Chase_Arcanum

Renowned
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  1. Quote:
    Originally Posted by White Hot Flash View Post
    If you're creative enough, no one will ever have the name before you grab it.

    If you can't think of the things that could go wrong with having multiple people with the same character name running around, or having large, ugly character names with globals (which some people like to keep to themselves) or server names (still won't solve multiple people wanting the same name), there's no point trying to convince you to think of a different way to come up with character names.

    "All the Good names are taken" is never valid. There is no reason to fix the naming system that's worth the effort or the grief it would cause to players who get along just fine with the current model.

    Saying things like "If I want to make a Flash character" tells us you're not creative enough. Be more original.
    On the other hand, "if you're creative enough and put thought into your character, the name will be clear, concise, recognizable, relevant to your character, and instantly communicate a great deal about your character. It'll also probably be taken."

    Probably best to avoid phrases like "if you're creative enough" as it turns into a condescending insult to people that put a different value in what a name should be able to do than you do.
  2. While I acknowledge the flaws in the current naming system, I used to toss my hat in with the "be a little more creative and it isn't an issue" crowd. Experience has changed my mind-- sometimes "being creative" means finding a particular inspiration and following it through. Sometimes the right name is the most critically-defining element of a character.


    I have a character in a story- an older guy... a hero who's had other monikers over the years but now just goes by his real last name, which happens to be "Shepherd." He's a callous character with people issues- a personality that's meant to contrast against (and sometimes compliment with) the idealized mental image many think of (the "good shepherd" ).

    Another character in that story is a reporter trying to get Shepherd's story. He resorts to tagging along in the circles that Shepherd frequents as a kind of "embedded" reporter, slowly earning the trust of this the hero crowd. Having explained once that he was "working freelance" on this one, "Freelance" became the moniker that the others used for him. Another double purpose. A freelancer usually doesn't stick around. He's there for a specific purpose/goal/employer and when the task is gone, so is he. The name doesn't just describe his job, but might reflect his loyalty (or lack thereof) to the group.

    Neither of these characters' names could be changed without significantly altering what the name contributed to the story. Appending a color ("Scarlet Shepherd") or rank ("Captain Shepherd" ) or full name full name ("Tom Shepherd") won't convey the same meaning. The names may not be good names by some peoples' standards, but they help define these two in a way that no other name would. I won't even go into some of the supporting characters like "Tabby."

    Had I ever wanted to bring these characters alive in City of Heroes (I don't), I'd be hard pressed to find a free server with those names available (I checked).


    I know many people aren't going to give nearly the thought or planning into their creation. For them, the techniques mentioned by others to assist in name creation will serve them well, but don't dismiss others as being lazy when they don't. This game's character designer is phenomenal at letting you follow your muse and create something truly yours in every way except one: the name.
  3. Professional soldiers are predictable.
    Unfortunately, the world is full of amateurs.
  4. Quote:
    Originally Posted by Kurrent View Post
    I'd pay for them.
    New power animations would absolutely fall into the realm of guaranteed purchases for me. I love choices and options for how a character looks and moves, and I'd happily pay for a set of animations that could be used across multiple powers.
    For what it's worth: I'd buy them- even if priced close to a new powerset ( animation time is a sizable chunk of development time for new sets).

    Right now, many of the "magical" explanations kinda assume an innate magical element at play. I like the idea of magical power that is granted through an item. Right now, I'm kinda limited to that item being gloves/bracers/armor (we don't even have many good neck-chain "amulets" in costume creator to use) because the powers appear to come from the body. Handheld items would add a welcome change.
  5. Yeah, in the alternate animation feedback thread, there was a lot of talk about this:

    For virtually any Ranged attack set, make animtions that show the attack eminating from a device:

    - a wand,
    - a staff
    - a magical weapon (magical sword, lighting hammer, etc)
    - a techy weapon (handgun, rifle, high-tech looking gun, etc.)

    The problem seems to be "resources." When so much of the time needed to make a powerset is creating & testing the animations, what would you rather do? create an entirely new set or create alternate animations for another?

    And would enough people be willing to pay enough to make the alternate animation time cost-effective?
  6. The solo content (well, duo- I team with my wife) is the core reason I'm still with CoH:

    I've been here 7+ years
    I haven't run an Incarnate trial in about 6 months.
    I haven't done a Task Force in.. well, longer than that.
    I've visited a PvP zone once in the last year.
    Heck, I can count the number of TF's I've done on one hand.
    I've done DFB once heroside, once villainside.
    I've yet to do DiB.

    With the mix of newspaper/scanner missions, starting locations, Praetorian story paths, tip missions, "classic" arcs, signature storyarcs, and zone-based story arcs I get a good enough mix for leveling that each character's path is varied. (I also don't bother taking all of them to 50, as the endgame isn't much interest to me, so the leaner selection of content in the mid-to-upper 40's doesn't affect me much).
  7. Chase_Arcanum

    I24 hopes?

    Quote:
    Originally Posted by Easily_Noobed View Post
    I have only one request of the Devs in i24.

    Something that I see as an oversight; maybe even a bit of laziness.

    I will say that some of the art, the environments, the costumes, even some of the newly released powers are the best I have seen for this game. I am astounded. The mecha pieces, even some of the fire and ice, and of course while not new new the Ascension pieces are all awesome.

    However.

    Sounds. There's nothing I hate more than playing my DP, using an awesome futuristic (or even retro sci-fi) pistol and hearing regular gun shots. I cringe everytime my lightsaber-ish broadsword makes a wholly metalic sound of shearing. Back in the day I had hoped for some changed to Assault Rifle to make the animations less spray and pray when some new models were released that weren't entirely machine gun-esque.
    I think that may be a limitation with how they wedged alternate animations and alternate weapons into the game. They were able to vary the art/animation asset that appears when the action is played, but not the audio element that accompanies it.
  8. Friendly fire isn't friendly.
  9. Quote:
    Originally Posted by Texas Justice View Post
    Skewered?

    Or skewed.


    I'm not sure I want prices impaled on a stick.
    rassin frassin.

    I knew I picked the wrong week to stop drinking coffee.
  10. Quote:
    Originally Posted by Grendar View Post
    Enemy fire always has the right of way.
    Friendly Fire does too.
  11. Sometimes the things that may or may not be true are the things a man needs to believe in the most.

    That people are basically good;
    that honor, courage, and virtue mean everything;
    that power and money, money and power mean nothing;
    that good always triumphs over evil;
    and I want you to remember this, that love... true love never dies.

    You remember that, boy. You remember that. Doesn't matter if it's true or not. You see, a man should believe in those things, because those are the things worth believing in.
  12. Chase_Arcanum

    Merging the...

    Quote:
    Originally Posted by SpaceNut View Post
    It IS several years in the past, at least according to some of the mission dialogue. One of the contacts references the first appearance of some of the critters in the zone "last Halloween", which makes the entire Croatoa arc take place in 2005, when the zone was created, and after the first Halloween event.

    Of course, Faultline takes place later, despite being a lower level range, and don't even get me started on Admiral Sutter and the new Atlas arcs...
    Perhaps our characters should all get 'entrusted with the secret' badge and ouroboros access just for logging in? Its about the only way to make sense of it all...
  13. Chase_Arcanum

    I24 hopes?

    Quote:
    Originally Posted by DLancer View Post
    Typically if your car's engine is 8 years old, hand built by people with only a passing knowledge of how cars work and constantly tweaked and modified by several sets of completely different people with only a vague understanding of what had been done to the engine before, and the dashboard starts to rattle as if its about to collapse on your legs when you go over 50 mph, its probably time to get a new car.
    eh, use some 550 cord to stabilize the dash, wear some shin guards to take any potential collapse in stride, liberally apply duct tape across the whole thing and turn up the radio loud enough to mask the rattling. That ought to get you an additional 20,000 miles or so.*


    *assuming your odometer still works.
  14. Chase_Arcanum

    I24 hopes?

    Quote:
    Originally Posted by DLancer View Post
    I suspect that by this point its probably impossible to do anything that doesn't hammer at the engine's limitations. The engine is held together by toothpicks and prayers.
    ...don't forget Duct tape & coat hangars.

    You're right, though it's hard to do anything BIG without hammering at the engine's limitations.

    We've known, for example, the engine's limitation on displaying more than x actors (PC and NPC) at once- its something you'll see if you "leap" to a safe "empty" spot in a high-population rikti raid that you find is full of crap once you get there.

    We can look at the mothership raids and see where the "power latency" creeps in- and by the way items that have recharged on your tray don't match the recharge measured on the server, and we know that the server's clock is "slowing" to address either load or excessive traffic management.

    (We (as players) may not know whether the issue is server cpu time or the server naturally throttling down time 'ticks' to address a thoroughput threshold (if the amount of data needed to keep displays current exceeds x, throttle down the timescale to reduce the data thoroughput) but we see the issue the same- powers that look like they're back show 'recharging' when clicked and objects that should be in range give "not in range" errors when attacked.)

    Without getting any more technical than that, you can probably see that both of these issues wouldn't appear on smaller Leagues with fewer mobs. Or, if you're gonna have large leagues, do things to encourage spreading out:

    - the "two team, two path approach" like everyone's least favorite section of Lambda (preferrably with additional mechanics that don't encourage the squishies be abandoned by the tanks). This breaks up the team, putting them on separate maps with their own groups to interact with. team "a" only needs the data for team a's foes, "b" only needs their own.

    - Discourage clustering. In the BAF, everyone groups at the tennis courts on my server and foes are pulled to there. What if Seige and Nightstar buffed one another based on proximity. What if they buffed their reinforcements in a similar way? If these buffs are more effective than the "buff everyone to the cap in every stat" that you get from the whole league sitting on top of one another then maybe people start to spread out and take on the foes before they get too close to one another... even if it means that they're not buffed to the max cap the game can handle anymore.

    ...and, as a bonus... if we have people NOT constantly overbuffed to max thresholds because we're not stacking on top of one another, then we can back away from some of the gimmicks the devs have resorted to to bring a "challenge" to the uberbuffed game. When you bring the game mechanics themselves down from their defined top limits, you open up possibilites within them.

    So, I think there are a few tricks that can be done to eke a little life outta this engine without pushing too hard on the toothpicks or blaspheme the prayers that hold things together.


    ...Then again, I kept my last car until the real axle rusted off the body (well, after getting some encouragement from a pothole at 65mph...) so I might not be the best judge of when its time to retire something.
  15. Chase_Arcanum

    Merging the...

    Quote:
    Originally Posted by T_Immortalus View Post
    Well, War Witch is different. She has two versions, both trainers, that are present using different emotes while one is tangible.

    I don't presume to know how it really works, only how it seems to work and how it should.

    It just looks like War Witch may be the easiest NPC to change due to her having two versions already.
    I'll test tonight when I roll up the game, but given how they do other contacts, I wouldn't be surprised to see the alpha baked into one asset and not the other.


    To be honest, I wrote my initial explanation of the challenges in swapping assets without even looking at the 'who are we talking about."-- thinking along the lines of swapping out, say... Back Alley Brawler for miss liberty in Atlas. War Witch v1 with war witch v2 would be much easier.

    However, note that the existence of the Pocket D war witch for so long kinda works against the argument for changing Croatoa's contact. The disconnect existed this long, after all. It's even hinted that her appearance/presence in Pocket D is a result of the unexplained. Heck It can be argued that War Witch is alive only AFTER Night Ward is complete, and the events Croatoa are meant to occur prior to this (it IS older content AND it is at a (very slighly) lower level range), so it would be OK to portray her as such... at least until phasing tech could be used to alternate the contact appearance.

    ...I might've missed it, but are people calling for an update of Faultline's Penny Yin to look more like the Penny Yin Task Force? Its a similar timeline-disconnect issue that we handwave away...
  16. Chase_Arcanum

    Merging the...

    Quote:
    Originally Posted by T_Immortalus View Post

    Also, why can't they just "detoggle" or delete the power on her NPC in Croatoa that makes her intangible/transparent?
    It it is now "canon" that she is solid again then they could just do that. You can explain her not looking like Serene by saying "she changed Serene's body to be her old look and they were identical people anyway".

    There are easy things to do, but the devs do favor the complicated approach.
    Again, you're assuming too much, in particular, that this could be a power that makes her tangible/intangible. Most contacts are separate art assets with locked in appearances including, of all things, the yellow ring at their base. I recall several demorecord videos that showed them whenever the asset was used. There's no reason to expect that the alphaisn't similarly "baked in" to the asset.

    Someone with demorecord could check that easily enough.
  17. Chase_Arcanum

    Merging the...

    Quote:
    Originally Posted by T_Immortalus View Post
    Ummm, we're only talking about turning her "tangible" in Croatoa.

    She isn't really mentioned in much, but the stuff she is past that point is practically all new since Going Rogue where they should have, and still can, made her tangible in those instances without needing to change every other example.

    It could be that they'd perfer she remain intangible in one place to indicate a state in a "past" event. We've already seen that they consider Faultline to have occurred several years in the past, so why not Croatoa?

    I'd prefer it if they did do it as phasing tech-- tangible if the teamleader completes first ward, intangible if not... but it isn't a big enough deal to warrant too much effort on it.
  18. Chase_Arcanum

    Merging the...

    Quote:
    Originally Posted by T_Immortalus View Post
    Doesn't matter because the code now exists. An NPC is not tied to an entire zone, and even if it is they would never need to "rewrite the entire zone" just to add code to remove the NPC under certain circumstances.

    ....unless the code for zones is such a mess that NPCs are tied to the zone and they can't search for the proper place to put such a piece of code in all that mess.
    Ok, that seems believable.
    It isn't the code of the zone:

    "Find every reference of X across all the story arcs of the game- any instance where user is sent to X as a mission, any instance where X is referred to in the text, and any instance where X gives dialogue options. Then modify them."

    That sounds like a reasonable action on the surface, but history suggests otherwise:

    Well over 4 years ago, when the devs realized their experiment with missions to "simultaneously disable bombs" (causing a minimum team need) was received badly, they relied more on their own memory and player /bug reports because they all but admitted they lacked the tools to reliably search through the missions for that mechanic. In another instance it came out that they couldn't use their existing upgraded toolset on some legacy content without breaking it, inferring that relatively minor changes were harder because of it.

    From what I've seen in my tangential approach to the game industry, such statements aren't surprising nor unbelievable. Even in an MMO, there's not a good history of reverse-compatibility development time for in-house tools. Its all very forward-looking and budget lean.

    So, while it might not be difficult via code, it can still be challenging to identify all legacy areas impacted reliably and modify them safely without investing even more into the tools or labor than is reasonable.
  19. Quote:
    Originally Posted by DarkSideLeague View Post
    This might be because everything else in the zone drops arcane... So they need SOMETHING to drop tech.
    This.

    The salvage costs for this level range is already rather skewered in the market. They probably were concerned that the flood of play through this level range with JUST one type of salvage would skewer things even more.
  20. Quote:
    Originally Posted by PleaseRecycle View Post
    I liked that mission. I can't say I didn't throw out an, "Oh COME ON!" or two at the barrage that just wouldn't end, but I felt that the difficulty was balanced almost oddly well for City of Heroes content (played on x3 with a level 30 scrapper). As I always do on non-defense-based characters I was carrying a tray full of medium/large lucks, you know, for those special occasions that never actually occur. I popped my last phenomenal luck with two EBs remaining on that sucker. No deaths but an ample supply of close calls. It was a very refreshing change of pace!

    I seem to recall it having a difficulty warning, but of course I scoffed at it even as I wondered if maybe this time they were serious... They were, as it turns out.

    The hedge maze certainly does a number on the ol' GTX 260, though. Ultra mode works fine everywhere else but the framerate did add a wrinkle to that fight.
    The missions should be balanced against other missions within that level range, though. If that's too easy, then people that are concerned about a challenge will have already adjusted their difficulty settings.
  21. Chase_Arcanum

    I24 hopes?

    Quote:
    Originally Posted by Golden Girl View Post
    The IP revamp might suit those lower level crime-fighting wishes
    Here's hoping.

    I haven't seen anything yet, so I'm not sure if they're going "IP under seige from alien/extradimensional invaders" or the good ol' pulp crime that IP's dockside seems perfect for.
  22. Quote:
    Originally Posted by EU_Damz View Post
    The final mission of Wards arc, i had FOUR Talon EBs spawn on me [difficulty at x3]. Pretty certain it said the mission was going to be tough but was not expecting to be against anything that could insta kill my regen brute
    I had several issues with this one:

    1) That part of the map is the only part that taxes my system on ultra-mode. I'd suffered through the low-fps without downgrading my settings beforehand, but this was the first combat required in that area... and all those combat effects made the issue much worse.

    2) Once I set the settings down (dramatically overshooting down to the lowest setting) and rezzed my blaster, many of the animus become tougher to see (particularly the ice-based ones). The sense of urgency given to the mission encouraged me to race from place to place, unaware of the nearly-invisible mobs that were trailing behind me until they joined the mobs at my destination for a much trickier fight.

    3) IIRC, the game even suggests you pull the foes close to the house for additional support from the NPC's there. That's fine, but the zigzag path up to the house poses a problem to non-flyers. One navigational overshot (easy to do on lagging PC's) lands you in areas potentially full of other mobs. If your issue was that you needed reinforcements... it doesn't help.

    4) If the issue is that you need the house's reinforcements and you mess up enough with #3, you find that those reinforcements aren't available much anymore, compounding the issue as the battle progresses.

    5) When Clarity arrives, you don't get a cutscene to announce it. You don't get a pause in battle to give you the luxury of looking for other cues or instructions. You get mid-battle on-screen dialogue text that almost invariably appears behind my chat or map window, easily going unnoticed or disappearing before I can move things to read what's changed.


    Sure, most of these are things that don't affect you the second or third time you go through the arc-- you've got the benefit of knowing what's coming so you can prepare for it, downgrade your settings, etc.-- but if they make the arc so unpleasant that you don't want a second or third time all that experience is for naught.
  23. Chase_Arcanum

    I24 hopes?

    Quote:
    Originally Posted by Xzero45 View Post
    More 30-45 Primal content. No earth shattering, multidimensional plots for at least one issue. Just some good old crime stopping/plotting.

    Also AE updates.
    My vote goes here, too.
  24. Quote:
    Originally Posted by Dark_Respite View Post
    The ability to get up after a defeat is far more admirable than the ability to never lose.
    ...but a Regen scrapper still gets both.
  25. Quote:
    Originally Posted by Father Xmas View Post
    man, nostalgia trip.

    I had to go look find that the video on Youtube after being reminded of that.