Creole Ned

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  1. Some things that come to mind from a technical standpoint:

    - the aforementioned ragdoll physics. It seems to be a bit better currently but enemies still twitch and twirl in ways they never used to after being defeated.
    - NPC dialog that is spoken by an offscreen character. There are times where I've been unable to ascertain who is even speaking thanks to this:

    [CAPTION]: Hey there, $playername, you'll find that secret lock of Manticore's hair in his shrine room.

    And any new player that runs Death From Below or the Mathew Habashy starting arc will see [CAPTION] almost immediately and repeatedly. I can't believe QA hasn't reported the bug and don't understand why it hasn't been fixed yet. It may be small but it's right in your face, mission after mission and it diminishes the experience (unless every CAPTION is secretly Nemesis. I would accept this as a Nemesis plot).
    - jagged, low poly rocks in caves. This is an old bug that has been fixed before but it got bugged again. In any cave mission look at the rocks (exception: rocks that are specifically placed for a particular mission, like SSA 1.2) along the ground and you'll notice that they are all very low-poly -- because a lot of the polys that *should* be there aren't. Again, not a critical, game-affecting bug but it looks sloppy.

    And not so technical:

    - reducing the number of options when starting the game. You get one path or Death From Below and that's it.
    - the bog standard end game system of raids to get slightly better powers (effectively, gear) in order to do more raids to get more slightly better powers. I was hoping that CoH would do something different but the design philosophy has hewed extremely closely to the established EQ/WoW formula.
    - the new insta-spawns that materialize in front of you. CoH used to always hide this, unlike other MMOs. It helped immersion and made for a less annoying experience. This, along with tethering and phasing are examples of the game failing to innovate and instead simply following the lead of other games.

    (I see Electric-Knight shares my dislike on a few of these things. EK, you don't need to practically apologize for not liking some aspects of the game. They're not going to send a GM to personally slap each of your characters in the face!)
  2. The original beginner missions (the ones you get from your first contact) are a little too innocuous to be derided as 'garbage', I think. Once you get beyond them and start seeing more deliveries, defeat alls and other less than stellar missions (check out any contact in Kings Row, for instance) that's where you get to the heart of clunky old mission design.

    Skyway City is like many old zones in that it could use a re-do of some sort but it certainly doesn't need to be removed. I'd probably put Kings Row as a higher priority for a revamp or new contacts, though, simply because that's the next logical progression for characters heroside after finishing Atlas.
  3. You define MMO too narrowly, Nethergoat. There is room to expand and innovate in the genre. Not everyone is interested in the fastest and most efficient loot chase.

    As an optional system, skills may have been interesting. That the devs didn't find it fun was addressed and ignored by you in favor of more snark. Not very useful for a productive discussion.
  4. Quote:
    Originally Posted by Chase_Arcanum View Post
    Thanks, Ned.
    No problem! And now I've gotten sucked into an afternoon of reading old issues of CGW.

    That same issue has a two-page ad for the CoH DVD Edition. It came with an exclusive Heroclix figure of some character named Statesman, whoever that is!
  5. The CGW Museum has PDFs of most issues of the magazine. December 2004's issue says this about Issue 3 and the skill system:

    Quote:
    Originally Posted by Computer Gaming World, Issue 245
    You'll have to wait for 2005's City of Villains expansion for more new archetypes, but Issue 3 has one other major addition to tide you over: the skill system.

    Skills are City of Heroes' answer to the ubiquitous MMO crafting system -- except they're totally different. Characters will be able to specialize in one of four different skill trees: Detective, Science, Communication and Scholarship. They can further specialize in various areas of expertise, such as Forensics or Security for the Detective tree. Skills are level-independent and wholly optional; your character will be able to interact with myriad objects during the game, at which point he can attempt a series of skill checks. Success brings new objectives or perhaps some extra experience. For example, succeeding at a Security check in a bomb-infested building might reveal the explosives on your map.

    Skills are learned and improved by studying at universities throughout Paragon City. You'll earn temporary, expandable skill boosts during missions; these are somewhat similar to inspirations but can also be converted into wisdom, which is used to add permanent skill boosts at the aforementioned universities. As with enhancements, you'll find generic skill improvements as well as stronger, more focused upgrades along the lines of dual- and single-origin enhancements. The only skill you'll need for now, though, is the patience to hold out for all this good stuff.
  6. Quote:
    Originally Posted by Rajani Isa View Post
    So you're saying that NCSoft's lawyers are incompetent? Hell, that Cryptic's were? By putting the character in the game, Jack gave it to the game. If he hadn't, we would of had Statesman retconned into "Representative Man" or something the moment Paragon was formed.
    *would have

    Add it to the list.

    And I agree with the sentiment that the player has always been the focus of the game. That's pretty obvious -- you're the one doing the missions and moving the story forward. SSA #1 was in some respects a step backward, actually, putting the NPCs front and center while your character often simply watched, unable to affect events (this was largely remedied in the final episode).

    But then you save the world from terrible evil in Dark Astoria and it's all good again.
  7. Quote:
    Originally Posted by Nethergoat View Post
    Somewhat fortunately I'd had to kill my way through so the only enemy between me and the door was the sub-moron hostage AI.
    This gave me a good chuckle.

    You didn't mention it but when your character gets slept, do you use your tier 1/2 powers while waiting for the sleep effect to wear off?
  8. The info on Paragon Wiki says Kheldians take 3-4 times the damage from Quantum gunners compared to other ATs:

    Quote:
    Quantum gunners appear in City of Heroes whenever a Kheldian has been present in the recent past. These Quantum gunners use specialized Quantum Array Guns purchased or received from the Council. A shot from one of these rifles deals Negative Energy damage to all Archetypes. However when a blast hits a Kheldian (Warshade or Peacebringer), they take additional damage 3 and 4 times that of the other Archetypes.
    Quantum weapon changes are noted on the page on Void Hunters:

    Quote:
    Prior to the February 12, 2008 patch, Void Hunters and Quantum Gunners would do bonus Nicti damage to Kheldians, which was unresistable. Currently, they do bonus Negative Energy damage.
  9. Quote:
    Originally Posted by Derangedpolygot View Post
    I often play at 1-2% effect volume; music at 1%. The game is loud.
    Before Issue 23 I had the sound FX volume set to 10%. After i23 I have it set to 5% and some effects are still rather loud. CoH is the only program I run that needs the audio ramped way down like that.
  10. What about the actual problem in the OP? Has anyone else experienced it? I've not run the new content yet but generally dislike mechanics that take control away from a player character, so I was leery about hearing it being added to CoH.
  11. This event has dragged on too long and pops up too often. It's hard for lowbies in appropriate level zones (Kings Row, for example), interrupts a lot of basic functionality (training, going to contacts, hunting in a zone) and it's uninspired. The other invasions had some neat twists -- the Rikti taking down the war walls and the bombing phase, for example or the zombies popping out of the ground and the creepy atmosphere for that one. This one seems utterly phoned in.

    If they never run it again, I won't complain.
  12. Quote:
    Originally Posted by Agent White View Post
    They didn't want to break anything trying to make the Talos war walls red on the portion that borders Dark Astoria.
    I was just poking fun at it from an immersion point of view. I didn't expect the war walls on the outside to actually be changed to red.
  13. Quote:
    Originally Posted by Golden Girl View Post
    A Kings Row revamp needs to include perma-night or perma-rain - or even both, just to let everyone know that it's out Gotham.
    No to both. I strongly dislike zones that artificially skip the day/night cycle. You can handwave it for a place like Dark Astoria with all its darkity dark evilness (and why are the war walls surrounding it still blue on the outside, anyway?) but not for Kings Row. Kings Row is just another part of the city.

    Occasional rain, as just a random weather effect, would be fine -- for any zone.

    And yes, the existing KR contacts could be nuked from orbit and that would be okay, provided the old ones remained available in Ouroboros.
  14. I was hoping Retro would be ready with I23's launch. Nice!
  15. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Just curious, why did you choose option C over option A rocket packs? From the voting it seemed like that LARGE portion of the players wanted option A and almost none wanted C.
    There are two different rocket packs available, one is the single rocket, the other is the dual rocket pack. Each can be outfitted with or without the retro rings (I can't find the concept art that refers to the different options you refer to above so I'm not sure which was A, B, C, etc).

    Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Are these still in beta? Where? I can't seem to find them.
    They are currently being tested on the VIP beta server and are expected to go live after Issue 23 hits, likely sometime in June.
  16. I agree with Memphis Bill, two weeks would have been fine for this event. A full month makes it feel like it's just dragging on.
  17. Quote:
    Originally Posted by Nethergoat View Post
    Don't like it, don't claim it.
    This is what I did. I already have a pile of temp rez powers I never use from the Super Packs and don't need another, even if it's free.
  18. Creole Ned

    knock knock

    Quote:
    Originally Posted by Chase_Arcanum View Post
    That is a great take on the classic Tommy Lee Jones pic but it also makes me sad because it reminds me of how hands in the game look like big fleshy mitts.
  19. The next Freebie Friday should be the /slap emote. Just for the reaction.
  20. Hold onto your hats because this week it's a...

    DUAL INSPIRATION!

    Woo!

    Anyway, slap in the face, etc. etc.
  21. One thing Paragon could do with IOs is perhaps add an option to purchase a permanent license for them in addition to the monthly 'rental' option that exists now. It would obviously cost more but it might persuade some vets (or new players) to pony up and pay where the idea of the monthly fee might put them off (as small as it is).

    I'd also agree that the current F2P implementation is basically an open-ended trial and the majority of content you get access to is old and often pretty bad. At least Atlas Park is shiny now. Without vet powers and bonus enhancements I still find the very early levels too slow. I can see a lot of people trying the game (and have heard from some that I know) who simply give up before they get a variety of powers to use because the initial damage and recharge is so low (it varies based on AT and powersets, of course). That's why I think the starter enhancements that were folded into the Paragon Rewards system should be standard for any new character made. It vastly improves the new player experience and would probably entice more people to stick with the game.

    Conversely, if Paragon and NCsoft are more interested in retaining vets than getting new players (which may make sense given the age of the game) none of this matters as much.

    Mostly I think the hybrid system is meant to keep players subscribed while also enticing them to spend more above and beyond the sub. In other words, they may expect fewer VIPs (subscribers) but are hoping, on average, that they spend more than the $15 a month subscription fee. Given the bazillion Super Packs sold, this may not be a bad expectation!
  22. Quote:
    Originally Posted by Tenzhi View Post
    And if it's free candy, have it x-rayed. And if it's a free vacation, make sure to read the fine print. In short, if it's "free" it should be regarded with suspicious cynicism.
    Well, I didn't regard the XP Booster with 'suspicious cynicism' and when I used it my character exploded into a million pieces and blew up the server.

    And slapped me in the face!
  23. If the next freebie is a giant wooden horse wheeled into my yard I promise to look into its mouth before claiming it.
  24. I didn't realize posting an announcement for the freebie a few days ahead of time constituted it being 'built up so dramatically'. The threshold for drama seems lower than I remember.

    Also, I claimed the XP Booster then slapped myself in the face for liking it.
  25. Quote:
    Originally Posted by Everything_Xen View Post
    I'd like to thank you Sam.

    I enjoyed SSA1 until your post. Now I realize that part of the game I enjoy is in fact total garbage. I was planning to run the last 3 parts on my scrapper tonight... but I'll just head to bed instead.

    Never seen this community try so actively to destroy people's excitement over their game.
    I don't let other people dictate my feelings on the game. I played the whole of SSA #1 and came out feeling it was okay in some respects (mission goals, objectives), outstanding in a few (map design, set pieces) and lacking in others (player character involvement, treatment of established lore/NPCs). I don't expect my opinion to sway other players into either playing or avoiding the arc, I just like to put it out there to share with others.

    Sam doesn't like SSA #1. That's valid, not everyone will. But only you can decide if you like it. And the only way to determine that is to play through it.

    So go, play!