Chase_Arcanum

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  1. Quote:
    Originally Posted by Feycat View Post
    That's a huge assumption that is not reflected in the actual experience of those who've played through a subscription-to-F2P conversion. "For the most part" is very broad.
    so is saying it is "not reflected in the actual experiences..." part. Much more broad.

    Do they HAVE TO offer a subscription? Of course not, but offering a sub plan that meets the user expectations for Pre-F2P access to content, levels, and resources is consistent with what we see in all the other recent migrations. We DO have one account of technical changes that impact large-group activities very badly in one MMO, but we have another game by that same vendor without those same restrictions and we have another fantasy game that didn't require such hurdles at all, so there's nothing to suggest that it would apply anywhere but that one instance.
  2. Quote:
    Originally Posted by Patteroast View Post
    If people want to join in on community sites, one that I think needs love is the Ouroboros Portal Wiki. If you're at all familiar with wiki editing, it's pretty easy to just start making pages for your characters there.
    There it is! I'd lost that link... was working on some of my characters info offline then couldn't find it. Thanks!
  3. Chase_Arcanum

    Event Fatigue

    Quote:
    Originally Posted by Ms. Mesmer View Post
    I agree on most of your points, especially about better in-game information about the banner event.

    Number 3 isn't as much of a problem as you might think. The mission isn't timed, it's the ambush waves that are. If you see that a banner or other event is up that you'd like to participate in, go ahead and exit the mission and abandon it. That will reset the mission to do at your leisure.
    /em facepalm.

    Wish I'd thought of that.

    First time I did it, I didn't pay attention to the status bar. Wife and I were idling around, sightseeing... checking stuff out until, "OMGWTFBBQ-- there's some sort of friggin timer up there!" Obviously, it didn't result in a mission failed, but for some insane reason, I had this mental image that I'd leave only to come back to an entrance full of all the ambush spawns....
  4. Quote:
    Originally Posted by Forbin_Project View Post
    Quote:
    Originally Posted by Feycat
    Actually, what I was responding to was "you see all 3 keep monthly-paid-subscription options that offer substantial benefit over the F2P'ers... so nothing really changes for any of them."
    Ah I see. Thank you for clarifying.
    Ditto. I hadn't heard about those gating techniques. It sounds like a tech limitation they put in place to minimize the $$ burden of the Freebies by mitigating sever load and traffic info. Unfortunate. I was interested in checking out that one, but really couldn't afford enough online time to justify another sub.


    Note that while that issue hit ONE of the MMO's we're talking about, the technique doesn't seem prevalent at one other fantasy MMO's Freebie solution. From what was described, it seems to be Very much a problem with hacking some economy into an existing system.
  5. Quote:
    Originally Posted by Commander View Post
    Well, I do agree that personal information should be withheld, but if it's something he was comfortable personally updating on a website viewed by millions...

    The reason I posted this was because, no matter what information is presented to people (regarding this thread and topic), people will jump to conclusions before there is any proof and start rumors that others see as gold. The reason I even noticed this thread was because of conversation in a global channel of people talking that "coh is going free-2-play because the competition is.)

    Sure, it's people getting information from other players but it eventually snowballs into "truth."

    Just because we see something, and we want to/not believe it, it doesn't make it any more true/false. That's what I was getting at.
    No judgement on you, just felt in an awkward space myself. My region was hit hard by layoffs more than once in my life and there was always a painful stigma attached to it- you didn't want loved ones to hear from office scuttlebutt before the person had a chance to say anything in person. That extends to re-employment.... there's that feeling that you wait before you relay the news, so he has a chance to tell those he wants in-person first. It's silly here-- he's not going to get a chance to say so in person and I had no clue how recent the change was... I just couldn't get over the hangup.

    The night that the news leaked, Babs DID have his status set to Senior Animator at Cryptic Studios as a description, but didn't have a job history with it. Knowing how that site works, it looked like he updated his Paragon data, but never bothered with the general description field.

    A few hours afterward, it leaked onto the boards. Babs must've noticed, because it changed... and then later again changed to include things like, "astronaut, nascar racer, international spy."

    I took it as his way of acknowledging the fans here & saying bye & it made me admire him all the more for that little gesture...

    Good to see its back, and I want to say Gratz to Mr. Bruce. I knew he was too good to escape the evil tendrils of employers for long.
  6. ate my own post there, folks. that wasn't a moderator attack...


    I thought better of it after I posted. Even if it is true, I find work to be a personal thing and felt weird disclosing someone else's, even from a publicly-available site.
  7. There's a balance here for me.

    I know people that hate loose threads in a movie or book, but I like openings that encourage people to fill in things with their imagination. With the original Star Wars trilogy, you knew that there was a story to what caused Darth Vader's slide to the dark side, but you didn't know the details. Imagining what could cause that path to be taken... working off what scraps you had... that contributed to my interest in the movie. Getting the actual answer so many years later... well, there was no way that story was gonna match the one that I'd built up over the years...


    I KNOW people that want it all spelled out- the how's, why's-- EVERYTHING. They need to be omniscient.

    I don't...

    ...but I like enough hints dropped to give my imagination a framework to build on.
  8. Gotta add my kudos to everyone that's added so much to the game. Herostats.... Badge-Hunter.... Titan Network... VirtueVerse (Even though I'm a liberty native, I LOVE reading that stuff). Awesome, and greatly appreciated.


    Now for my pitch:

    JOIN THEM.

    I'm not associated with ParagonWiki. but, for as much use as I've gotten out of the site, I really feel like I should be contributing to it. I refuse to use my lack of time as an excuse any longer. There are Going Rogue stories and contacts that still need fleshing out... and I19 is around the corner, adding even more to be updated.

    Consider contributing too.

    Make a pledge to get involved with one of the community-provided sites. I can't list them all, but if you find a fan-based item useful... ask if there's any way you can be useful back.
  9. Quote:
    Originally Posted by Lothic View Post
    Well that "one-liner" fit with the "I'm older than X" theme.
    I never promised it would be able to stand up to too much temporal analysis.
    It's not the years, it's the mileage. I'm young enough NOT to remember the moon landing, but my odometer's rolled over more than once already. My warranty is shot & I'm starting to wonder when my wife's gonna look into trading me in for a newer model.
  10. Quote:
    Originally Posted by Venture View Post
    I just repeated this on Facebook, maybe it should go here too.

    (I've probably been on the net since before you were born. To the vast majority of today's netizens FTP is as alien as Gopher.)
    Gopher! Man, that brings back memories!

    And if you think that'd confuse the new kids, mention FINGER.

    ( For the young-uns. It was a protocol that would tell you if someone was logged on to a system (and show a message sig if they'd added one) that caused many an awkward moment. This was back in a time where, if you were lucky, maybe 20% of a university population made use of the Internet (often via Gopher) and less than 5% of the local population did... so the jargon was even less known than we see today.

    Imagine the looks from this scenario: sitting at a crowded all-night college diner (before they started calling em "coffee houses") and listening to your friend rant that his girlfriend at another University had an online addiction, "... I mean, I fingered her CONSTANTLY for over four hours last night and she never logged off."
  11. Quote:
    Originally Posted by ClawsandEffect View Post
    Speaking just for myself, I don't care HOW awesome an online game is if the people I'm interacting with are rude, abusive retards. F2P tends to attract the worst kind of gamer, the ones who only play to grief other people and in general be a jacktard because they aren't paying anything to play, and a ban just means they move on to the next F2P game to behave the same way.
    Devil's advocate here... (I was gonna quote the "bless you ClawsandEffect" thread instead). What if they took the path used at least one other recent game giving F2P options and made separate F2P servers? Gives you separation of the two player cultures....
  12. Prepay doesn't necessarily have anything to do with content at launch, though. I can think of at least one other mmo that offered prepay and managed to deliver innovative and regular content.

    The developer that most people cue with "misusing" prepay was also releasing at a time when the business credit crunch was at crippling levels, and release deployments have a HUGE cash requirement. Prior to that period in time, it was very common to get short-term-credit to pay for the servers & launch, then pay it back with the initial surge in sales.

    It might have been that the developers catering to that market planned accordingly, with the idea of adding enough content to cater to the surge, then see what the regularly-recurring base (and one-time-purchases) would be able to pay for in sustained development. If the pundits were wrong, they'd have the resources for more development. If they were right, they wouldn't have added more to the game than necessary.

    Not saying that's a GOOD strategy, just saying that you can't attribute what happened there solely to prepay. There were many more factors involved there.
  13. [QUOTE=Residentx10;3287600]This is thin ground but it's a valid comment.

    What does the USER get with F2P?
    What does the Dev get with F2P?
    What is the value of the Lifetime Sub?

    Users get less content and have to pay more with F2P
    Dev get more money with less content with F2P


    As for the changes in the industry, some of this reflects the cash value of the micropayment system-- you can make some decent cash in encouraging frequent mini-purchases. F2P'ers that DON'T buy anything tend to be very occasional players- meaning they're very low cost, not consuming as much bandwidth as a regular user or taking up customer support time. Add to the fact that that the cost for hosting and bandwidth has dropped dramatically, and you find a reasonably profitable niche.


    Will CoH go that way? It'll require quite a shift. All three of the others have their own 'currency' so you make one payment into your virtual wallet via credit card (or game card purchase) and then spend at will. That helps avoid Credit Card processing fees for every single micropurchase. All CoH stuff goes through the NCSoft store, which, as we've seen, collapses under volume traffic, is a charge-per-each-purchase system, and doesn't have a very decent in-game interface. Heck, the reliability of it alone would make me wary of adding an ingame-engine interface to it.

    MAYBE it'll come, but the investment needed to fund this change won't be worth it for CoH alone... maybe one of NCSoft's upcoming titles will warrant it and then CoH will port to that new infrastructure (GW, maybe? I had half-expected it with NCSoft's last MMO release... )


    Either way, until that beast of an account management / online sales system gets an overhaul, I think OP has little to worry.
  14. Quote:
    Originally Posted by Flarstux View Post
    What's everyone got against Dan Rather???
    I thought they were talking about Dark_Respite. "Upset about Dark_Respite coming to PvE? Wha? I mean, I know she spends most of her time online making her vids... and time doing PvE means less time making vids or writing superhero romances, but cut her a break. If she wants to toss around some NPC's occasionally, why should we deny her?"
  15. Chase_Arcanum

    Event Fatigue

    I'd look to some tweaking of the banner system, rather than making it less frequent-

    1) Better player information. I'm encountering many people that haven't grasped what's needed to make the banners vilnerable. I've entered zones to find the banner timer half done, teams of well over a dozen whaling away at a single banner while the rest remain unoccupued, and they're wondering why they're not getting progress. Not sure of what's wrong... or if they just need more people... they get frustrated on failure and stop coming to the next ones.

    Update the info text to make some of the requirements more clear.

    Add a map icon (maybe a zowie) under the banners to indicate which ones have people and which don't. Those that don't like reading might just notice "hey!... when I stand here, the zowie changes... maybe that means something..."

    2) The reward... I can get 2 merits by beating any Giant Monster. This is clearly a bit more challenging & time consuming...

    3) Was it REALLY wise to add a timed & instanced TIP mission to the event when there are timed zone events that we'd like to encourage people to do? Don't get me wrong- enjoy both... but have had characters that I'd really like to get the badges on that are JUST loading the tip mish when the event announcements go off...

    Sure, I can rush through and get there late... after people get frustrated of not having enough people...

    4) PLEASE add the zone instance number to the event's chat announcement. You waste enough time traveling to Peregrine Isle, just to learn that the event's on Peregrine Isle #2.

    ----------

    5) (unrelated to the zone event... this is the Halloween event in general.) Ok, devs, did someone tweak the costume salvage drop rate a tiny bit? Maybe fall asleep on the "+" button for too long? I've now got enough halloween salvage for every character of mine- and every character I could possibly have- to unlock a slot. Before things get any more ridiculous, could we maybe have something else we can do with these?
  16. Chase_Arcanum

    Ultimate Respecs

    I know why the devs have said no and will continue to say no, but I do have to acknowledge that the OP's strategy manages to address many of those concerns. This is closer to a "badge transfer to a new character" with double xp thrown in.

    I can relate. I've had more than a few heroes that I shoehorned into the available powersets only to see another set added later that would better fit my vision. Some badges just can't be reclaimed (anniversary badges, for example) so I'd rather not lose the ones I have.
  17. Ok, again, for all the hate listed here, I see some gems here.

    The rationale for the "members only" area seems to be that all the other benefits of members-only would ONLY be available there. The purpose isn't to segregate PvP'ers, but isolate the advantages of a members-only-alternate-build wouldn't affect others.

    So, in that area, you can rapidly build anything you want, as all enhancements are available to you, allowing you to experiment with different builds... heck, you might even swap things around based on who you expect to fight. While such an idea would be unappealing to people that are driven by achievement of GETTING the rare PvP rewards, it could be quite fun for people that just want to compete at a somewhat-even footing.

    Build didn't work? Swap in a few different enhancements and try again. Sure, you can do this now, but it will be quicker and more dynamic with all the resources immediately available to you.


    Not only that, but by making this a booster, this mitigates the issue of allocating resources for a significant, but small niche. The time and money you invest here is at least partially offset by the booster revenue. PvE'ers need not complain about resources being diverted, and PvP'ers get a nice bag of goodies that couldn't otherwise be available.

    I'm not enough of a PvP'er to know if this would hold appeal to the type of players we foster here, but I can see some logic behind it....
  18. Quote:
    Originally Posted by Basilisk View Post
    While I like the idea of opening the pools at 38, that would also involve dropping the range of the patron arcs down to 35-50 in order to allow you to unlock them. I'm not sure if this would cause a problem with enemy level ranges, since I think that at least some have enemies ranked for 40-50 like the Scorpinoid tanks in Black Scorpion's arc. How big an impediment this would be to shifting the arcs down 5 levels, I can't say, but it is a consideration.
    This is something I hadn't thought of. It does add another development hurdle to this-- likely increasing the resources needed to bring it about.
  19. Quote:
    Originally Posted by Aett_Thorn View Post
    Well, that depends entirely on the AT, though.

    For a Scrapper, that might be the case, but most Tankers get their best attack at level 38, but could probably have an open slot at level 32, since that is when they gain their situational power.
    True. for some archetypes, this opens more opportunities than others. No matter how crowd-control oriented I make my superstrength tank, I'd probably be insane to take "char" over foot stomp.
  20. Quote:
    Originally Posted by Obsidius View Post
    Now you're just being picky I'd be playing the game anyhow, meaning earning pieces would be part of what I'm doing anyhow. Now I have to play the game and pay extra for pieces.

    In the past, certain costume pieces were special because one earned them. They were an achievement, like badges. Now? Well, any schlep with $10 can just toss it at the NCStore. An achievement, for sure
    A few were... too few to be considered a pattern, really, and as many detractors point out, the "achievement" is usually nothing more than a willingness to waste free time.

    On the other hand, we've had 11 optional booster packs (including the ones associated with the "GvE" or "Mac" editions) since Sept, 2006, so this is hardly a new trend.

    Quote:
    Here's my rhetorical question: Two booster packs on the heals of a paid expansion?
    1) Three- you're forgetting the "complete collection booster pack."

    2) That's not much of a rhetorical question... rhetorical questions are posed for their persuasive effect with no expectation of an answer. Your statement hardly qualifies as a question, let alone holding enough content within for a good persuasive effect. It seems the only thing that it does have is that you'd expect/hope it not be answered :P. (Also, it's "on the HEELS" ) (EDIT: just friendly ribbing, there Obsidious, no offense intended.)


    3) As a possible answer: If the option is, "bring in extra revenue and offer additional cool stuff to those willing to pay for it" or "don't bring in revenue and curb development to fit our budget" then I gladly accept the option that gives me the option to pay extra for something I want and otherwise wouldn't get.

    If I thought that they were sitting on a pile of money and just asking for more money, I'd be upset. With some understanding on the costs associated with an MMO (and the need to have a REASONABLE return on investment), I know that's not the case.
  21. I'm inclined to oppose this as well, but to play devil's advocate....

    Unlock them at level 38. Given the nature of most tier-9 secondaries, giving players the choice of taking them or taking their first epic pool power would make for some interesting build options. While the epics usually help "round out" a character, many/most tier-9's are "extreme situation" aspects of the archetype. (Elude, for example, offers extreme defense values, while many of the ancillaries offer a controller-y power at the first level.)

    - It wouldn't necessarily be game-breaking
    - It would open up more power selection variation
    - Now that fitness is inherent, it offers additional power options in their place (people could choose all 5 epics.)

    Of course,
    Does it NEED to be done? No.
    Is it necessarily a bad idea? No.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    Quote:
    A "real" Hero is so good that he or she can afford not to kill. Look at Captain America, Daredevil, or Batman.
    You can subtract Daredevil from that one. If you read the Shadowland storyline, Daredevil is now in control of the Hand ninjas and he crossed the line by killing Bullseye in cold blood. There are hints that it isn't really Matt Murdock in control there, but I believe it WAS Matt's decision to kill Bullseye.
    Batman killed a man in his very first appearance. He also carried a gun (and used it) for a while, as did the (original) Cap... long before Cap/Bucky.

    The myth that "real" heroes are so good that they never need to kill is a very damaging one. It's something that idealistic law enforcement officers often aspire to-- and then, after forced into a situation where they do need to use lethal force, they've got to deal with the self-doubt-- they must've done SOMETHING wrong; there must have been SOME other way; they've got to be better and prevent a next time. The doubt and regret can destroy you-- or make you give up believing in all the ideals attached to it.

    Reality is that there's only so much you can do to prevent taking a life. When you're positioning yourself to be first responder to an incident, there will be chaotic moments where the only viable action you have to prevent something worse is to take a life. Period. You do your best, you don't enthusiastically go looking for a gunfight, but you accept that MANY things will be beyond your control and you prepare yourself to respond as best you can when they do.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    I couldn't disagree more. I'm beyond pissed off at Booster packs with ever more unbalancing powers, giving people who fork out an ever greater advantage over people who don't, segregating people into haves and have nots based on money spent. If no Booster pack ever added another power to the game, I would be perfectly happy.
    Agreed.


    Also, I'm OK with the set as it currently is. There are people that don't see the value in it-- and that's fine, they shouldn't buy it. There are others that are more than happy with it-- and that's fine, too.

    Hopefully, it'll help establish boosters as what they should be in the players' eye. OPTIONAL additions for people that like that stuff. We're not OBLIGATED to buy them, and we shouldn't be expected to. As long as the devs sell enough of them to cover the costs + reasonable return on investment, then they priced and packaged it well enough.
  24. Quote:
    Originally Posted by Judgement_Dave View Post
    On a slightly different note: surely even lethal force leading to lasting death could be justified by true heroes if the cost of not using that force was a greater loss of innocent life. Ends justifying means and all that...
    "Ends justify the means" is usually a Vigilante's justification-- "it doesn't matter what evil I do to get here, the end result is all that matters."

    But that doesn't mean that your core idea is invalid- there are very legitimate (morally and legally) reasons for a hero to use lethal force.


    We don't even have to look into the realm of superhero fiction for examples-- we've got plenty of real-world analogs where major religions have reconciled strict ideals such as "thou shalt not kill" to the realities of police officers and soldiers.

    I'll use the one I'm most familiar with- the "just war" philosophy- with roots in Augustine (AD 354-430)... so these aren't new ideas. This is meant to be applied by heads of state in weighing the necessity of engaging in war, but you can see parallels with a superhero having to decide whether to use force in a given situation:


    - the damage inflicted by the aggressor must be lasting, grave, and certain;


    You don't shoot jaywalkers. Or vandals. Or, for that matter, purse-snatchers. Property can be retrieved or replaced. Lives cannot. Therefore, "theft" crimes would rarely constitute a lasting, grave, or certain offense.

    Certainty: there are times where we engage foes that are far away from the crime that we're attributing to them or their network. It would be far from certain that they're participants... or that lethal force on them affected the likelihood of the attack continuing

    Note that, if they draw weapons and fire on you, though, then you've had a lasting, grave, and certain damage attempt (unless you're invulnerable) and could probably justify a response.

    In-game, this makes it tough for many hero powersets that we see as inherently lethal (guns/blades) but why stop there? Is encasing someone in suffocating ICE really non-lethal? How about tossing a ball of fire directly at someone? Let's face it, most "blast" powers would be pretty darn lethal IRL, too.

    There's a limit to what you can do with game mechanics. In my stories, the flame-tossers often hit weapons, fire warning shots, or use their destructive energies against non-living targets unless a foe gets lethal against them or the situation really warrants lethal force. Doesn't stop me from laying down flaming doom in a story arc, though.


    - all other means of putting an end to it must have been shown to be impractical or ineffective;


    This is often the reason why police declare who they are and offer an ultimatum when drawing a weapon. Sometimes- but rarely- even doing that would be too risky, but what they're doing is offering one last non-lethal resolution before they do something irreversible.

    Many heroes in comics did this as well. They make themselves known- let the enemy come along peacefully before engaging in full force. Again, in games, this could be the tanker's taunt or drawing aggro before getting off the first shot-- something that's NOT good for optimal game mechanics... but does usually cause at least one of your foes to attack you with a weapon, letting you unleash your attacks.


    - there must be serious prospects of success;


    This option always seemed odd to me. It seems to suggest that a futile struggle against overwhelming odds, no mater the cause, wouldn't be a "just war." Religious scholars note that success is never guaranteed, and thus a "serious prospect of success" is rarely a barrier to a "just war", but including it in the conditions gives a leader reason to pause when passions run high. It asks them to consider impact of their actions, and whether a pause or alternative approach might be best for what's under them. It gives leaders the option to surrender without losing dignity or moral certainty, preserving the lives of those under them... possibly for a time when the prospects are better.



    -... must not produce evils and disorders graver than the evil to be eliminated.


    Kinda self-explanatory. Don't burn down a city block trying to get the bad guy. Don't put more innocent lives at risk to save a single life (note- INNOCENT-- if you gotta kill 3 lethal assailants to save one innocent, so be it.)



    The evaluation of these conditions for moral legitimacy belongs to the prudential judgment of those who have responsibility for the common good.


    1) Pretty verbose, but essentially, it's not the moral obligation of every soldier to decide if a war is just-- it is the obligation of the authority entrusted with that decision.

    You can use this to justify two very opposing superhero behaviors--

    - you could say that all superheroes adopt a "responsibility for the common good" thus, they're acting justly even if they ignore or oppose the government's decisions (Might for Right Act, Superhero Registration, etc).

    - you could also argue that if the people have a duly-elected representative authority that they have give the responsibility for the common good, then moral heroes should defer to the decisions of that authority. If THEY don't want vigilante action, the heroes should respect that. If they expect superheros to act only in certain ways (powers division?) then so be it.


    2) A more important factor for heroes-- "borne in prudential judgement"- no decision motivated by anger or hate results in a just action. Battling evil purely out of hate or anger... with no prudential judgement at play... is never just. It's too dangerous-- once war (or lethal force) is engaged, there will be MANY split-second decisions that can minimize the evils that can arise from the act. One blinded by rage risks missing these decisions, or making the wrong one when heat of the moment overcomes their reason.

    Finally,
    [there is a]...permanent validity of the moral law during armed conflict. Non-combatants, wounded soldiers, and prisoners must be respected and treated humanely. Actions deliberately contrary to the law of nations and to its universal principles are crimes, as are the orders that command such actions. Blind obedience does not suffice to excuse those who carry them out.

    This is where the individual soldiers' actions come into play- a "just war" does not allow them to disregard their individual actions. "War Crimes" are just as real as their peacetime counterparts, and just as immoral.

    A hero would act in his best regard to avoid harming nearby innocents. A Vigilante may be more willing to accept some "collateral damage" if the greater good is served by also taking out the bad guy.
  25. Quote:
    Originally Posted by Ironblade View Post
    Look at police officers. I think a more significant factor is what the enemy is doing. If some Hellions are mugging people, lethal force is not justified. If they are firebombing a building with people in it, lethal force is justified.
    Good examples, but I've run into many of the OP's thoughts. There are many times and missions in the game where, basically, lethal force just isn't justifiable within the law... yet the only way my claws scrapper can engage them non-lethally would be to take some of the fighting pool- conceptually great, functionally notsomuch.

    Back when CoV came out, I rerolled said scrapper as a claws stalker, but played as a hero that essentially left Paragon because, "there were enough capes that [his] methods weren't essential there." In the rogue isles... where so many people are barely clinging to existence, he found his niche.

    Now I'm considering another reroll but then migrating him all the way around to Rogue-- he may be good "vigilante" material, and I'd never pretend that he was ever really "villain" material, but his roots are in the Rogue isles and I want him to remain in the supergroup there.



    --------

    I also have a heroic dual-pistols blaster that IS trying to follow some rules of engagement- she is taking the nonlethal fighting pool & the devices secondaries like stun gun. She leads off with these when the situation warrants & switches to lethal once lethal attacks are directed her way. I'd prefer if she could have been a martial arts scrapper with a "firearms" secondary set, but she's working out rather nicely so far.