Chase_Arcanum

Renowned
  • Posts

    1706
  • Joined

  1. Keep the reports up. While, unfortunately, much of the low-level revamp is limited to Atlas area, the Twinshot-based arcs, DFB, and DiB, it is a good step in the right direction. Still, at the current pace of leveling, that's enough to get you through the teens with only a few visits to older content (I even missed several Faultline arcs I usually take).

    When you hit level 20-30, seriously consider paying for access to First Ward when you get the chance. You can explore the zone and street sweep easily enough without paying, but the arcs are worth it.
  2. Chase_Arcanum

    Oh, Hey There

    Welcome back, goat.
  3. Chase_Arcanum

    Hey, guys?

    Quote:
    Originally Posted by Tyger42 View Post
    No and no, it does not. I'm sorry, but getting all huffy because of baseless assumptions you made is just outright idiotic.
    and you're surprised by this?
    This is not just an online forum. It's an online GAMING forum.
  4. Quote:
    Originally Posted by Agent White View Post
    And Zwill comes out as a Furry.

    Well, technically... he chose the gun-toting western lass over the catgirls, so I think we can say that, while he considers catgirl-attraction a "pro," Cowgirl > furry

    Now we just need to find out where ninjas & pirates fall in his metric.
  5. 12. Three bottles of Tequila. Start drinking. Next thing you know its 3-4 days in the future. Note that this method of time travel is unidirectional and it somehow doesn't seem to affect your wallet*, which is never with you when regain your temporal grasp.


    *Sometimes pants aren't affected either.
  6. Add me to the "more incarnate stuff like this" crowd.

    I can't say that trials are bad... just not my preferred playstyle.

    More importantly, CoH is the only PC game my wife and I play together, so its the only reason to even bother trying to maintain two gaming-level PC's. The weaker PC just doesn't handle the effects well on large-group things like trials, raids, and invasions. Sure, we could upgrade, but neither of us like trials enough to bother with an upgrade JUST for them.

    So, please, keep the non-trial content flowing. Non-incarnate non-trial content, too, for that matter.
  7. I suspect some of these we may see, but others are a bit of NPC "sleight of hand" that might make porting to a PC difficult.


    Take the "Long hair that go down the front and strategically cover the chesticles" as an example.

    If this was JUST hair attached to the head, then every turn of the head would greatly mess it up- causing it to penetrate said chesticle on one side while floating well above it on the other.

    You could get this visual effect by making 2 separate elements- a "hair" element that extends down to the shoulders and a "chest detail" element that extended over the chest, meeting and overlapping the hair element enough that when the head turns, it still appears to connect.

    The problems are
    - it would require two costume slots to work (hair and chest detail
    - it would not work on costumes where "chest detail" meshes don't normally appear (jackets, shirts, robes, etc)
    - they lack the tech to tie two costume elements together (so if 1 is selected at "a" then the other is selected at "b") meaning they have to make this somehow appear OK independently of one another.
  8. Chase_Arcanum

    Your DXP Plans

    I logged in long enough to get my claws/willpower stalker 1 level (now level 36). First time I got to play him since the last issue's revamp.
  9. Quote:
    Originally Posted by Party_Kake View Post
    So hard to figure out what game you're talking about. EQ2?

    Whenever anyone mentions crafting, it's immediately apparent whether or not they've ever played the old pre-NGE SWG, because that game which no longer exists had the most amazing crafting experience ever.

    Every material used to create goods varied by source in intrinsic details. Metals that had a higher conductivity would be more valuable for some things than others, and the materials regularly changed.

    My character, a bioengineer, would trek out to distant worlds, sample the DNA of extremely lethal creatures (and hopefully not die too much in the process, since I had no combat ability) and combine 5 samples into a new item whose values for various things would vary significantly based on which sample was put where.

    Through trial and error on a scale that would intimidate anyone into avoiding the grind like crazy (except that it wasn't grindy while you were enjoying playing around with it) I managed to create a housecat-like creature that could spit acid from 30 yards away and tackle a fully-grown human to the ground.

    Also take into account that everything everyone created, and I do mean EVERYTHING, had a use. there was no "grind 30 sprockets to increase your skill and then throw them away because nobody's going to buy them."

    yup. Jaw-droppingly amazing stuff they had.

    AND THEN THEY DELETED MY CLASS.
    *cries in a corner*
    I had a chance to talk to an SOE developer a few times and he suggested that some things, like this, are "awesome features that players will never see again" because of the behind-the-scenes lessons learned from them.

    Some of them were preventable:
    1) people started making things, from buffs to weapons to armor, that was far above anything the devs expected possible. They (incorrectly) balanced the system so that the ingredient quality during any given time wouldn't make "uberitems" but they didn't expect people to hoard the best ingredients from previous cycles to mix with the best ingredients of future cycles. Remember the faction armor in the game? That was supposed to be some of the best possible armor in the game.

    Craftable armor regularly exceeded that with double the resist and half the encumbrance. Not that encumberance mattered- similar issues with buffs meant that people had stat buffs that made any "balance" armor penalties useless. Heck, many of the game's most fundamental balance complaints that led to the "NGE" can be directly traced to how the game's mechanics didn't stand up to the realities of the items users were crafting.

    The takeaway could have been "use different calculations to keep craftable stats within game-balance parameters" but instead it was mostly "use pre-defined item stats that can NEVER go above what will balance within the mechanics."


    2) Reinforcing that takeway was the issue that custom items brought to game performance. In an MMO:
    - the less data a server needs to calculate an activity, the more activity (users) that same server can support.
    - database calls take time. The more you can do with data already cached on the server, the better your response rates will be.

    If everyone logged in to the game uses "gun number 3" then the game only needs to cache the performance characteristics for "gun number 3" once and refer to it every time.

    If everyone is using a unique gun with a unique serial number and its own stats, then either we have to allocate a LOT more memory on the server for tracking all these items OR we need to track the serial number and look up each record in the database every time its needed (requiring more time).

    You can sometimes address these issues by throwing more money at the servers, but you reach a point of diminishing returns not to mention that increased monthly operations costs mean leaner profits from monthly subscriptions.

    It didn't help that the game was drowning on its database issues. One rather candid statement from said developer was that their database didn't scale to even 1/10 of the transactions the vendor said it would... and that lack of scalability didn't get detected until launch.

    ---

    So, yeah, obviously the game had issues, but while the crafting system was awesome, it was also a HUGE contributor to the problems that plagued the game in general.

    Many aspiring MMO developers look at this and declare "... but these issues can be contained. they can be managed. You can learn off those failures and MAKE IT WORK" (insert mad scientist laugh here).

    Veteran MMO devs that have suffered through a launch or two are more reluctant. "Things are insane enough leading up to launch, imagine what it'd be like if something THIS complex had issues on top of it all..." Then, despite the Post Launch Stress Disorder, they think about how awesome it'd be if it DIDN'T have issues... and they can't stifle a nervous mad scientist laugh as they start to scribble down their ideas....


    Someday it'll be done again. It'll be glorious. It'll be spectacular. It'll be Awe-inspiring...

    ...and even if it blows up, it'll be spectacularly glorious awe-inspiring explosion that'll leave yet another generation of developers laughing like mad scientists.
  10. I find it useful to treat the netherworld (and most metaverse elements) using the "Elephant and the Blind Men" metaphor.

    These places are so vast and alien that our minds can't really register them. Much like the blind man encountering the elephant's trunk and thinking its a tree branch, we experience a small piece of a realm that literally defies human comprehension and we try to make sense of it, building up a mythos to support what we see. Other blind men encountering the elephant's tail, ear, or side come up with their own vastly different explanation. None (or very few) of us are capable of seeing the whole thing as it really exists. Trying leads to madness.

    This has the advantage of leaving options wide open for the players. They can make what they want out of it without really conflicting with one another.




    It could be fun to mix this with the idea that the collective subconscious actually "gives form to the formless." As more "blind men" come to believe in a certain mythos, the collective thoughts creates a "bubble of reality" in the netherworld that matches those beliefs. Charon the ferryman isn't just how we interpret traversing into the netherworld, like the previous example. Our collective belief in him has made Charon real.

    Charon may or may not be aware of this. He may believe that he is exactly what the mythos says he is and the netherworld (to him)is the only netherworld... but maybe he's fully aware of the truth. What if he knew that his existence- his entire world's existence- was dependent on our beliefs. Would he try to shape that belief to gain influence in his world? What if he was aware of the other psyche-spawned netherworlds of other cultures? What if they were in competition for believers? What if that competition turned to war?
  11. Quote:
    Originally Posted by Dark_Respite View Post
    The Netherworld (at least in my interpretation) is The Darkness - the echoes, remnants, etc of life. That which originally was, and will always be alongside the living worlds.

    It features heavily in the backstory of my dark/psi defender, Andrea Blake - and for her, the Darkness is sentient. Her darkness powers come from the Netherworld after she died and came back to life, and the more powerful she becomes, the more she becomes an Avatar of the Netherworld. In the end, she becomes an Incarnate of the Netherworld ("an", not "THE").

    And every time she's died and come back since that first time, she's left more of an echo of herself there... which someone else finds.

    Michelle
    aka
    Samuraiko/Dark_Respite
    So... the more she dies, the more she levels up?

    hmm...
    ... I think I've got a friend that plays the game using that same mindset. It would explain so much....
  12. Quote:
    Originally Posted by Golden Girl View Post
    Well, a dimensional war is the place where you'd expect there to be big battles
    Yes, but you can tell the story many ways.

    There's no reason why the end of Praetoria couldn't have included self-contained story arcs that give other views of the war. You can tell hundreds of different stories set within WWII, some epic large-scale battles and some much more personal encounters. Each of these stories can stand alone by themselves, or they may even hint toward the events that occurred in other stories elsewhere without making them interdependent.

    In fact, that's pretty much how we handled the previous dimensional war's storytelling (RWZ). While the Task Force & MSR kinda cap off the story arcs from a leveling-perspective, participation in only one of these playstyles provides a relatively self-contained story and a different window into the events that comprise the event.
  13. Quote:
    Originally Posted by Zwillinger View Post
    I think that Clockwork O1's reference might be a bit off on the Snow Globe scale.
    I'd take this as a hopeful sign that it might be available sooner, but then I noted the lack of any "hint in meme form" accompanying this post....
  14. Quote:
    Originally Posted by Darth_Khasei View Post
    I think some might want to get the official soon™ from a red letter.


    The wording was a reference to Zwillinger's "Soon" scale... by Snow Globe.

    Quote:
    Not Tomorrow.

    Soon. (2-4 weeks)

    Not imminent though. (within a week)
    So, not this week, 2-4 weeks out. 2 more Tuesdays in March, making this likely an April release.



    EDIT: Apparently Clockwork01 needs his own "Soon" scale... or needs to fact-check with Snow Globe before posting....
  15. Quote:
    Originally Posted by ryu_planeswalker View Post
    honestly I kind of like how DA works for Incarnate Content, the soloers get a bunch of arcs that lead up to a trial to end the story..My only complaint is that after Dream Doctor's arc there should have been a Task Force to set up for the DD Itrial.
    I don't know.

    A task force would be OK, but I don't think it should be to "set up for" the DD Itrial.

    All three- the arcs, the task force, and the trials- should be entirely self-contained stories that don't lead into one another. They can reflect different facets in the battle against Mot, but when you make one lead into the other, you leave a lot of people feeling, " if you want to finish it, you gotta do something you don't like to do."

    I'll suffer through the occasional large group event or task force when I'm in the mood for it (and when my schedule permits it) but if I'm doing story arcs solo, its either because I want to experience the story or because I want to be solo. To get to a part in the story where I have to either leave a story unfinished or do something I'm not in the mood for, I tune the whole game out and go do something else.
  16. Quote:
    Originally Posted by ryu_planeswalker View Post
    Honestly +3 in about a Month is not entirely bad considering that those Incarnate abilities will never become useless, and is quite faster than someone could get fully IOed Soloing without spending money on the AH.
    I'm not that discouraged by the pace of the rewards... granted, I've never raced to 50 so my expectation on leveling rate differs from many. I just hope they continue to add to the story that's available to the non-trial-player*... maybe even go back and look at the Praetoria arcs again. I can easily see an incarnate story arc that could accompany each trial "framing" that trial in more context while remaining independent of it.



    *I prefer not to use the phrase "solo player"- I team with my wife and a few friends. I just don't have any interest in spending my time in the large-team events, where I've always felt the game's strengths start to fall apart and its limitations start to become more apparent.
  17. Chase_Arcanum

    The One?

    Quote:
    Originally Posted by BrandX View Post
    I think this only becomes a problem when you're trying to actually RP with other players.

    When trying to RP with multiple people, not in a closed group, the idea of THE ONE fails because as mentioned, it can just screw with others concepts. Also diverging out of the known concept can do that too, but it's usually a little less jarring (ie...lost knight elf from an unknown island in the tropics...when nothing in the lore speaks of elfs) and possibly worked around.

    Saying THIS IS THE ONE. Harder to work around.

    Now, if you don't RP and just come up with a concept then go about missiong, chatting with players as players and not characters, it really isn't bad. And if that works for you to get the most fun of your character, go for it.

    Of course the same can apply for those who want to RP, however they run the risk of basically being ignored (not likely to be ignored by everyone in my experience, but a good majority).
    Agreed. Realistically, you can make a character that's anything you want if your in-character interaction with others is low.

    I don't get to roleplay much, but I tend to approach an MMO as if it was a form of collaborative storytelling. We're all bringing something of our own creation to this world and, at its best, we're reading and reacting to others' stories while continuing our own. This is essentially the crux of roleplaying, and while I don't get to participate often, I create each character as if the potential to roleplay may appear in any encounter. I want them RP-ready even if I don't ever get a chance to.
  18. Chase_Arcanum

    The One?

    Quote:
    Originally Posted by Samuel_Tow View Post
    This is another place where I have to draw a line, but again, that's on a personal level. I DO NOT tie my characters into the game's established lore. Ever. I've had a few I tried to do that to, but for all but one, I've either rerolled the characters or changed their biographies. I consider tying my own characters into City of Heroes to be extremely bad practice, that that's strictly and only about my own characters. I've no problem with others who do this. But for myself, these are my "babies," they're something I take both pride and joy in. I can't really feel either if I know I most of their backstory, I didn't make. I just borrowed it from an existing author.
    Interesting.

    Many of my characters have existed in some form or another outside of City of Heroes-- in GURPS worlds, in Champions Pen & Paper, in a homebrew rpg made with friends, and even in some old MUDS. Some of them never were anything more than NPC notes in my GM notebook that seemed interesting at the time. Even the "totally new" characters often end up carrying elements of these precursors.

    When I decide to use them, I try to re-imagine the character to fit the current game's lore and at least tangentially tie them in to that lore at some point. I don't care so much about playing MY Fenore as first envisioned, I care about creating Fenore as she'd be if in the City of Heroes universe. None of mine really are critically tied to the universe as a "THE" within the lore, but they all are different than they'd appear elsewhere because of the lore.

    --
    In another sign of our differences, I generally avoid any reference to cross-dimensions, time travel, or alternate realities in my characters' stories... even if the game world supports such concepts like CoH. I don't judge others that do, but these mechanics tend to tune me out more than trigger my interest.
  19. Quote:
    Originally Posted by Dark_Respite View Post
    We should have a contest - what's the funniest misspelled word you've found in the game? (Especially when you factor in context...)

    Like "a vile of blood"...

    Michelle
    aka
    Samuraiko/Dark_Respite
    What?

    It was a very dirty & nasty-looking container....
  20. Chase_Arcanum

    The One?

    I think there's a distinction here that needs to be made, and thats whether the "A" or the "THE" is directly tied to the lore.

    When you tie yourself to the lore with a "The" ("the" scientist that discovered Portal technology) you add two risks:
    - the devs may introduce new lore data that conflicts with your story.
    - other players may choose backstories that directly conflict with your story. You can't both be "THE" scientist that discovered portal technology.

    Compare that to if use an "A" ("A" scientist on the team that discovered Portal technology).
    - now, if the devs introduce "Dr. Jackson" as the scientist behind the lore, you can now just flesh out your story with this "team leader" added.
    - if you encounter another roleplayer who is also "a" scientist on that team, you can immediately play long-separated colleagues that once worked on the team together.

    You can still be a "THE"-- just create the event that you're the "THE" of. You were THE scientist that refused to evacuate during the 1999 "Portal Surge" crisis. You were THE one that realized that the danger threatened not just the city, but the whole earth, so you stayed behind and saved the world.
    - In this game world, extinction-level incidents seem to be an almost an annual thing, so there's very little the devs can add that would contradict this (aside from saying that portal has a "spotless safety record" and that can be written off as good PR and/or a coverup.)
    - It isn't THAT much of an imposition on other players- the incident is your creation, so its unlikely to step on their toes (unless they claim to be the Portal Corps safety officer in 1999 that was responsible for their spotless safety record.

    A little more trouble would be to be THE scientist that operated the portal console for the Omega team as they left for the Rikti world. On the surface, it seems similar to the previous one (scientist during a major portal event) but you can kinda see how being THE last person to see any Omega team member before they left could have a higher risk of conflict. Its an official-lore event and you've made yourself the sole critical actor in it. Being "A" scientist in that room at that moment leaves a lot more flexibility.
  21. Quote:
    Originally Posted by Chyll View Post
    I'll take your word for it.

    But in 4+ years, this is the first time I remember hearing of this begged request.

    Really, I hope ppl enjoy it. I don't get it. I probably never will (the similar effect with the new Christmas item (whose name I already forget) could not even keep me entertained enough to earn both badges). And the price point seems far too high. (ridiculously)

    My seemingly mis-reading Zwill (or failing to read everything) just brought out my curmudgeon. (Again. He seems to be out a lot lately - the curmudgeon, not Zwill... not that Zwill hasn't been out, or couldn't be... or won't be, 'cause he could. Probably will. Just perhaps not with my curmudgeon)
    Yeah, the "big red ball" has been a long LONG running request. This fits quite nicely.

    And it does open up a lot of possibilities, too:
    - like the "give a christmas present" gift before it, this advances the tech for letting 1 player grant another player a tray-based temp power (not just an automatic buff).
    • They could, theoretically, made a "animal control" secondary set for masterminds that would let him bestow guardians on his teammates (give a dog whistle to a teammate, they can call out a dog pet at any time). Same goes for "robot guardian," undead guardian, etc...
    • They could come up with a "1 man armory" power that, when used, grants weapon-based temp powers to all teammates. Imagine your gun-totin merc hero passing out his killing toys to all his teammates.
    • You could have incarnate powers that, rather than buffing yourself, lets you bestow a power on others. (If we're becoming more godlike, its rather common for gods to bestow gifts on the mortals loyal to them).
    • You could see a trial that has a "keep away" element to it- whoever has item X has lotsa aggro from nastybadass x. If he kills you, he gets it and gains a buff, so pass it to a teammate before that happens.

    Any such "bestowing a power" tech has the potential for exploits and holes in the tech that do bad things, so trying out the concept in more limited and less exploitable form (gifts, flying discs, etc.) to see how it pans out, how it is received, and what else needs done to shore it up.
  22. Quote:
    Originally Posted by Texas Justice View Post
    Server colors don't lie? Well, no, not really.

    Interpretation of those colors however can be skewed by perspective.

    For example, if you are comparing the approximate number of people represented by 2 dots with the current server capacity to the approximate number of people represented by 2 dots with the 2009 (random year) server capacity, then you are making an incorrect interpretation.

    Server load capacity has been increased quite a bit and thus the current server colors don't represent the same number of people that the server colors from before any of the upgrades represented.

    And we'd need more than just the first day of release to make any valid comparisons anyway. It's much too small a sample size, not to mention other releases that came out on the same day (games and videos). And that doesn't take into account how many people didn't log on last night due to it still downloading.

    Let's see how things look after a couple of weeks and try making a rational guess as to whether anyone has been lured back to the game.

    And I'd assert that the server colors still may not give an accurate representation of the numbers since we don't know specifically what the colors and numbers of dots represent.
    You keep on informing the misinformed.

    As their numbers dwindle, I lose a valuable source of comedic enjoyment.

    Please stop.
  23. Quote:
    Originally Posted by TonyV View Post
    ...And eight and a half barrels of monkeys. Don't forget the eight and a half barrels of monkeys.
    crap! I did forget about the eight and a half barrels of monkeys!

    Has anyone seen them? Has anyone been feeding them?!?!






    ... Did anyone remember to poke some airholes in those barrels?




    umm...




    ... how about I throw in thirty seven gophers and a hairdryer and we just forget about the monkeys.
  24. Quote:
    Originally Posted by dugfromthearth View Post
    You can give the answer any way you want to.
    6 camels, 14 pies, 4 oxen, 11 rai stones and a buttercup. Give or take an american shorthair or two.
  25. Quote:
    Originally Posted by RosaQuartz View Post
    Could it also have something to do with the obilisk that Wade is using? Perhaps it traps more than just their superpowers.

    Yeah, more likely though it's "they just can't".
    Keep in mind that in one of the episodes, the "skull of Tommy Arcanus" was taken. It was stated there that the Obelisk wouldn't absorb Numina's powers since they're inherited. This was implied to be a disappointing dead-end, but maybe Mr. Wade just wasn't forthcoming to Malaise in what he REALLY wanted to learn from that encounter...