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Quote:
Personally I was intrigued when Melissa say they had added their "doppelganger technology" to the AE.
IndeedA nice little tidbit.
I am curious... what is the difference between morality missions and "tip" missions? Perhaps I am forgetting, but I don't recall this term being used before... It seems like she's using it as something different than "morality" missions, but I'm wondering if that is reading too much into it. -
It's even more confusing for those of us who come from the past and have traveled, and settled in, far into the future, but are visiting in the here and now.
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Yeah, for whatever it is worth, I, too, would rather see this tail put in as a free addition to the game. Not only from my own selfish/wanting stuff for free stance, but also (And the only honorable aspect of it, hehe) I would like to see all players (Including brand new players) have a canine tail to use in the costume creation screen.
I'm not sure what their plans were for the tail, beforehand (If they had a plan yet). So, who knows.
Maybe they'll have another canine tail included in another patch,
Even if the shape is the same, there are many patterns that could be added to that particular tail model (Unless it already includes such options).
Still, a more curved and slender (yet still shaggy) canine tail could certainly be added in the future.
Regardless, I do agree that basic, generic sorts of pieces would be better represented in the core game... and only expanded on to a more specialized or detailed degree through boosters and such.
Just my opinions. -
Plus, David had told us that the tail was in production a few weeks ago.
Products like this sometimes have things lined up that have no solid plan on how/when they will be implemented.
They made the decision to throw it in with this pack.
Whether or not any of us want to scrutinize the decision they did make, its not a simple matter of people "screamed" and the Devs reacted.
I can find fault in including this item in a pay-for pack... But what is so wrong about the company you subscribe to for entertainment purposes throwing their customers stuff that they've asked for?
"Bad precedence" and all that silliness... Yesss... those pesky developers showing a human element and fitting customer requests into their plans last minute... From tube socks to color television, sure enough, this is another sign of the end of the world. Next thing we know... people will be expecting everything they complain about to get what they asked for within three days! Just wait for the backlash from that when they don't don't get what they wanted!! Muhahahaha! Doooooooom!!
Meh... why's everybody have to make a big deal out of every little thing?
Damned if you do, damned if you don't... Damned how you did, damned how you didn't...
Sometimes... stuff just happens, ya know? Sometimes you might find that it is good stuff.
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Haha! Wow... how on erf...
And... Is that you dressed as Sister Psyche surrendering? HAHA
Nice and congratulations! -
Hey, HAPPY BIRTHDAY!
Quote:But your birthday wish was to be able to tell us all, right right?Thanks for the birthday wishes! I am doing something fun today (kinda), but can't talk about it yet.
Wouldn't have anything to do with the "Incarnate" system would it?
I was glad to have met you at the Boston Meet and Greet. I already felt like the game was in great hands, but meeting you guys and chatting made it even more clear.
Hope you have a great time. -
This is very well said:
Quote:There is another unique aspect to Mystic Fortune that deserves to be included in this....
The issue is basically with the developers being on the hook for delivering the promised experience, even though the players have a hand in shaping it. When players cause other players to have an experience at odds with their prior expectations, the developers have to choose between prohibiting the mode of interaction, or setting a new norm and risking the loss of players for whom that new norm is not enjoyable. The existing norm is that one may be buffed in the shared world and by teammates in instances without consent, but that these buffs last a maximum of 4 minutes and do not persist across sessions. While alone in an instance, a player is inviolate to new external player buffs and can expect to lose any existing ones in 4 minutes or less. Mystic Fortune sets a new norm with a buff that lasts 20 minutes and persists across sessions. (It also has a chance of applying a debuff, or damage, but those are not unique to Mystic Fortune - the duration and persistence are.)
Basically, the prior rule was "after 4 minutes in an instance, your gameplay experience is only affected by your actions, the actions of people you have chosen to interact with via teaming, and the choices of the developers." Sans Mystic Fortune prompt, this rule, which has been true for many years and has had time to become a player expectation, is no longer true. While player actions are the proximal cause of whatever dissatisfaction results, the developers are the ones on the hook for changing the experience.
It is a power cast on an ally that does not require an AT choice, a Power Set choice nor an actual Power Slot selection.
It not only is unique in its duration and random nature (And an exception as a power that may grant a debuff unto an ally), but it also requires zero in-game choice/payment.
This also has the result of making the power rather rampant.
Among the efficiency and number-based preference of playstyles, it is simply a no-brainer of "why not?", as opposed to something that is earned through a player's specific choices for that character.
A "free" power to be cast on allies.
Mystic Fortune is, indeed, an exception, if not utterly unique. -
Quote:See now, comments like that make me wonder if you're even reading the things I type....And even under that totally voluntary situation, consensus even about terms, much less factual points, is extremely elusive. That's a bit disappointing to me, because it suggests to me that even under the most ideal conditions, aggressive advocacy is still better than discussion. Not only is it more profitable, its even weirdly less confrontational.
It is a bit difficult (For lack of a better term) to care to engage you in conversation if you are reading my words as simply aggressive advocacy.
I don't come to these forums to convince people of things. I come here for fun.
The topic of Mystic Fortune going on and on has not been particularly fun, but I have respectfully been willing to engage you in conversation/discussion.
Also... I now understand what you put to me beforehand...
What would change my opinion?
My opinion being that these differing preferences deserve the options to make both sides happy and I would not want to see the option to decline removed and I am for an auto accept/decline option for those who wish to ditch the prompt.
In order to convince me that my stance is wrong, I would have to believe that it was unhealthy for the game overall. That including this option to remove the prompt for those that disllike the prompt (As that is how it exists now and always has, but for a brief bit following an exploit fix) and/or that keeping an option to decline the power would lead to negative repercussions within the game and the community.
(My apologies for not understanding the question beforehand!) -
Okay, let's see if we can work this out.
Quote:You're assuming that the arguments made are logically sufficient. I'm asserting they are not.You're assuming that the arguments made are not logical and I am asserting that they are.
The main point here being that I am not assuming that you have been given grand authority to change what the developers have done (Include an option to decline Mystic Fortune). Therefore, while you may be conducting some sort of test/evaluation/challenge for others to convince you... I can only take that so far and I may be conducting my own practice myself. This Mystic Fortune topic has been an annoying one, in my book.
I had an option I was very pleased with. It was taken away due to an exploit. I voiced my concern with one post in beta. I voiced my feedback with one post when it went live.
Then, later on, I ended up replying in discussions that others had started. Keeping it civil and reasonable, while being sent lots of angry and insulting messages from people who simply hated the prompt and didn't care about other people's opinions/preferences.
With all the talk of people "whining" about no prompt... clearly, more has been made of this after the prompt was announced to be put back in.
If I may, let me ask you a very serious question that I thought you may know the answer to...
Why was there a prompt included with Mystic Fortune in the first place? If you do not know directly, why do you think they included a prompt?
This may actually help me understand your own opinion better (And I am simply curious, to boot).
Quote:Fair enough. Specify the hurdle you are willing to state that, if I meet it as judged by others, and not yourself, you would agree to change your mind.
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Is Mystic Fortune sufficiently heinous that its clearly an exception, in which case as I said the general principle is still that the power must be shown to actually be an exception, or is the general rule to allow the players control where ever they perceive the desire?
Indeed, this seems to have been the main point of contention between us. It is clearly an exception and every time anyone, in the past, suggested that "If this has an option, all powers should" I reminded people that this power is wholly different than others (Based on duration and sticktoitiveness alone, plus the random nature of the power's results).
Bottom line, this is clearly an issue that has opposing personal preferences.
Removing the ability to decline that power leaves one side completely out in the cold.
The theory that this option would lead to an unhealthy sense of entitlement that would bleed over to other aspects of the game does not appear to be true. It existed with an option for all this time and only very briefly without. Now people are clamoring for it to be taken back out again and you are claiming that having an option is bad for the overall life of the game.
The option is not the problem.
The problems are:
1) Some people want to decline the power (Due to several reasons, the most notable is the vast difference in its duration as compared to any other player cast buff... and only a very select few NPC debuffs [what, just three examples?]. Two of which are story driven and in-game canon-related and the others have zero visual effects and can be deleted at the player's choosing).
2) Some people despise having a prompt window.
Both of those are separate issues, yet related.
Both of them are "problems", because both of them have opposing opinions across the playerbase.
The option to decline has been there since April 14th 2009.
The option to delete the Mayhem/Safeguard buffs has been there longer than I know.
Neither have caused a nasty trend towards lack of player created repercussions or interactions.
Actually, I am not sure what, exactly, you think is the real result of the problem you are asking if anyone can convince you does not exist.
Part of this nearly feels like being asked to prove that a particular deity does not exist.
My solution to the only remaining problem is to give people the option to avoid the prompt.
The option to accept and decline the power is already in place and working fine (As it has since it was released). The only remaining problem is some people's preference for no-prompts, which, I can respect.
Honestly, we could make the case that people refusing to accept a simple prompt that is part of a player-to-player interaction is out of line in the face of continuing a multi-player video game community.
I'm not saying that facetiously, I honestly think that player interactions, such as trades, teleportations, team/SG/coallition/friend invites and unrelenting-twenty-minute random player-cast buffs deserve a UI element of some sort in order to handle the interaction.
So, I hope that you find some logic within this post.
Thanks for reading! -
Interesting!
Great job, Dev team!
Although...I was thinking I probably wouldn't pick up this pack right away... And now... You make me have to, right??
If I wasn't so pleased with you for being awesome, I might be mad at you!!
You guys are great! -
As was said above, I'd think Lightning Field will do a good job in continuing the drain. And, definitely report your findings when you get that far.
I don't think you'll have trouble with running mobs or anything, so no worries.
Most importantly... That is a fabulous setup that the three of you are playing with.
Great job.
Hehe, it's stuff like this that makes me love this game.
The three hear, see and speak characters will have blindfold, ear covers and mouth plug?
*thumbs up* -
Quote:The thing that strikes me most is... If you have not been convinced by what has been said and explored, before you even started this line of questioning, and if you have taken all of that into account and now stand on the ground that allowing an option to decline the results of the Mystic Fortune Power (and that power only) somehow leads to a landslide of negative community repercussions and player expectations, then I don't know what anyone could say to you, because logic would not seem to be a sufficient tool to lead you out of your opinion....
...although I am still open to someone satisfying the requirements of convincing me to change my mind. I just won't continue to pursue the meta discussion of why the discussion is either meaningful or fair.
To me, it seems to be a ridiculous basis to start from.
You say that you would remove the rooting aspect of the power's application...
I could ask why the repercussions of the rooting effect are too much to ask for a payer to have to deal with from the results of interacting with another player.
I believe that people too greatly remove themselves from the aspect of the game is make believe... In that, the powers are supposed to be representing some form of a virtual reality. How is it inappropriate for 1) someone to have to ask to read their fortune and 2) for the recipient to have to "Stand still for a moment... I hope this works out well...".
But no... That's too much to ask, because some players just want to keep racking up the points/xp/Inf/prestige or just simply knocking down enemies as fast as can be.
So... all along, the thing that you keep coming back to is that this playstyle deserves full attention and the style that disagrees with your thoughts on what should and shouldn't be optional, does not.
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Arcana, I honestly would have quoted more of your posts and replied and continued a reasonable discussion, but, by the time I came back to this, there were many more replies and lots of the same old... And the prompt/no prompt topic is dead to me.
I think it was said well above by Clebstein. This particular thing does not lead to a slippery slope (Which is basically where you've been coming from, regarding this conversation).
I don't have the time to reply to all the things you asked, but I do understand the idea behind is an MMORPG worse off for all the controls and rules put in place to "maintain order" so to speak.
So many aspects of the game (And the genre) are so long gone from that core of true freedom though. Taking this one tiny matter and pointing to it as a potential step down a slippery slope seems entirely out of place.
Mystic Fortune is a truly unique power. It came with unique rules.
If you think CoH should strip itself of the rules that confine it... We need to look deeper than this one silly matter.
Anyway, we cold walk through theories and philosophies regarding the possibilities of unbound player interaction. I don't see that as pertinent to the prompt discussion.
Also, isn't it more interaction for player A to ask and Player B to respond Yes or No than for Player A to just give without need for an exchange?
What basis are you using for claiming that one is more interaction?
How does the ability to decline the game mechanic results of the potential exchange actually decrease the element of interaction?
Games are more than the simple plus and minuses.
Anyway, I was going to continue rambling, but I'm not sure there's a point, hehe.
I'm sorry if you took nothing away from my replies than the little bit you quoted. However, the comment about not being impressed with the responses and about their lacking of anything beyond opinion seemed a bit off.
It is a bit difficult having a solid discussion about this, what with people coming in and regurgitating the same things without using what has been explored in previous conversation... especially in a thread with this title.
It's all a bit ridiculous. -
Arcana, the same could be said of the things you have shared in here too.
Step off the high horse a bit there.
To put it simply (To your question, why should rules be different for the game as opposed to other players):
Universally speaking, because the game that I design, I design with care and concern and control to be fun, challenging, rewarding, etc. And I can place my trust in that more than I can in other players.
Now... the key to these rules not being separate is designing the game to not be exploitable (or to allow other players to be "abusive" with what the game can allow them to do).
Whether or not that treads in the realm of perfection, I'm not certain.
Specifically, in this matter, I would not design a power that casts any such long lasting effects. Certainly not something in a $10 booster pack, available to all ATs.
As to your movie observations:
See (And this is the sort of thing that is the root of certain differing opinions), I do not go to movie theatres to be in a room with others. I am not bothered (In the slightest) to watch a movie in a movie theatre that is otherwise empty (It's actually terrific!).
As large as my television screen may be, and as great as my surround sound system may be, it is not as large or as great as a high quality movie theatre (Speaking of which, I really only ever go to digital projection theatres these days {Or Imax, if something in particular is using that properly]).
I go for the greater immersion of the larger and more sophisticated technological and physical circumstance.
Sure, midnight premieres can be extra fun, because you get a theatre full of enthusiasts and fans. And, every time I've gone to a special showing, the audience is great, attentive, respectful... probably because that's why they are there as well. Going to a regular movie on any old night at whatever theatre can be a pretty poor experience (From the low quality equipment, degraded film rolls and disrespectful people).
Some people prefered to watch movies "fullscreen" on their 4x3 tvs as opposed to letterbox. Some people now watch tv programs stretched out on their 16x9 screens instead of in the show's native 4x3 ratio...
Some people prefer an audio-dubbed movie than to read the subtitles.
So, we have options.
You can specify your art and entertainment to whatever groups of taste you so choose.
I'm glad that CoH makes efforts to reach out and maintain differing tastes.
You have your opinion and I have mine and other people have theirs.
Paragon Studio has theirs.
I'm very happy that their opinion aligns with mine, in regards to being able to decline this unique power. -
Quote:By "meaningless" downside, "if it exists", you're referring to the supposed inconvenience of the prompt?...Looking at all of the options that we can already set, I really think we're well past the point where the developers should decide what a sensible default is and let that be that, especially on things like this where the down side, if it exists, is so rare and meaningless that it's practically non-existent. To be honest, I'd like to see some options removed, not added.
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Quote:Some time between posting that and when getting out of the house today, I realized that I should have said, "As a game designer, how long am I willing to let other players potentially stick someone with something that they're not happy about?"Vahzilok's Disease. Lasts until cured, and cannot be removed arbitrarily by the player.
The answer to how long I'd be willing to let the game/NPCs/Special Results do it, as opposed to other players, is different.
I have encountered many people who would have loved to have been able to get rid of the Vahzilok's Disease. That struck me as odd, because I had encountered that with my main hero and thought it was great. Then, when people explained that they were robots and such, I realized how tough it is to do awesome things with diversity. Sometimes you have to just let it go and have some people not as happy as others (Whether this particular case is one, is a matter of opinion, of course).
Personally, I think the Vahzilok's Disease arc is a great experience and shows players, things can happen to you (Although, besides the Hamidon Lightning thing... what else is there?). Most of the people who may have been bothered by their character concept not matching the disease thing likely still saw that it was a cool idea... if it fit better with their concept... and know it was a neat attempt (And the developers are somewhat limited in how wide a gap they can cover).
I don't think that a player cast power with a relatively short recharge that can be acquired for $10 which included some seriously popular clothing items and can be used by any AT and character on the account really compares to the unique scenario of the Vahzilok story arc.
Just my thoughts. -
Quote:I agree with the importance of factoring what should and should not be in the player's control and the careful balancing act that you speak of.This loops back around to my original point, which is how do you reconcile this game design principle with a player who asks for damage to be optional? Its a serious question, and not intended to be sarcastic.
From this case, I have found that I reconcile it by the duration and ability to avoid/lose the effect.
I've, personally, never ever been one to have any issue with player buffs and such (No knocking anyone for their own tastes though).
They last 4 minutes maximum.
The old Mayhem/Safeguard buffs last for hours of in-gametime. The Developers removed the visual effects that they used to have... and you could always delete them yourself.
Mystic Fortune lasts for 20 minutes of in-game time. A player cannot avoid it by not doing Safeguard/Mayhem missions... but can by declining the option to be given the buff. It cannot be deleted (And shouldn't be, due to its random nature). It also cannot be lost by defeat (Intentional or otherwise).
So, my thought on when the player should or shouldn't have the option is (In this case) based on how long it lasts.
Basically... As a game designer, how long am I willing to potentially stick someone with something that they're not happy about?
(As an aside):
Part of this (And I say only "part", because this whole topic has opened my eyes to players that do not wish to have any numerical advantage granted from other players for their extreme solo play... Whether this is something the game cares to support/nurture or not, it is not my place to dismiss it)... Anyway, part of this can be solved with Power Customization (of sorts). Some games have options for hiding armors and/or other items/effects that work in your favor, but may not be to your visual liking.
Clientside options for some of the visuals (Leadership Pool, Inspirations, all those CoH standard, floating accuracy, damage, defense, etc) to be hidden for that player (And that player only) wouldn't be out of line within CoH, with its great grasp of personal appearance customization. -
Quote:HAHAWay to go, Knight! Your thread fell in to the same pit my [Redacted for NDA] thread did.
Sometimes people see the subject header, and instantly think it's a serious thread.
Yeah, I feared people might think I was serious, but oh well.
I was searching for pics of the fleshy-headed mutant and stumbled on the video. It makes me laugh so much, I had to share it (But I just love the McKenzie Brothers). Not many people can stand up to Rick Moranis's amazing ability to be a complete doof! Ghostbusters is case-in-point!
I just figured there might be other fans of them here...
And/or it might turn some people on to them (Or off, as the case may be, heehee).
It does! I'd never seen any of that (Really didn't look into that game much. Not as much as I thought anyway, hehe). -
Oh, and besides... I was hoping for Fleshy-Headed Mutants!
(ala McKenzie Brothers Strange Brew movie... watch the clip linked in that other thread, hehe... maybe it'll cheer you up!). -
For whatever it is worth... I don't read Street Wolf's comment as basking in other people's unhappiness...
Rather, he is just saying that he is happy with what the pack is.
Not that he is happy that others are unhappy.I have seen people make that sort of comment recently, but I don't think this is an example of that.
By all means, feel free to not like what he said or whatever and I could be wrong and he did mean that he's happy you are unhappy. Looking at the quote though, "I, for one, am incredibly happy the devs didn't turn the Mutant booster into an Animal booster, and instead chose to go with the sort of weird, well, mutated look that I love."
The "instead" is what Street Wolf is proclaiming happiness about.
Anyway, I don't know Street Wolf and I have no connections to any of this other than being a fellow forumite who doesn't want to see other fellow forumites taking what another forumite said a bit out of context.
If you need to vent some of that angst... aim it at someone else... like Tokyo or something...(hehe, j/k)
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Oops... It seems, last night, that I must have left this page open and then replied to Heraclea without refreshing or seeing your previous post, ArrowRose!
Quote:I just retested my Suppression arc and there was no improvemnt at all. This arc has groups of NPCs which are allies surrounded by allies performing emotes. None are there to help you.
In the arc, killing a level 5 minion on a level 5 minion yields:
2XP, 1 influence and 7 prestige.
Outside in Atlas Park killing a level 5 minion yields:
19 XP, 9 influence and 7 prestige.
So in my case only prestige is unaffected.
Hmm... that's kind of odd. I wasn't aware that the prestige rewards were affected separately and differently than the xp rewards.
Is that a change from what you found before?
Sorry about missing your post before I replied. My "good news" comment was based on Heraclea saying it seemed like some improvements were made to the reductions for non-combat NPCs.
Edit: Oh, and thanks. Yeah, I know about the initial change and the reasons for and all. I can see how my post, following yours, made it seem like I was asking about the initial changes in general, as opposed to the possible recent changes Heraclea was mentioning! (Hope that made sense) -
Hey! There's always a typo in the title of the classic silly threads.
Anyway... do none of you hosers know what this is about? Have you watched the video?
Cinematic masterpiece! It's a beauty, eh!
If WW can get that vehicle in-game, we're golden! -
Quote:Decorum is correct. The pack is on the Test Server as we speak (Still pending the two new tails and a sword).Waitaminit ! were did you see artwork for the pack ?
I've never seen it, I want tot see it, please.
The main announcement about it is here.
A lot more talk about it is in the Testing Costume Feedback, here.
So, can I, like, have a free beer for that, eh?