Chase_Arcanum

Renowned
  • Posts

    1706
  • Joined

  1. Quote:
    Originally Posted by Psyte View Post
    The Coralax or some other group is trying to submerge Talos Island or some place, so heavy waves, rain, etc., will persist as long as they're out and about mucking with the weather? Could be done in April, with the badges all being flower related (April showers bring May flowers - is that how it goes?).
    I suggest they just ANNOUNCE it for release in April and then not deliver it... also would be very appropriate :P

    Sadly, wave effects are some of the more challenging things to bring to the game and render dynamically with any sort of not-looking-like-crap results.
  2. Quote:
    Originally Posted by Ironik View Post
    But can you imagine how ineffably COOL it would be to have all that stuff? Look at all the wasted development time on places such as Warburg where no one ever goes. Simply by shifting all the Dev time used on that PvP nonsense -- which by the game's very nature is impossible to balance and no fun to play outside of extremely restricted builds and methods -- we could've had all those neat things.

    Maybe it would've caused trouble with low-end systems, but the Devs have proven themselves equal to tricky technical tasks like UltraMode and power customization. I have faith in their abilities to figure out a way around the worst aspects of adding weather.

    War Witch may not like weather because there's no "gameplay value" -- whatever that means -- but fun is fun, and "fun" is more than reason enough to add something to a game. I don't know how many hours I've spent simply doing things like sliding on ice, whether it be during the Winter Event or in Frostfire's lair. Sometimes silly things are fun to do. Remember when all the ponds froze over during the first Winter Lord attack? Man, those were some good times.
    My "fantasy-concept MMO" that I'd joked about developing was a kind of "hard fantasy" low-magic world that was more 'world' than your typical mmo. Some of it worked like a sim-- hunting food for your village let the village population grow, resources helped it develop a better trade base, etc... it would have demand change over very visibly-changing seasons (each season a month long) and different critters active in the day, night, and dusk/dawn cycles. It'd have weather that mattered much as we're talking here, with buffs and debuffs and techniques to mitigate their effects and spawns that vary by weather and time of day (for example, its best to attack from the east around sunrise, as the sun at your back will make aiming at you difficult for the defenders).

    If I ever win the lottery, I'll make it. Only then though, because as cool as these details are--- as much as I'd want them--- I don't have much faith in the general player public to appreciate it enough to pay off the effort needed to develop it. It'll be my money pit... but I'll love every moment of it. The devs here could very well have the same passion for those kinds of ideas, but they're working with someone else's money, so I forgive them for being more careful with how its spent.
  3. Chase_Arcanum

    COH cyber monday

    Quote:
    Originally Posted by Marcian Tobay View Post
    When the City of Heroes Boosters go 50% off, the Party Pack will only be 50% more expensive than 50% of the population would pay for it!


    I intend to buy all the Boosters I'm missing besides the Valentine's Day and the Party Pack. The Valentine's Day may get a reprieve for the veils and wedding themed characters I could make. The Party Pack will now and forever have "What were they thinking!?" knife-dug into its forehead by Bradd Pitt in a bad and overblown accent.
    ... I'm not too surprised at the party-pack's poor reception, overall, but I am amazed, since I can recall several times in the past where people have said they wanted new dance emotes so badly that they'd gladly pay for them. Guess they were a great example of a very vocal minority...

    (I haven't bought the party pack either... but at half price, I'd consider it.)

    Figures- just bought 3 boosters last week.

    ah well, might get the Going Rogue collector's edition pack....
  4. Chase_Arcanum

    COH cyber monday

    Quote:
    Originally Posted by LISAR View Post
    Cyber Monday sounds like a Virtue event.
    Beat me to it.

    But we're both wrong, too... on Virtue, isn't EVERY day a Cyber day.
  5. Quote:
    Originally Posted by JusticeNet View Post
    He is the head of Wyvern. Which means he takes responsibility for their actions, which are the assassinations of villains and others of an unsavory sort, rather than taking them in.
    You're reading more between the lines than what's there. He "secretly finances a society known as Wyvern."
    - financing doesn't mean you lead operations or gives orders.
    - a "society" indicates a looser entity than a corporate hierarchy with a single head.
    - their "official" organizational structure has no association with Manticore.

    If you read the paragonwiki entries, which compile information in the game, you see that Wyvern is considered a paramilitary security company staffed by people whose "lives have been shattered at the hands of evil." They focus on "extraditing criminals back to Paragon City and targeting villains early in their career"-- no word on absolute killing, though they obviously will trend toward that if they think there's no other way.

    Everything there suggests that Manticore doesn't try to say much about the day-to-day operations of Wyvern. He finds people whose lives were shattered by evil, like his, and gives them the resources and training to fight back in the same way he does.

    Do they cross the line? Yes. That's one of the challenges with Wyvern- so many scarred people skirting so close to evil to battle evil that some will eventually go too far. Makes for good story hooks.

    This brings us back to the original question:

    Does he keep it secret from Sister Psyche?
    NO.

    Does she care about it enough to break up their relationship?
    No.

    The source of this evidence?
    Their wedding vows.

    Manticore:
    Quote:
    " Truly, deeply, and with every fiber of my being I trusted you. The rest of the world only sees the actions I take. They view me as the loose cannon of the Freedom Phalanx who takes reckless actions without fully considering the consequences.

    You have always seen me differently because you can see the thoughts and sense the feelings behind the actions. You have always been the one, the only one, who knows I have a plan.

    Even when it was a plan like 'I have to kill Statesman', which must have sounded crazy at the time, you saw more than the rest and you trusted me."
    Psyche:
    Quote:
    "...I see people's inner-most thoughts and I find that most minds are governed by shades of grey. The day I met you I remember watching you in action, loosing arrow after arrow with such clear purpose it was like a beacon of pure light among the shadows....

    (snip)

    ...My world is of the mind and I sometimes lose my connection to the physical realities before me. I stand here beside you today because no one else has ever made me feel so connected to the world, so able to take action when necessary...
  6. Quote:
    Originally Posted by Neogumbercules View Post
    She could have basically applied the same logic to "Ultra Mode" graphics. For those who don't know, in the New York Post article War Witch said she was a "solid no" on adding weather systems to the game because it "adds nothing" to game play. I really, vehemently disagree with that statement.

    One of the greatest goals for any game, especially one where you intend to have very long-term players, is to give them a reason to care about the world they are playing in. Weather may not directly contribute to a players sympathy towards the characters or universe, but the total lack of weather has an extremely detrimental effect on tearing players out of their suspended disbelief. It's like when you are running around Atlas Park smacking down baddies and 3 identical looking male NPCs named "Becky" go walking on by, and when you click on them, they ALL say the exact same thing.

    Things like that smack players out of the moment and you start to see in a very obvious way all of the dirty plumbing behind the pretty picture on your monitor.

    The lack of any dynamic environmental effects makes the game world feel like a sterile, lifeless, and utterly static bubble world. The winter event festivities outside of the winter lodge area take place in either the dingy back-alleys of the Rogue Isles, or on the sunny, perfect days of Paragon City (which is in NEW ENGLAND!)

    In my opinion, lack of weather alone makes it impossible to ever feel like the world your're in is "real" and in that sense makes it a lot harder to give a crap about anything that happens in it.
    Ok, will start here.

    1) WEATHER ISN'T A SIMPLE ADDITION- or more accurately, doing weather well isn't a simple addition. People generally think of it as atmospheric effects... but atmospheric effects by themselves make for a very lame experience. Does the sidewalk shine "wet" with the rain? Does snow accumulate? Do NPC's REACT to the weather by wearing things differently or saying different things?

    When you envision a weather state (let's use winter)-- to get a realistic weather effect for winter in new England, you'd have to consider...

    - Atmospheric snow
    - wind (does it affect flyers? can the engine support it?)
    - snow accumulation on the ground (essentially means different models and textures for the zones
    - trees- not just snow in the trees, but the removal of leaves in the winter. Some of our tree models are pretty spartan if they were bare. Yes, speedtree supports season states now. Speedtree licenses also vary in license costs.
    - NPC Dialogues, triggered by weather
    - NPC Behaviors/animations triggered by weather (winter activities)
    - NPC appearances (bundled up, no shortsleeve shirts)

    Do all that, and you're likely increasing the effort that's needed to build any one zone by 25% for each weather / season state you want to support (it's often more cost-effective to just make a single "cold zone" and another "hot zone" etc, instead of making every zone have every weather effect)

    Rain sounds simpler, but giving surfaces a "wet" look like EQ2 did was a massive engine undertaking. It still doesn't address NPC behavior patterns, appearances, etc. It still doesn't get us water flowing down the street gutters or splashing out of the storm sewers. It doesn't give trees a weighed-down wet look.

    Quote:
    ...Snip...

    Anyone else have any ideas to implement weather into the game in a way that would have actual gameplay hooks?
    None of your gameplay hooks are really that news-- they're GOOD ideas-- I like em, but you're not really adding more weight to the argument supporting weather. Yes, there are weather-related events and states that you can trigger, but many of these themselves are NEW tech that requires NEW coding that only increases the level of effort needed to implement weather. They add as much (if not more) to the COST of implementing weather as they do to the BENEFIT.

    What we need are ways that minimally increase the BENEFIT while minimally increasing the COST.

    Other features you offer aren't new, but can have unintended consequences that require more rethinking, more reworking, and a greater degree of planning before they're implemented. It may not be hard to set up tech-wise, but it can be a bear to work out all the details:

    Weather-related spawns-
    You mentioned spawns that change with the weather. Good effect, but to what point? We already have spawns that change on the night/day cycle, so the idea of different spawn states wouldn't be too new-tech-ish...

    ... but street hunting is rather minimal now. Will people have quests that encourage them to hunt these guys? If not, is it just a matter of adding variety to a zone? What about zone level ranges? Do we need to make foul-weather-foes for every range just to accommodate this, or is this a level-scaling-like event like RWZ?

    ... What about the spawns these special spawns replace? Am I going to have a harder time tracking down Tsoo to defeat for my second costume slot because its raining out? This was a common frustration for the day/night spawns in other games... and one reason why MMO's have opted for very fast day/night cycles (so you don't have to wait so #$^$#$ long to hunt those night dwellers.)

    ------------
    Buffs/Debuffs

    Now there are some things that can be done with minimal tech effort- applying buffs/debuffs for example. Maybe even buffs/debuffs to a specific powerset (ice buffed in winter, fire debuffed in rain, etc) but this brings another issue up-- games that have added debuffs before have just found that weather just made people log off or stop doing anything related to the gameplay affected.

    I think that a weather debuff should include an XP buff, since the person's fighting more challenging encounters... but if the ice blaster gets a buff in the snowstorm, would players agree to a corresponding XP reduction?


    ----------------
    Don't get me wrong-- I'd LOVE to see developers take things like weather more seriously-- things that we consider mundane. MMO's are HORRIBLE at taking things that can lead to real challenges and making them so damn mundane its ridiculous. When a quest has my half-elf swimming miles in full chainmail to get to a secluded island, it bugs me. Imagine instead if you'd used that water barrier as a way to make me rethink my tactics...-- with less armor and only a few items available to rely on... with spell components too wet to use, etc.

    Weather's the same way- there's so much potential there... and so much work to get it going. We see weather as a triviality because WE can avoid it by going inside our comfy homes, offices, and cars. When thats not an option for any length of time, weather can be a SUBSTANTIAL challenge to overcome-- and challenges can make for exciting gameplay. You can't justify the effort it takes for just a novelty, though and you can't justify the effort if you can introduce similar gameplay variations through ways that are less demanding.
  7. Quote:
    Originally Posted by Scythus View Post
    As a personal friend of Acroyear, I must state that you are a tool. He loves this game and there's no reason to tell him to leave. If he disagrees with this change, that's his opinion.
    I think you're misreading there. He's not saying to walk away from the game, just that there's a "walk" emote for people who find the new fitness-default speed run too excessive. The "you're in the wrong game" reference is more about the fact that we ARE playing exceptional characters, so being exceptional runners and jumpers by default isn't THAT bad of a leap. Let's face it-- our movement capabilities even before Fitness would make us a city of olympic-medalists.
  8. Quote:
    Originally Posted by Wavicle View Post
    It's not sloppy work. You ASSUME this change was to help certain builds with endurance, but there's no evidence of that. My guess is they've been balancing around the idea that everyone has Fitness
    I doubt that part very much. More likely they took a strong look at the game's strengths when compared to other MMO's-- When I fight in many MMO's, my melee characters feel like their feet are glued in one place, swinging away at the foes. There's very little dynamic about them.

    Compare that to reviewer who point out the feeling of ACTION he experienced while running and jumping around with their dual-pistols character. That's not an isolated experience-- CoH does a great job of giving a sense of action in the battles... which makes all the endurance-recovery pauses stand out even more. The pauses are too short to serve the game as a socializing catalyst (rest periods in early MMO's were often used to encourage team chatter, building the social bonds in the game) but they are too long to keep the feeling of action continuous. That's fine when its the industry norm, but when you're a 6-year old game trying to remain fresh against newer market entries, breaking from the norm in subtle (non-NGE-level) ways can help keep the sense of exciting pacing going.
  9. Quote:
    Originally Posted by Kheldarn View Post
    Not true. On Test, I respec'd into Leadership on my main. My Recovery was only 2.something, while my Use was 3.something. On a /Regen. With QR, Stam, and PhysPerf all 3 slotted with L50 Common IO EndMods. And L50 Common IO EndReds in all attacks.

    I'll instead be grabbing Resilience, MoG, and Stealth, with MoG and Stealth holding a LotG +7.5, and swapping a slot of Stun from Eagle's Claw to Combat Jumping to hold a third LotG +7.5.
    True, but if you're running in a team, those numbers aren't in a vaccuum. There are many defender/controller/corruptor sets that have team endurance recovery techniques that would be available to you at the same time. Leadership, which might not be cost-effective solo, then becomes a situational team power-- they buff your endurance, you buff everyones' stats. Nice tradeoff.

    At the very least, Defenders should consider any Leadership they haven't already taken-- they get some of the better bonuses, IIRC, and their inherent means they'll likely be getting more endurance to spend on the larger teams.
  10. Quote:
    Originally Posted by ChaosExMachina View Post
    You could resolve that by making the cars client side.
    Correct, but then this would create "shared experience" issues. *I* may see a clearing in the traffic, while others see me run right into where there's a car, for example.

    The middle ground is to define predefined paths-- "tracks" that the models follow at a preset speed. Then you only need to send an update when the model started on the path and possibly when it hits certain waypoints, to keep things in sync.

    They already do that to get as far as they do, though-- ever wonder why an NPC pushes you out of the way?

    Actually, they're a BIT more complex, I think. They DO respond when they encounter an NPC (that panic run) so at that point they seem to go from minimal-update "walking paths" to probably more update-intensive "panic run" patterns of some sort. Kinda like how cars swerve at/away from you.

    Point is that they're already doing some pretty heavy tricks to keep the updates minimal while making the city as lively as possible. I wouldn't mind seeing more of this flavor, but I can see how the technical limitations can tally up fast.
  11. Quote:
    Originally Posted by nytflyr View Post
    I can understand that, but I would thing a solid moving object would take up less resources that an animated person. and for that matter, they don't have to be moving, they can fill parking lots with them and have them parked on the side of the roads.

    as for the design of the cars.. they are freaking awesome
    We're talking about a different sort of bottleneck. Tracking objects' coordinates and facing frequent enough to keep everyone in sync is more a communication bottlenext, less a rendering one. There's just a whole lot of data to share if everything needed updates frequently.

    There are shortcuts that are already in use to keep what we already have in track, but the more variations you add, the more these shortcuts start reaching their limits.
  12. Quote:
    Originally Posted by nytflyr View Post
    no this is not a bug report, but while running around the Portal Corp I noticed hundreds of people waling around and a parking lot that was mostly empty... same can be said for the roads in general, this is a busy city, there should be cars everywhere! the lack of cars in the Rogue Islands makes perfect sense, but not in Paragon City!
    From a technical point of view, tracking even MORE moving objects means sending more data to the user's PC to keep things synced up-- the more that's tracked... and the more frequently they can change, the more bandwidth spent... and the sooner you hit bottlenecks in performance. You also have an engine that's designed to handle only X number of moveable objects at a time. Things that aren't shared/tracked, like leaves and ammo brass, don't count to that limit, but something that must be shared- like the locations of cars moving on the street- would. Getting anywhere near real-city traffic levels

    From a gameplay point of view, the roads represent a large chunk of the landscape available for fighting... filling them with moveable objects takes away a lot of the cityscape for battle.

    From a lore point of view, the roads were once very crowded, but the war wall gates and security checkpoints have significantly restricted motorized traffic- now only necessary deliveries or vehicles on official business really use the streets.
  13. Quote:
    Originally Posted by TonyV View Post
    Here's the thing, though.

    Christopher Bruce was one of the most loyal employees to the game. He was an avid player before he worked for NCsoft, and when a job came open, he moved all the way from Oklahoma out to San Francisco to be part of the the City of Heroes team. When times were lean, he was one of only 15 people working on the game. He was the only animator and effects guy. He was extremely innovative when it came to features such as power customization that everyone else had all but given up on, even the players themselves. He attended every in-game dev/rep event that I knew of, he diligently answered innumerable questions on the forums, he gave us unparalleled insight into what was happening with our game, and most of the players truly liked and admired him.

    Now normally, when you have someone who has such a rapport with your customers, who has shown such unswerving loyalty to the company and its products (for god's sake, he worked on Auto Assault before City of Heroes!), and has a demonstrated history of churning out amazing work, you don't lay them off. Even when times are tight, you keep them around, because they're the ones you want with you especially when times are tight.

    I don't know why the guy was laid off. From what I've read and heard, he doesn't know either. If layoffs had to happen, why lay off the guy described above? None of us may ever know. Maybe he wasn't as productive as he used to be. Maybe one of the new people is a wiz that makes him look old and busted in comparison. Having dealt with corporatie layoffs myself, most likely in my opinion, is that it had nothing to do with his will or ability. Since he had worked for NCsoft for a while, his salary, bonuses, and benefits were very likely higher than many of the other employees', especially the new people's. I could be wrong (such is the nature of speculation), but it just strikes me as a purely short-term financial decision.

    But here's what concerns me. It's not that the game is suddenly going to fold. It is that City of Heroes seems to be getting more and more "corporatized." One of the things that sets City of Heroes apart from most MMOs is its community. Unlike most other games I know of, the devs and reps really do feel more like friends than overlords, which is how most other games feel. But if the company starts prioritizing other concerns such as inflating the bottom line over the loyalty, dedication, contribution, and customer relationship in their employees, what does that say about how it regards its customers or how it will treat them down the line?

    My concern is that it doesn't take many decisions like this before City of Heroes becomes MMORPG #2183, ho hum, and I sincerely hope that this doesn't become just "one of these things that happens."
    That's about what Arcanaville means when warning not to "overthink" it.

    EDIT: That wasn't intended to sound as nibby as it comes out, but anytime a game company shows a side that's more "company" and less "game" those fears arise. It's a natural response. As hard as it is to talk about layoffs and the people that are affected, I'm grateful to actually HEAR about this-- not like the near-dissolution of the CoV dev team that happened after that launch but was never really made public.

    Budgets are tight, business decisions have to be made. Sometimes situations that we can't be made aware of make results that we find puzzling from the outside. Sometimes really "corporate-looking" companies have really REALLY fun work environments for their employees, and sometimes the most freewheeling "fun-looking" places to work are filled with the most backbiting intrigue imaginable. From our vantage point on the outside, we really can't judge very well, and all the hypothesizing we do won't change that.
  14. Quote:
    Originally Posted by Angryellow View Post
    I was thinking about how I would rebuild my main toon (the avatar girl) to compensate for inherent Fitness. I thought of what I could add, what I could tweak and whatnot...

    But I didn't like anything I came up with. The truth is, I like her just the way she is and I'm most likely not going to respec her for inherent Fitness. I have yet to consider my other toons, but Pinky is going to remain as-is. Does anybody else have a character who isn't in line for the IF respec rebuild?
    I haven't really made any sort of lineup of characters to be respecced. I'm happy with most of my characters as they are and can't really see the point in wasting time JUST doing respecs- my time online's limited as it is.

    For many of them, I've got a standard few situational powers that'll work single-slotted if I ever do a respec and need to come up with a quick few fillers.... virtually any of my heroes could opt to be stealthy after all.... or apply basic first aid... or have another aspect of their travel power for certain situations. None of those will really hurt my character concepts, none will be part of my basic lineup, but all of them could have situations where they're useful.
  15. Quote:
    Originally Posted by Marcian Tobay View Post
    More Resistance speak!
    Slam those corpuskie bangwiches. Babs chomped mighty dazzle stars. His hole in ones were right outta the park- his rainbow skittles were the curly fries of the franchise.

    Now the king's catch gets fumbled and the fanorama's in a jibber--- feelin the piston punch to the pantaloons well past the passing. No wonder they wanna stamp some wisdom n punch some flowers. You read my subtitles?
  16. Quote:
    Originally Posted by Liz Bathory View Post
    List of games using Euphoria nengine...

    http://www.gamespot.com/pages/forums...ic_id=26400337

    Especially in Grand Theft Auto IV it looks incredible.
    Right, but something of that magnitude isn't just something you can apply easily to an existing game. That's an entire version 2.0 there.

    Not that I wouldn't mind seeing it happen...
  17. Quote:
    Originally Posted by New Dawn View Post
    OMG Babs is gone, the game is coming to an end. 8 out of not many is a huge portion of staff. I feel sad, it was not long ago when Babs had a baby.
    Babs is gainfully employed now. We don't know the nature of his-- or the others- departure, but he was picked up quickly, as it appears some of the others were, too.

    Losing 8 IS 8 too many, but as most MMO's cut back after an expansion, it's a good sign that we've only publicly see that many depart.... Much better than after CoV, for example. As for "not many"-- IIRC, this snapshot of the paragon team should help put it in perspective. And IIRC, they were still hiring when they posted that pic...
  18. Quote:
    Originally Posted by Sardan View Post
    His blog hasn't been updated since October. And regardless, if Arcanaville says she has first hand knowledge I think you can take that to the bank and not worry that his baby is going to go hungry.
    And there are other places where he's posted that he IS gainfully employed, thankfully.
  19. Quote:
    Originally Posted by Diggis View Post
    I'm not? Weird. Cos, like Swellguy above, I can go for days without being logged off and then get kicked out multiple times in an hour. It appears to have gotten better lately (touch wood) but how long it lasts.... who knows.
    This defect arose back when they first applied the new look-n-feel to the forums, then seemed to die down until just before Going Rogue launched.

    I can't say for sure, and it's been a bit since I worked with PHP, but it seems VERY similar to what I used to encounter when running PHP load-balanced across several servers. While the state data is supposed to be shared between servers to give a "seamless" user experience, it's sometimes dropped or delayed, particularly when one server's settings get misaligned from the others. Some code is more tolerant of this than others-- for example, checking for the data and requesting it when it's missing, rather than just blindly executing, expecting the data to be there.

    It's just a blind guess, as I don't know their environment, but with the added traffic that the expansion brought, its possible that an underused auxiliary server's now getting more load sent its way, and our 'logouts' are being caused by being switched to these, along with the dropped state/session data.
  20. Quote:
    Originally Posted by Steelclaw View Post
    *Looks at his own partially-finished script and frowns slightly*

    Hmmm.... Well... I guess it would give me more time off for the holidays...

    As for hard drive space... meh... spreadsheets and lists.... spreadsheets and lists...

    And since everyone is trying to take your gig D_R, I figure I'll give it a shot too...

    Introducing the official Steelclaw Issue 19 TRAILER!!

    http://www.leesfamilytrailer.com/cougartt.html
    Nicely done. Stellar work, really.

    Just disappointed you didn't cover anything. I didn't see one mention of Firefly auras anywhere.
  21. I'm ashamed to admit I laughed several times


    Quote:
    Originally Posted by Marcian Tobay View Post
    .... I am The Situation of CoH's forums.
    /em facepalm



    It must be Thurdsay.... I never quite got the hang of Thursdays.
  22. A B17 or B24 bomber-themed character

    Willpower Tank.

    TANK When those things flew overhead, they drew every bit of aggro imaginable.

    Primary: Willpower You needed nerves of steel to ride one of those into battle. Heck, just getting the beasts off the runway fully loaded could be a bladder-emptying experience.

    Secondary: Your choice
    Super Strength-- for the pounding they delt out.
    Dark Melee-- for all the blackouts they caused when they appeared overhead.
    Fire Melee- for the firestorm that followed.
  23. Quote:
    Originally Posted by LISAR View Post
    I'm just going to pretend this means soon we will have a merged server listing.
    Hmm... I'm wary of making this prediction... mostly because anything I say guarantees it'll never happen... but...

    From the Incarnates Lore
    Quote:
    "Always. We can recruit allies within these parallel worlds, and perhaps bolster our own numbers with alternate versions of super-powered beings, or even alternate Ouroboroses."
    /em wildtheories

    Equate "parallel worlds" with servers.

    Consolidated NOC ---> Better interserver behavior ---> more potential cross server support--->not just combined server lists, but crossworld teaming through Ouroboros.

    It'd solve some of the issues with getting enough incarnates to do the larger-team incarnate stuff on some of the less active servers...
  24. Quote:
    Originally Posted by Ironik View Post
    Are those two differences of degree or differences of kind for you? To me it's the latter. My MA guy (Ironik) can punch ghosts because on Primal Earth they are physical beings made up of ectoplasm who have the ability to become noncorporeal at times. They become vulnerable to physical attack when they want to affect the rest of the world and he's just learned *when* to hit them. (Ditto for my gunner, Tommi Gunn.) As for armored aliens and robots, it's not a question of *when*, it's a question of *where*. I just assume Ironik hits the armor in the weak spots, and kicks out wires on the robots, thus disabling them.

    Incarnate powers are a bit tougher for me to rationalize because they affect the very nature of some of my characters. Why should Tommi Gunn, my Natural gunner, have to change the core of her origin in order to accommodate the Well of Furies magic stuff? I'm pretty much just going to have to ignore it rather than somehow incorporate it, I think.
    I'm of the opposite camp. When I come up with my characters' stories of their adventures, the battles rarely include any bearing with the battle. Heck, if you tried to turn a combat log of any game, particular mmo's into a narrative, it'd be one of the dullest stories ever created. I never take them as literal incidents.

    Take, for example, a Kronos titan- my natural scrapper's part in the battle was whittling it down by constantly kicking its left foot? No, she managed to get on the leg, hold on for dear life, and reach into the crevices under armor, tearing any any wires or hoses she could, hopefully damaging the joint over time. Maybe the munitions blaster tosses her a few charges to place...

    Circle of Thorns? Same natural scrapper's needs to invade a Circle library. There are no "dozens of teams" in the halls that she has to fight wave after wave. She's using stealth, agility, and very quick suppression attacks to take out the more human Circle members in the places she needs to go. She's not prepared for the ghosts, though- not even aware of them-- they're in their intangible form... watching, warning their colleagues, and planning a trap-- and that trap will be more than wave after wave of assailants charging her. When it comes, guile, smart footwork, a strategic strike or two, and a little luck will be all that let her escape with what she came in for.

    ---

    The incarnate stuff?
    Well, the alpha slot is easy enough to just ignore the story background, just as I ignore my character's presence in Ouroboros-- she never time traveled. Future slots may prove more different-- I heard one is an aura-like attack? Well, unless there are options for an aura of fear or a passive buff (inspiring teammates) I don't see how its something I could fit with her...
  25. Quote:
    "It's only a dream," he whispered into his beer
    “…More like a nightmare,” the beer whispered back… in a slightly muffled feminine voice.

    A sudden fit of coughing sends the beer’s froth spraying over Zack, revealing the two-inch-tall Lady Lilliput treading in the remaining amber liquid.

    “I mean... I requested a pilsner.”


    With that, LL lifts herself onto the rim of the mug until she’s seated on the edge, toes dangling in the brew. She casually wipes off the froth covering her form-fitting one-piece and smiles sheepishly at Zack.

    “Sorry about that- it’s a ‘cheap drunk’ trick I learned from another broke college student. Shrink, drink, get buzzed, and grow. All the joys of getting as blasted as you can get… but at the cost of only one drink— less if you can get someone else to buy it for you… and damn, once I dry out, my hair will have INCREDIBLE body.”

    Still seated, balancing on the edge of the glass, the diminutive brunette wrings out her hair and studies the contents of the mug before kicking one bare foot into view, “By the way, I, umm… lost a shoe. Strappy broke, I think. Any chance you might’ve swallowed it?”

    For the first time, the lass’s face shows any sign concern for the strange situation, “I mean, that’d be terrible—my costume grows with me as I change size and well...” She kicks up her other foot to show the gold stiletto-heeled sandal, “…I’d hate to be the person trying to pass one of these.”

    It was a lie. Well, not that she’d hate to be the person trying to pass her uncomfortable strappy stiletto torture-device worn in the name of fashion. That was true… she really would hate to be that person… and it’s true that the shoes always remained constant in proportion to her… no, the lie was that she didn’t change in size at all. Born a “universal constant” she always remained the same size, mass, and density—her powers instead instantly resized the rest of the universe to match her needs. It was Lady Lilliput’s darkest secret… and one that she dreaded would someday be discovered and used as a weapon against all of existence.

    “I’m sorry if you did… ya, know… chug it down… but I’m not going pill-sized and going in after it. I just picked up this Serge original from Icon today and it’s not warrantied for stomach acid. He was quite clear about that after that whole Vahzilok Cadaver incident…”

    Scanning the crowd in pocket D, her eyes widen as she sees the succubi that Graxus had summoned. Forgetting the missing shoe, she leaps from the mug’s rim, springing to full size in midair, and in a squeal that masks Zack’s “oof” of sudden intestinal discomfort, she calls out, “Lucy! Lilly! I didn’t expect to see you here! Isn’t this pledge week?”