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Quote:I've been hit on enough times while playing female characters to understand the OP's discomfort, but I agree that a "female only" server isn't the way to go.Same here. I don't remember anyone going "Hey, I'm a guy!" or "Hey, I'm a girl!" or asking anyone else if they were, either.
....Of course, I have a much easier time dodging the issue- I've learned toinsert references to my wife early on ("Waiting for my wife to reboot. Her PC isn't that stable." or "I don't know much about the markets- that's the missus's specialty") -
Quote:So you're saying that this is like conversing with a repetitive and annoying chatbot? I agree completely. You can find my own thoughts in the matter at my website http://...Yep, my original response stands:
Adding "bones", "nodes" or other elements to a skeleton is changing the whole skeleton since a skeleton is basically collection of "bones".
NOW i remember why i hadn't bothered responding to a GT post for over a year. It's like attempting to converse with a particularly repetitive and annoying chatbot. -
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Quote:Darn, you beat me to it...
YAY!
Haha, poor Steelclaw... Every time he gets summoned, he has to start his tournament over and delete all of his characters...
Steelclaw: I've been summoned again?? Okay, how many are in this league... Can you PLEASE ALL summon me again, there's 1, 2, 3, 4... Hrm... no, not enough... anyone in a big SG? $@#*!!! *deletes self* -
Quote:I think you're just looking for a reason to feel insulted.Frankly, as a member of the community, this comment borders on the insulting - because it implies that the only reason we dislike the new look is because it wasn't properly marketed.
Have you even read the comments?
We don't like the new look because it doesn't look like the CoT. This isn't like the Rikti upgrade where they got a cool and spiffy new look. This is taking a unique look away and replacing it with something that looks like every bad costume contest ever held under Atlas' globe.
Do. Not. Want.
"we were unable to present this revamp on our own terms" means that they could preface this with an explanation of what they hoped to accomplish, why other decisions weren't done, and what this means going forward. There's a good chance that this wouldn't change a person's opinion on the merits of the work, but it would give them insight in the devs' rationale, and that can help channel the discussion into more constructive directions. -
Quote:Also note that it had been mentioned that some powersets that don't require new mechanics or a lot of new animations (like proliferated ones) may be free to subscribers. It won't be EVERY powerset that's pricy.DOOM is all I see lately with the $10 price on powersets, while I agree $10 is kinda steep for a powerset what fails to be considered is that the current prices on the market are PLACEHOLDERS!!! War Witch and Black Scorp made this a point when I spoke with them at Comic Con.
Even if they are $10 you do not need to buy them. Hell I would have never purchased dual pistols or demon summoning if they didn't come with GR. If you don't like melee you aren't forced to buy street justice or Titan. If you hate ranged then save your points and don't get beam rifle. (though I will say the animation on street justice is nice, and the guns for beam are slick)
That being said I will call DOOM if I have to pay for dark control or illusion for Doms -
Quote:Ah, understood.All the F2P games I subscribe to (which granted is only 3 not including CoH) have all those included. To be clear, I am talking about the case where people are paying subscriptions. The only caveat is some of the games have core functionality that has to be earned in game (like Warshades, Capes and Auras) that can be unlocked prematurely with MTX.
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Quote:Agree completely.For example, there are no arcs or in game mythos that explain why at any given moment in Paragon there are approximately 400 purse snatchings occurring in broad daylight. The whole mediporter thing would have been better served to be similarly backgrounded. (As would have AE and power proliferation IMO.)
That being said, I tend to mostly ignore these things anyways even when playing arcs that explicitly focus on the mediporter.
Architect could have been delivered in a "tip" based system or even via contacts (click on a tab to see this contact's player-generated arcs). The stories could have still been "non-canon" without turning heroes into arcade players rather than actually fighting crime.
Mediporters, much the same. I ignore them in my character bios and my stories. While I think Hickman addressed them as good as possible in the comic, I find they diminish the act of heroism that come from putting your life in harm's way, and I find character death or injury to be too good of source material to discard so casually. (My first attempt at a comic used the arrest teleporters, but it never set right for me and if I ever had the time to revisit it, it'd be retconned away.
Heck, even ZONES and zone barriers could have been done without explaining the placement of emergency barriers or walls that the enemy can fly over and/or turn off at will (or tunnel under via the sewers).
I've grown rather adept at selectively ignoring these parts of the game, but it would have been nice if they'd been left in the background and not been so glaringly hi-lighted. -
Quote:Funny, I saw pretty much the opposite. I know we can't compare and contrast here, but I sampled 4 formerly-subscription MMO's that went hybrid in the past 2 years, and ALL of them have
I think one problem I have is that all the other F2P games I play basically include all core functionality in the subscription price. Micro transactions can purchase cosmetics, or temporary buffs and powers but I am not shut of out content or mechanics if I maintain a subscription. I understand CoH answers this by giving a stipend. Using that stipend for core functionality just seems wrong to me. But my expectation of value has been set by the F2P games that came before CoH.
I don't want to overstate the issue. I am not raging or threatening to quit. But I have to admit when I heard that I would, as a subscriber, have to pay for new powersets I had a negative reactive to it.
- races you must pay to unlock
- classes (with unique mechanics) you must pay to unlock.
- content you must pay to unlock
- market limits applied to you that you must pay to unlock.
- critical advantages (like alternate advancement, broader power/spell selection, ability to use higher-quality loot, etc) that you must pay to access.
In fact, if anything, CoH Freedom is showing a broader range of selection available to all "free" players than any of these.
Can't go into more detail here, based on forum rules, but if you're curious which ones I mean, PM me and exchange ideas on what's available. I'm always interested in broadening my understanding of the genre. -
Quote:Thanks, hope to get some time to catch up, though I think any chances at dusting off the old comic creator are shot now.They might just trip over something and skin their knee.
Maybe yell, "Help! I've fallen and I can't get up... until someone gives me a small orange or a medium blue...".
Hehe, actually, they've followed up the "fall" thing with "who will die?" stuff and (maybe it was on Ustream, maybe it was in a post, I can't remember) one of the Devs were talking about how the character's death will have consequences and be seen in-game and other such stuffs.
Sorry for the lack of linkage!
...Coulda used a good medical teleporter IRL this past week. -
Gotta just pop in and lend my voice to the likes of Arcanaville and policewoman.
Given the time and energy *I* would see going into creating each powerset, and assuming that there are few, if any, ported over animations and/or effects, I'm not one bit surprised at the prices tossed about. They do have to recover their development costs and make a reasonable enough profit that it doesn't just make sense to invest that $$ somewhere else that could promise a better return on the investment.
Given how in a free market economy its not the "price it costs to produce" that matters, but the "price the market will bear" I'm rather surprised the powersets aren't MORE expensive. Players in many hybrid models have proven more than willing to throw more money after things with less value than in one of our powersets. I'm pleased the devs haven't tried to leverage more for their efforts. -
Quote:...which makes sense. Some of the female characters' costumes I've seen don't have room for anything the size of a "star trek communicator."It is described as a "patch" in the tutorial, which to me makes it sound like medical patch applied to the skin for drug delivery.
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Has it been confirmed that "one will fall" means death? Ibe been a bit preoccupied with anemergency in the family. Just thinking that "fall" is also commonly used for a fall from grace....
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I know where you're coming from, Slickriptide, but I have to disagree. I find the dearth of clear backstory to be a benefit, not a detriment.
In CoH, the devs have done a good job of having a rich history that can be explored and discovered, but also have an open enough background that any player can bring virtually any heroic concept they want into the game without wondering "how it fits." They can log in and play... uncovering the lore (or not) as they go with the hero born of their own imagination, not the one the game forces upon them.
Any effort to tighten up the lore has to be done carefully so you don't close these openings for the players' own ideas... and given the effort, I really don't see the need. I'd rather players feel free to bring their own creations in, discover the game at their leisure, and then, as they're playing, as they learn the world, maybe it'll inspire an alt. -
Quote:I agree... at least with these animations.Then we're a crowd, since one of the main reasons I hate my Carnie Mallet wielding brute is the free hand, especially when that mallet has a handle long enough to ride as a broomstick, let alone grasp with your second hand.
A free hand in combat is really an incredibly useful thing. It can grab the handle of the weapon to help stabilize it, apply extra leverage at critical moments, and/or free the item if stuck somewhere. It strengthens the balance and offers an extra point-of-contact that can make recovering from falls, stumbles, or dangerous blocks much easier. It also gives you adaptability when facing your encounters.
None of that is well-represented in the game mechanics of most MMO's out there, though, so it just ends up looking somewhat strange. -
Quote:You're simplifying Posi's explanation... and that creates a use of the term "farm" that's so broad that it becomes meaningless. Entire genres of games (from pacman through mario to some of the latests a-listers) would be considered nothing but "farms." There would be no need to differentiate between "raids" and "farms" and "street hunts" and "grinds" and any of the other terms we use to define gameplay.Nah Positron himself said it was running the same content over and over due to rewards.
Wonder if he's going to ban anyone for running the iTrials over and over.
On a serious note though. I wouldn't worry about this. The dev team tend to COMPLETELY ignore old systems (pvp, base building, etc) when they have a new system to focus on. Now that incarnate stuff is the new shiney, I can't imagine the AE will get any attention.
I mean look at this thread about how the word "Paragon" is on the AE banlist. So many normal words are banned and the vast majority of old arcs are full of bugs.
Alas poor AE I knew you well...
Put into historical context of MMO's, you had "hunters" that would run around instances, find new mobs, and kill them. A person that found a good respawn point (usually, but not always, with unique drops) settled down to just that spot. Just as hunter-gatherers settled down into farmers, "farming" seemed a natural name to give it.
In this early state, the proponents of "farming" defended the practice as a form of the Bartle "explorer" gameplay. While poking and prodding at the game, you find things that give better reward (over time and/or over challenge) than the way the devs anticipated (or intended), and then you pause to take advantage of that discovery. Developers often DID offer some perks out there FOR explorers to discover- things that just worked better and gave somewhat-better reward rates. The explorer thus saw "farming" as a badge of honor, and the responsible explorer knew to exercise judgement and to report something that they thought went "too far." They were treading in a gray area-- if the farm was TOO effective, they'd be exploiters, and they couldn't easily read a dev's mind to tell where they'd measure that threshold. Early farmer-explorers were some of the best bug-reporters early MMO-devs had.
The problem became that many explorers didn't report questionable discoveries to the devs. Some had the attitude of "if they let it in the game, we can use it... and if they can't find it, too bad." They were broken pieces of the game (exploits) that, if stumbled over once or twice weren't particularly bad, but when FARMED, they could lead to real trouble-- and many exploits in games were farmed to disastrous levels for the MMO. Thus, "farming" came to be known as synonymous with "exploiting" among non-farmers and MANY in the community started putting a lot more anger behind that word.
Finally, we have latecomers that never understood the history of a "farm" or caught the significance of tying optimizing reward into the definition. They incorrectly used "farm" for... well... virtually every kind of grind they encountered. Any kill-all activity. Anything where the primary effort is to run around and beat up stuff. It saves them the "boring time" traveling point to point, and they don't pause to read stories. To them, that's "farming" and they're fine with it... and they don't see the issue with farming because they're using the words in ways that the people who rail against a farm would find absurd (*I* find it absurd).
You can say its all relative and we all should be able to use the word however we want, but from an operational standpoint, the most-broad definition serves no useful function- it defines virtually nothing that "playing" doesn't, and there are more descriptive terms (hunts, raids, missions, "kill[ing] skuls") that offer better function. You just can't exclude the whole "gray area" of optimizing risk/time/reward without eliminating any useful meaning the word may have. -
Quote:This.if you alt a lot, patrol exp builds up. i tend to rotate chars, so usually when i log someone in, they have a full level of the stuff. plus, if you take time for the zone events..it builds up.
In GR beta, I was missing the first few moral choices entirely (and didn't understand what others were talking about) by just by duo'ing, fighting the occasional street encounter.
Disabling XP is OK if you know the level range you're about to outlevel, but it isn't much good after-the-fact.
Its probably not an easy tech thing to do, but I'd take the Mission Architect tech that makes you auto-exemplar to the mission level and apply it to contact missions. That way, you're TOLD that you have outleveled the content, but are still given an opportunity to experience it. -
I'd refrained from posting here until I had a chance to compile a full list, but I've got to add that Aaron Walker's last stand was one of my best storytelling moments-- not just the story, but in the way it was told:
... hear the ambush coming in... SEEING a rather large ambush converging on you, then seeing the clockwork power up and give their (reprogrammed) battlecry...
It was unexpected, well-timed, and extremely well-executed. It would've had an even bigger impact the first time if my squishie hadn't faceplanted from the ambush before the bots could really lend a hand -
No chance of rerolling any alts, but an honest-to-goodness 2 handed greatsword has the potential to inspire a few alts. If those realistic large weapons are not there, I'll just have fun celebrating its absurdity of this set-- taking the size differences to the extreme, playing up old anime hammerspace cliches, etc.
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