimillion-dollar PC title. PC sales are flat and PCs that would handle a high-end DirectX11 title well are not entering the market fast enough to match the growing costs of developing these high-end titles. You may want to mitigate costs by developing cross-platform, lowering system requirements so it works across a wider array of PCs, or keep your IP alive by developing products with your IP in alternate markets until things seem less stormy.)
  12. Quote:
    Originally Posted by Texas Justice View Post
    Considering that Chris hasn't been with Paragon Studios since October 2010 it's likely that the DX11 game he was working on was either Champions or another game at Cryptic Studios (his current employer).

    He was actively working on City of Heroes until PS did their layoff in October 2010, not a different game.
    Neg. That reference was up on his Linkedin page several months before the unfortunate event when he left Paragon. It was a Paragon studios project.
  13. Quote:
    Originally Posted by rian_frostdrake View Post
    also, on babs linkdin he mentioned working on a dx11 game, if i remember right. so this game has likely been in the works for a bit.
    Yeah, but they scrapped that due to the trend away from high-end PC's. CoH2 is gonna be iPad exclusive, competing in the same market as Angry Birds and Ninja Rope.
  14. Quote:
    Originally Posted by rian_frostdrake View Post
    actually, if i put on a cheongsam, are they obligated to finally put one in the game(like i have nagged for for 7ish years)? I am prepared to shave my legs for this.
    Get the cheongsam. We'll threaten to send them reference pictures unless they show progress ASAP.
  15. Quote:
    Originally Posted by NightErrant View Post
    ...I will admit that all of Red Side feels similar.

    Not because it is, because it has far more archtectural and thematic variation than Paragon City's older zones.

    It's just that it's depressing. It's a perpetually overcast chain of islands. Every zone has some district in a varying state of destruction. The citizens are begging for money so they can leave.

    It's a brilliant example of an oppressive, overt dictatorship. But the thing is, you're in an oppressive, overt dictatorship.

    When I made my first villain, I longed to reach Grandville. Surely the home of Lord Recluse would be a palace.

    Then I saw a big (impressive) oppressing tower surrounded by slums.

    That's not to say they don't have villas, Or fancy cities. St. Martial is wonderful when you explore it, but every tine I ouro in, it dumps me near some powerlines. After a while, I just wanted to go to a park.

    So, that's my reasoning. I just don't like be atmosphere.
    St. Martial is a great example.

    Imagine the difference in first impression if rather than leaving the Ferry to emerge into the Arachnos stronghold for the zone, it docked against a boat launch by the Golden Giza.... or even a small marina next to one of the neon-lit avenues filled with Family casinos. You wouldn't have to change the zone much to really change peoples' perceptions.
  16. Quote:
    Originally Posted by GuyPerfect View Post
    • I don't like being someone's lackey.
    This is a sentiment held only by those who have never ever even once played City of Villains. Actually, probably exactly once: before Freedom launched and they naïvely picked Kalinda as their starting contact. Yeah, you're Kalinda's lacky. And you're the patrons' lackeys. And... um... As far as I've been able to determine, that's it. I challenge anyone to find a contact not Kalinda or one of the patrons whom you outright work *for* rather than *with*.
    Not even that.

    Arachnos is a hierarchy comprised of people seeking power and trying to use the power that they've amassed over others. When talking to others, they're going to TRY to be the ones pulling the strings. They're going to present themselves as the ones in charge.

    And in virtually every instance, the overarching story has you rising far above them.
    Actions speak louder than words.
  17. I subscribe to 2 global channels, both Liberty-related. They're colored the same and serve basically the same function: if people are looking for help or extra bodies for something.


    Quote:
    Originally Posted by Forbin_Project View Post
    I have three tabs I use

    1. Strictly Global channels
    2. Server wide and public channels
    3. Private channels (SG, Team, Tells, Coalition, Friends, etc)

    Others may not like that set up but it suits me.

    I use my tabs more to filter stuff.

    My General-use tab: most chat, in-game npc, chat, etc, including globals.
    My Antisocial tab: as above, but with global removed. used when the chatter in those channels gets too distracting or causes the chat to scroll too fast to follow what I'm doing
    My Ignore-the-game tab: all system, game & npc messages removed. used rarely, but helps follow global chat easier when needed.
    My I-hate-myself tab: the help channel. Used when I really really desperately need self-abuse.
  18. Quote:
    Originally Posted by Rockshock View Post
    Medicat for instance is from the Thundercats lore, but is currently in a radation induced coma. Paragon city is just his brain trying to heal the damage (think Life on Mars).
    Wait, so everyone in Paragon-- all the other players' characters-- are just creations of Medicat's delusional mind?

    ::Looks around at a random sample of characters

    That's one sick cat.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    While your whole list is quite interesting, I want to comment on this particular point, just because my stance on it seems to be slightly in the minority.

    While I don't really envision a fight with the Kronos Titan as consisting of slashing at its shins, that doesn't mean the fight devolves into attacking its weak point for massive damage. Just because a monster is giant and incredibly powerful does not mean that my relatively not giant but still incredibly powerful character can't actually overpower it and and defeat it through direct means.

    I'll break my own rules a tad and quote a character: Crash, whom you might remember from my soliloquy on Inventions Sets. Probably her one real signature attack (that the game doesn't let me do) is spearing elbow dash at nearly the speed of sound, where she utilizes all of her abilities - resilience, strength and speed - all at the same time. Depending on how a fight with a Kronos goes, I could very well see her taking several direct blasts from the thing's rockets and ray guns, then elbow-charging a giant hole square through its chest within a split second. Yes, my view of Crash and her level of powers is exaggerated, but that's just what I see in my head.
    That works as well

    The key for me is imagining some kind of "how this could go down" method that fits my characters personalities and capabilities, much as you're doing here. That's something the devs can't really include in their storytelling, obviously, and I don't fault them for it. Its what *I* can bring to my part in the story-telling, though.

    While I used the 'critical vulnerability' example, I'm not above brute force tales myself. Heck, the main "pair" of my wife and I are a /kin controller and a fire blaster that's practically damage incarnate after a good fulcrum shift. With the way that duo's mechanics compliment off one another, melting a hole through the friggin titan (and the building behind it) seems somewhat mundane.

    There's a reason why Chase's battle cry is "... don't make me get my wife."
  20. MMO game mechanics are toxic to good narrative as far as I'm concerned so I have no inclination to try to "creatively work" anything that's not useful to my story. (at the same time, you have to be flexible if the people you're doing interactive storytelling with (roleplaying) DO make use of these plot points)

    I play the game to draw inspiration, I decide how it applies to my characters' stories separately. I'm perfectly inclined with using the game to inspire my stories wherever possible and maintain a blind eye to those that I don't need.
    • I don't use medical teleporters that instantly heal you and let you race back to the baddie in seconds. Characters get wounded, captured, exhausted, and even defeated. That doesn't mean that I don't play the game by rezzing at the hospital and running back to the battle, but if I was retelling the battle for others (or turning it into a comic or movie) the fight would be very different than how a "play by play" of the game's mechanics would be.
    • Battles with Giant Monsters aren't won by repeatedly whacking at the Kronos Titan's big toe, nor are they done standing there spamming attacks. In my narrative, someone may have jumped onto the Kronos Titan's back, torn off a panel, managed to reach inside despite the potentially-crushing pistons and gears, and yank at wires until something breaks, etc.
    • Injury is not a whittling-down of hit points, operating at peak performance until you drop dead. Healing isn't a mid-battle effect that others necessarily do. They may telepathically ease the pain, inspire me to push harder, and rarely use some form of magic, but not every battle every time.
    • Bullets are not one of the least-damaging ways for an enemy to attack a character that's not damage-resistant. Even by Hollywood "its merely a flesh wound" standards, the game's representation of it doesn't work for me. That doesn't mean that every gunshot is deadly- Its more often that they missed... or you strained yourself dodging them. Think of the movie "Die Hard" - McClane gets shot at a lot, takes a beating, even gets shot, but there's no way he shrugs off a direct bullet to the chest regularly.
    • Our base isn't something teleported to from random points of the city. It's a physical location at a specific place thats accessed through traditional travel.
    • My characters stories aren't limited to the powersets the devs make available to us (or the archetypes they're available in). My martial artist may have situations where an assault rifle would be the best plan of attack or might have had training in a polearm, bow, sword, or dual blades as I want (or not). My fire scrapper might actually have all his attacks manifest as a fiery blade from his hand, not just a select few attacks.
    • My controller doesn't have to keep punching defenseless baddies encased in rock just because I haven't worn down their HP enough before trapping them.
    • Wentworths isn't a clearinghouse for hero-traded stuff thats essential to proper heroing like it comes through via play, but it could be useful as a place that a connected hero could occasionally approach if looking for something needed during a course of investigation. Similarly, I have many characters that are university students, faculty, and staff, but none of them have ever used the "invention system" as its used in the game.
    • If I want a story covering the death of a hero, I'm not going to waste any time trying to explain away game elements like "why didn't his mediporter work?" I'm not going to mention it or use it anywhere. I treat it as if it wasn't there.
    • This goes for even very big obvious parts of the city like war walls. A hero may fly from point a to point b in the city. I won't say that he had to use tunnels or the monorail or fly over the walls or have some device that lets him pass through them. I just won't mention them or acknowledge they.
    • Magic shops can appear in the stories, but my character wouldn't frequently visit it to equip himself for specific items to boost certain powers. He might need to research a book they have... or maybe even need to see if they have a special kind of clay that could be used safely in golem animation...
    • None of my heroes have had to visit the Freedom Phalanx or Vindicators or Arachnos for training. They learn from their encounters or from practice with others. Positron, Synapse, Ms. Liberty, & the arbiters still exist, though.

    I don't consider any of this "working against the game" though, as that implies some conflict with the game. I simply go with what fits and don't stress over making fit anything that doesn't.

    In storytelling, every format has its strengths and weaknesses. There are techniques you use in each to enhance those strengths and hide those weaknesses. When switching formats, some of those techniques will no longer be relevant (and may in fact be weaknesses in the new format). If you dwell too much on those differences, you harm the story you're trying to tell. Its better to just let your story flow.
  21. I consider myself a reformed min/maxer that falls off the wagon a lot.

    I enjoy learning the mechanics and working the system to know how to get the best possible performance from something. Some people play chess against themselves-- growing up, I played Axis & Allies vs myself and studied probability and stats solely to determine the best possible strategies for various contingencies. I knew the best possible options available to Russia on the first turn and the best statistical results Germany could have based on that Russian player's various options. I had a 1-inch binder "playbook" of various scenarios covering both "statistically probable" outcomes and my "more likely" results that came from the "bad dice" curse.

    Yeah, I didn't get out much.

    So, yes. I like seeing how I can play with game numbers to min/max.

    The "reformed" part is once I figure these out, I get bored and ignore my findings for the fun of concept builds. Characters without travel powers; characters with more slotted in pool powers than their primary because the pool powers fit the concept better. I'll make a dual-pistols blaster with more slots in whatever melee attacks I can grab from pool sets just because he's a "use lethal force only when necessary" guy.

    So, yes, I do self-gimp.

    Then I look back at that dual-pistols melee'er and realize with a little IO'ing, I can softcap defense... and a little different slotting gets me faster regen... and if I just go without power x I can invest more into powers y and z. Next thing I know, I'm blowing several billion on the auctionhouse (I min/max there too) for an 'alternate build' that I'll never use...
  22. Quote:
    Originally Posted by Carnifax_NA View Post
    "Guess who's BACK!!"
    Too early for that. The "Superhero death" law requires we have several issues worth (1-4 SSA's) dedicated to a "Battle for the mantle" storyline, where contenders battle to see who is most worthy of filling aforementioned hero's void before we can have a "Return arc."

    *Note, this requirement doesn't cover "same hero from alternate reality assuming the mantle" or "undead hero returns from the grave to terrorize" themes. Also keep in mind that all these rules are overridden by subsection DD, whereby any male hero may be replaced/substituted/supplanted/accessorized with a female variant of similar (but skimpier) costume design at any time without warning.
  23. Quote:
    Originally Posted by Creole Ned View Post
    This made me laugh.

    It would still be interesting to see how a character would fare on temp powers alone. Someone must have tried it. Or should!
    An alternative thought was to get a small group of people to try to run content together with this. The "Three Marketeers"
  24. I planned on making a "Millionaire playboy" character that only used craftable powers purchased from the market (and brawl), just to see how far I could get on such a build.

    Ends up I couldn't get very far. "Millionaire Playboy" wasn't available. Nor was "billionaire playboy," "trillionaire playboy" seemed a bit much, since most craftable temp powers can be bought and built for chump change....