Eiko-chan

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  1. Quote:
    Originally Posted by AmazingMOO View Post
    b) Allow supergroups to have members and/or coalitions across multiple servers
    The technology to implement this solution would likely require the same technology to allow cross-server teaming, and thus also likely use the same technology to eliminate servers altogether (going to a model closer to Cryptic's other superhero MMO). It also introduces another name problem - both for Super Groups and for their Members (as right now, two servers can have separate versions of both.)

    Quote:
    Originally Posted by AmazingMOO View Post
    a) Remove the 36 character per server limit so that players can choose to add more characters to the same server, including the new VIP server when it comes online
    This is probably the easier solution, though either one requires programmatic solutions. (b requires server-communication programming, while a requires database and interface programming. I'm not sure which PS is more equipped to tackle, nor which is actually a larger hurdle.)
  2. Controllers and Masterminds are "cool" (having pets is a big draw, actually), and are likewise bigger drains on the server (because of said pets), which would be the logical reasons why they were excluded except for paying customers.
  3. Quote:
    Originally Posted by Hyperstrike View Post
    SINGLE POINT OF FAILURE.
    My Security+ certification agrees with this stance. Ideally, you never want a single point of failure security system. Especially not one where that single point of failure means "economies of scale" have been compromised. It's one thing for Cisco to fail and for Cisco's information to be compromised; it's quite another thing for Cisco to fail and for five-hundred different companies' information to be compromised.
  4. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I would hate to spend a bunch of time designing new and challenging content for an awesome game and not be able to offer a new and unique reward for completing it.
    I don't think this game has ever had a problem with players not devouring new content. That's pretty much what players do. You don't have to give them any bribe other than "look, new thing!"
  5. Quote:
    Originally Posted by Golden Girl View Post
    You still get Shards
    I can run around the city gathering pennies, but no sane person would view that as making progress towards buying a car.
  6. Quote:
    Originally Posted by Selina_H View Post
    How does Alpha level shift affect this? Would you need to be fighting level 51 mobs, since they con even?
    No. Level shifts don't count; you can still fight 50s as a +1 and get shards.
  7. Quote:
    Originally Posted by TwoHeadedBoy View Post
    II was pretty harsh because I was responding to a pretty harsh sentiment.
    The proper response to "It sucks" is "Well, I like it, so I don't think it sucks."

    The proper response to "It sucks" is not "until you have a successful game, your opinion is invalid".
  8. Quote:
    Originally Posted by Hyperstrike View Post
    Or the caps on data services from internet service providers become too draconian.
    Yeah; the loss of Net Neutrality (which would have to precede such a thing) would probably destroy the Cloud too, but I see that as less likely than hacking.
  9. Quote:
    Originally Posted by Lemur Lad View Post
    JNo automatic teaming system I've seen or heard of covers all aspects of the game content.
    The Distinguished Competition comes pretty close, actually. The only thing it doesn't cover are missions designed to be soloed anyway (though sometimes those end with encounters that it'd be nice to have a partner on.)
  10. Quote:
    Originally Posted by Rodoan View Post
    I'm not a big fan of the Cloud
    Keep that stance. The "Cloud" is going to last until Cisco, Google, or one of the other big companies is hacked, and then it will die like the fad it is. And this isn't an "if" - it's a when. One of these companies will get hacked, and everything in their "Cloud" will be compromised, and then everyone will realise that we keep control of our own data for a reason.

    I, fortunately, work at a place where I can wave around HIPAA and get people to cool down on fads, but corporations have to deal with tech-loving IT heads like your boss, so it's them that will take the bite on this one.
  11. Quote:
    Originally Posted by TwoHeadedBoy View Post
    If you dislike the incarnate progression so much and you have a better idea on how to do it, go make your own game with a better mechanic.
    This argument is petty, small, and pointless; it takes more to "make a game" than having well-founded and solid ideas on what should go into your entertainment. You do not have to be a professional (meaning "get paid for the work"; the amateur/professional divide is a paycheck, and nothing else) to have a valid point; a great deal of our technological and scientific advantages have been made by people that were not paid for the time they put in making them. Do you think Arcanaville doesn't have a deep and solid understanding of this game's mechanics, having never received a paycheck from NCSoft?

    For that matter, getting that paycheck, and thus being a "professional", does not necessarily mean you know what you're doing either. As I recall, Castle is on-record has having admitted that Arcanaville understood certain things better than he did - the "amateur" teaching the "professional".
  12. Quote:
    Originally Posted by LittleDavid View Post
    In a way, MU*s are the grandfathers of the MMO genre, at least in the sense that many of the basic design elements of MMOs are present in game and roleplay-oriented MU*s; but even then, many of the gaming-oriented MU*s have stats, items, loot, and dungeons. Those kind of things, well, they transcend genre lines and they've been around as long as modern tabletop and video gaming.
    It's still true, however, that, as a rule, MU*s are text-based. There have been some experiments with graphical interfaces for a MU*, but all that I'm aware of have, overall, been failures.
  13. Quote:
    Originally Posted by Sumpfkraut View Post
    I agree with this. If you consider something that barely takes more than 4 minutes away from your one or two hours "labourious", then I think you should reevaluate your values.
    If you don't understand that four minutes of high-stress, high-exertion activity would be desirable to skip, then I think you should go play sports instead of video games.

    Also, if you don't think those 4 minutes would be high-stress and high-exertion, then you need to try harder to understand the differences between introverts and extroverts.
  14. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    I'll be saving this post for the next time you make a comment about wanting to buy Veteran Rewards early.
    Facebook/Twitter is the new avenue of player interaction that the CS team is pursuing. You're going to have to get used to information not being released on the forums. I tried fighting for something otherwise, but like so many times before, I was told "too bad".

    So, my comment was actually completely relevant to your post.

    And since I'll be gone next week, I doubt you'll get a chance.
  15. Quote:
    Originally Posted by Ice_Wall View Post
    But I have the vet reward that lets me get the travel power without getting the pre-req...
    You really don't want to get me started on that.
  16. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Some of us don't like social networking, and I'd rather not dig through the virtual garbage on Facebook to find out information about the virtual garbage in City of Heroes.
    Get used to disappointment.
  17. Quote:
    Originally Posted by Lemur Lad View Post
    Sorry I can't take seriously the word of a guy who thinks the divide between being able to see the design behind the game and having fun in the game is absolute. His "I can't play for fun, but I'm willing to tell you what's fun and what isn't" stance is completely ridiculous to me.
    That's probably because that's not what his stance was at all.
  18. Quote:
    Originally Posted by McCharraigin View Post
    Base building..grumble, grumble. I own at least one on every server, and on some servers I have two..I did not build a single one, and have no idea how to do so.
    Back when I was doing my base building with the new tools unlocked in i13, I used to give people some interactive tutorials in-game, showing them the tricks I learned to do some fancy things like multi-level rooms and such. You probably just need to ask around a bit.
  19. Quote:
    Originally Posted by rsclark View Post
    I think circus monkey.
    You show me a circus monkey that pulls those moves off (I'll even forgive the "hitting a target" part that the DP set actually manages) and I'll show you a monkey with super-powers.
  20. Quote:
    Originally Posted by Arilou View Post
    Superpowers makes you special, as does martial training, a gun makes you just like all the other men with guns.
    This may be the single best argument for why Dual Pistols uses the visual style it does. When I watch my DP Defender use those animations, I don't think "girl with guns", I think "girl who trained her butt off to be that good."
  21. Quote:
    Originally Posted by Anti_Proton View Post
    I wonder why I couldn't just take the extra Epic Pool power I have to skip later on instead of the standard pool?
    Because Epic pools were tacked on after the fact, thus why they were originally all four powers, which coincided perfectly with the four new power picks gained when the developers added levels 41-50.

    They'd have to completely redesign the levelling system to change anything now, and when you make changes like that, you start having to call it a new game.
  22. Quote:
    Originally Posted by Anti_Proton View Post
    Never realized wanting just Primary, Secondary, and Epics was "doing it wrong", but I guess I am going against popular opinion here.
    By game design, skipping a travel power is "doing it wrong", albeit a "doing it wrong" now so common among the playerbase as to no longer be called out. The fact that there are now so many non-pool methods of acquiring rapid travel is an artefact of the game's age, and not part of the central design (which has not, in fact, changed significantly in seven years.)

    So, yes, when considering your character's design, everyone will have to consider what (not "if any") pool powers actually meet the design. As many have mentioned, there are a plethora of pool powers that will fit nearly any concept (any character I could conceive of that would have no legitimate excuse to pick up any of the physical attack powers, for instance, really has no excuse not to pick up a couple leadership powers.)
  23. Quote:
    Originally Posted by Jophiel View Post
    Ironically, when people complained about the Steampunk booster color palette being "Brown, Gray & Brown-Gray", we had several people telling us that it wouldn't be historically authentic to have (gasp!) colors in there because, I dunno, color hadn't been invented yet by the Victorian era or something.
    As I recall from my historical readings, the Victorians were actually obsessively enamoured of colour, almost to the point of garishness.
  24. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It has always been that way. You get a total of 24 power choices in your build and only have 22 non-pool powers (9 primary, 9 secondary and 4 epic). Therefore you have always had to take at least 2 pool powers to finish your build.
    Note that this design allows you to have all your primary, all your secondary, and all your epic powers, plus the two pool picks to get a travel power. This is not an accident.
  25. Quote:
    Originally Posted by Santorican View Post
    Why can't women characters be topless like their male counterparts? It's legal in quite a few states. That dammed sexism...
    I want tattoos. I have a character who won't be complete until she can have the tattoo-sleeves males can have.