GadgetDon

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  1. One of the staples of superhero group stories (on film, tv, and print) is "there are a few tasks that need doing at the same time, then everyone comes together for the big fight". Haven't seen Avengers yet so don't know if that's exactly what they do, but I get the feeling there's at least part of this happening.

    The Lambda trial has a touch of this, with one team going after the acid while the other goes after the pacification grenades. I think it works better in trials than zone events, because this sort of action takes organization and planning, which doesn't just happen.

    If they ever want to revamp Hami, I'd try the same thing, just working off the top of my head...

    Trial for 48 members (four teams). Start in a minor base set up in the Hive by Vanguard. They've been tracking inter dimensional signals from the Hive, have concluded that Primal Hami and Praetorian Hami are linking up. Four hotspots have to be dealt with, two in Primal Earth, two in Praetoria, simultaneously. Limited time, so the heroes have to split up. Once all goals are accomplished or time runs out, a new version of Hami appears, with the exact form and power being dependent upon on how many goals were successful.

    You could also revamp the Rikti Mothership raid (instead of planting the bombs, the teams go into parts of the mothership to do things). It also could be used for a villainous trial - hostages must be collected/security devices shut down/weapons acquired for the assault on the target.
  2. Quote:
    Originally Posted by Zwillinger View Post
    To be clear, this does nothing to change the actual view of the fora themselves. This is a background skin that will not in any way alter the VBulletin frame which the forums are in.

    The image you're being shown is at full resolution.
    That's just not true. Currently, you've got a 1" margin on the left and the right, no matter how big you make the window. On the image you posted, that's now a 3 3/4" margin left and right. Meaning the content area is 5 1/2" thinner.
  3. BTW, on the main site, where you've got a carefully designed layout with text set for that layout, a fixed width with floating margins on the left and right is reasonable (I've done that myself many times) and so an extra-large background image that would include the bodies on the left and right could work. But...nobody comes to the forums because of the layout.
  4. I vote for #3, neither. I really, really hate them both.

    Forums are about the text. The messages. I've got a pretty big monitor, I like having the browser window nice and wide, and in the current layout, the text area grows with it. But in those, the space for messages is restricted to show the background image.

    Even if there's two background images so the space between Yin and Shadowhunter grows, it's still going to force a much larger margin just so I can look at the same artwork every single day all the time never changing zero data using up all that space.

    It's a lousy design and I'm really unhappy that you're foisting it upon us.
  5. Sooo... when do we get a schedule of the live events so we know when to play hooky?
  6. GadgetDon

    Player's Summit

    Quote:
    Originally Posted by Zyphoid View Post
    Well, No answers on the two things I wanted to know the most. Will we ever get the rest of the CoT costumes, and will we get the Black Knight armor in the store?

    Please devs take pity on me and my inability to attend and answer these questions.
    From what they've said in the past, pretty sure we got all the CoT costumes that transfer well to the player models, with all the animations and mix and match with the other costume pieces.

    As for Black Knight - the chain mail and leather armors are based on them at least.
  7. GadgetDon

    Happy 8 years

    Heard about CoH on the XPlay show, while it was in beta. One thing stuck out in my head "These people got the feel of flying right". I started searching for ways to get into the beta, got in a bit before it launched. And they were right.
  8. GadgetDon

    Player's Summit

    Wish I was there for the Pitch a revamp. I'd present the argument for Boomtown that Mr. Murgatroyd would make (channelling every gangster B-movie in the process).
  9. GadgetDon

    Player's Summit

    Quote:
    Originally Posted by Golden Girl View Post
    I thought it was quite interesting that Superpacks are the number 1 seller in the market, ahead of any power set or costume pack.
    I've only bought Street Justice once, but I've bought super packs a couple of times.
  10. Looking at "There Is Always One" - I hope it's like Think Geek's iCade which was so popular they made it. (And clown summoning could be fun.)
  11. Quote:
    Originally Posted by Scarlet Shocker View Post
    Quick Question: Why isn't the same criteria applied to Windfall and Prestige Booster?

    They are both claimed in exactly the same way, and yet Windfall and Prestige Booster are in the trays - ie the "suboptimal user experience." Is this really a sub-optimal user experience? If so, why hasn't it been applied universally? Or is there some other motive?
    On the UStream, Zwillinger said that Windfall (and presumably Presige) will get the same treatment in the next patch.
  12. Quote:
    Originally Posted by Cardiff_Giant View Post
    So the "Legacy Manner" is still able to work/function in the game,
    Why the heck isn't this an Option?
    This blows...
    The "Legacy manner" is "You have an icon in your tray called XP Booster, click on it, power activates". That's different from "add a new icon into your list of temp powers".

    BTW, the more I think about it - this isn't just a problem with claiming items (thought that is seriously messed up). The whole way that temp and inherent powers are handled needs some rethinking. They've started to do some of it with the "popup power tray" they talked about in UStream, but maybe some more thinking is handled.

    Here's what I'd recommend. First, have a popupable power selector, shows powers in a list, maybe broken down into tabs based on type of power (pet, travel, buff, etc.). Click on a power in the list, and it activates. Limited powers like XP Booster or Experienced, that you don't use regularly in play, could stay in the power selector, never hitting a power tray. Players can move any power into a tray if they want through the old way, but they don't have to. Maybe make the button to bring up the power selector pulse when you get new powers that don't appear in your trays (see below).

    Second, for trays - There are a lot more powers in the game than when the old tray system was designed. So here's a fairly straightforward improvement:

    Allow 1-5 rows of power in the main tray. Default to 3. Instead of finding the obscure button to click for another row, make it a setting (that can be saved with the other settings, so if you want to start with 5 trays, loading saved settings does it). Automatically have the rows show 1, 2, 3, 4, 5 - and first floating tray be 6, next 7, etc. Again, save the row choices in window settings.

    I might also consider the option (not default) for wider trays. I suspect most players have decent sized monitors and could handle more than 10 buttons in a row. These extra buttons wouldn't have key presses associated with them, but they'd still be there for ready clicking.

    Third, whenever you get a new power that you're likely to use regularly, be it by training, crafting, claiming, or just becoming unlocked by leveling (Rest and Ninja Run, I'm looking at you), those powers get added to the power trays, provided there is a visible spot to hold them (visible includes any floating trays).

    There will need to be some judgement about which powers go into the trays, which would be mostly used by the popup power selector. Any primary, secondary, power pool, accolade, or incarnate power should go into the trays. Any toggle probably should go into the tray, for the visible indicator that it's on. Limited use pets (Shivans, vanguard pet mech, longbow pet mech, werewolf from Striga arcs, witch from Croatoa) should probably stay in the popup power selector. Temp attack powers not tied to a specific foe (crafted weapons like the revolver, the bow and arrow you get from Croatoa) are tougher calls. And of course players can still edit the trays, move powers around, remove them from the trays, move other powers into the trays. But it's better for both new players and veteran to see "oh, I got a bow and arrow" and then decide to remove it than hope they say the flashing words and go looking.

    Would all this be simple? Nope. From what you said about the popup power tray (which I am looking forward to), the legacy code won't make these trivial changes to make. But it'll give a better UI for both new and veteran players, more obvious, and consistent.
  13. Quote:
    Originally Posted by American_Angel View Post
    Question..
    ...has anyone else had their "Claim all" button stop working after getting costume pieces with incarnate rewards (from the cantacts in Horoscope)?

    Apparently, because the items are intended for level 50s and appear account wide, they prevent "Claim all" from working on toons that are under 50.

    (snip)

    I'm VIP and I'm starting to wonder why.

    (snip)

    I like the sig arcs...also purchaseable. About the only thing that's not is the ability to create an SG or pay rent...and frankly, after the rev's ignore Basers for so long, I'm wondering why bother?
    Incarnate is VIP only, not purchasable with points.
  14. Quote:
    Originally Posted by Zwillinger View Post
    This change is indeed intended and was an inadvertently missed note. We'll correct it ASAP.

    For those concerned, there should be a confirmation window that notifies you that claiming this from your mail will activate the booster. I do understand concerns about changing the way this works, however the fact that you had to search through your mail, claim it, then search through your powers list and drag it to your bar, AND THEN activate it was determined to be a suboptimal user experience.

    If you previously claimed boosters, they will still be in your powers and able to be activated in the legacy manner.
    This is a bad change and I really would like it to be reverted. I presume it also applies to the Windfall and prestige powers?

    Yes, I think there was a confirmation window. It was about then tenth or fifteenth confirmation window that came up in getting my new character set up. There are too many confirmation windows in the game, a confirmation window is often the sign that you neglected to provide a way to cancel something (like all the power claiming options).

    Just thought of something - there was talk in a UStream Chat about a smart temp powers bar that would pop up. These single-use temp powers would seem to be a great fit for this. Or maybe just need some method.

    Generally speaking, the mark of a good UI is consistency. Since the launch of Freedom, claiming items has had consistent results - the time goes into the appropriate list/storage. There already were complaints when Catalysts got bound to the character when claimed, that should have raised red flags that activation was going to be a problem.

    Yes, you have to go into the powers list once you've claimed the powers. Just like Experienced, just like restore (from the Superpacks), just like nemesis staff/blackwand/sands of mu/ghost slaying axe/mission teleporter/mission transporter/etc./etc./etc. A simpler solution would be for newly claimed powers to automatically appear in the trays (and by now - shouldn't we start with the power trays expanded to show all three rows, with row 1-2-3 - how many people really stay with just one row in the power tray?).

    Ideally, the whole claiming system needs a revamp and moved away from email. It was a reasonably elegant shortcut to get things launched, but as more and more items are being added to the claimable items, it's no longer working well. One possible suggestion - steal the design from the "Collect" tab in navigation. You can then add categories - Account items, all character items, inspirations, salvage, enhancements, powers.

    Is this a experience-killing change? Fortunately, I've got a fair number of XP boosters, so the loss of one isn't bad. If I'd been down to just a couple boosters and one was eaten like this, I'd be a lot angry. But it's a bad change. It's not just inconsistent with prior behavior, it's inconsistent with anything else you claim. It's a change for the worse.
  15. One very unpleasant surprise and undocumented change - the XP booster activates when you claim it. So you can't just claim it and hold it until you're ready (like I have done on every new character since Freedom launched), claiming it thinking you're under the old rules means the clock is running.
  16. I believe that time travel is one of the twelve uses of Dragon Blood.
  17. And you release it the Tuesday AFTER DXP. *sigh*
  18. Quote:
    rescue and escort encounters should no longer remain captive when the only living captors are untargetable pets and objects like caltrops or poison gas arrow.
    thank you!
  19. Just as one data point, having bought collectors versions of CoH and CoV... Wouldn't bother me in the least if the in game components were put on sale in the store. I always considered the collectible parts to e the physical extras in the box.
  20. Quote:
    Originally Posted by PleaseRecycle View Post
    Prepare to be surprised. My plot sensors put the chance of players dramatically taking Wade down singlehandedly at 80%. In the event that it's players plus the phalanx taking him down together, expect to be personally lauded at great length in the closing cutscene. Rather than having the phalanx and the player versus Wade, though, I predict that they will all be either incapacitated or occupied with Wade's minions during the final confrontation. I could see Manticore being an ally for the fight given the extent to which he has been messed with and forcibly character-developed, perhaps.

    Anyway, I derive my confidence level in this from the fact that making the player feel cool has been thoroughly proven to be a winning formula at this point. See any game by Bioware. You can't walk five feet without someone pointing out how amazing you are, and typically you're also the chosen one, because why not. In that context I think the SSA has been good about restraining its enthusiasm to put the player on a pedestal, but probably because it's saving it up for the climax.
    Oh, I'm sure the players will be lauded, just like in the final debrief, we were told about how important we were, how Wade is afraid of us, blah blah blah. Even though we've accomplished nothing throughout the 6 arcs to really set back Wade's plans at all.

    It's not the kudos and pedestal that matter. It's being involved. Presumably, in City of Heroes, there are lots of plots being run by lots of villains and are foiled by lots of heroes. Each hero is saving the day in their own stories. (The fact that there are a limited number of stories, so every player hero is dealing with the same plots by the same villains is something we ignore.) But the arcs we run, it's about us taking on the bad guy. Sometimes as part of a team with other player heroes, sometimes solo, but it's our story.

    Except with the SSAs, where most of the time, the characters making the hard choices or taking the big risks or striking the major blow is the NPC.

    And here's why I think it'll continue: Wade has Statesman's Incarnate powers (and probably Sister Psyche's powers too). In any reasonable comic book story, whoever takes Wade down will take at least some of those powers and more importantly the burden and responsibility of them, the requirement to be that symbol (unless they can be returned to their "proper" owner which we've been told is NOT going to happen at least for Statesman). That can't be us, because the reward for completing the SSA7 arc isn't going to be "your character is now an NPC" nor are we going to have all incarnate slots unlocked and filled out with Tier 4 enhancements from running one arc. So that role will go to someone else. Makes sense from a dramatic storytelling basis, but makes it the NPC's story, not ours. And the reason I play CoH instead of watching TV or movies is that it's to be my story (or my character's story).

    Maybe they'll surprise me, maybe it really will be my hero taking down Wade with some handwaving for why she doesn't get the powers and the spot on the boat. But given how much they've depended on NPC characters driving the story so far, it will be a surprise.
  21. I posted in detail my response to the story in another arc, so I'll just summarize here.

    (1) Yet again, we are guaranteed failure. Heroes failing makes great drama in comic books. A guaranteed loss in a game annoys and frustrates me. Count me in with Kirk on this.

    (2) As detailed in many places, while other arcs had the idiot ball in various NPC hero hands, this arc firmly places it in our hands. Please. My hero is not an idiot. I'm not saying Edwina Eaglethorpe can't be tricked, but she's going to do a bit more checking of things out.

    (3) As with the last few SSAs, our player characters (blue side at least, haven't run red side) are neither the protagonist or antagonist, we're spear carriers. This story was about Penelope Yin stepping up to be a hero, and Manticore having to make a hard choice. I sincerely hope I'm wrong, but based on the story so far, SSA#7 is going to be about Penelope Yin (or maybe some other NPC) taking down Darrin Wade and reclaiming the powers from him - with a minor assist from our player characters.
  22. To be honest, I'm not sure why I still do these on my main, once. Only one character, and only once. I could get a guaranteed purple recipe drop, and be hard pressed to do them again. Why?

    Well, yet again, we get an arc where, no matter what we do, it ends in complete failure. I suppose in a month we'll get SSA7 where we'll FINALLY get a victory, but if I want to go up a challenge with failure 100% guaranteed, I get plenty of those in my life.

    Worse, the idiot ball was placed firmly in our hands and attached with several roles of duct tape. One of the most powerful heroes is in bad shape. Who to talk to? One of the worst villains in the game. And not "She has been defeated and locked up and maybe you can bargain or at least provide consequences if the advice is bad", talk to her in her lair after having put down a minor assault from Malta. Then we check with a friendly Circle mage who knows something about it he thinks, but we don't bother to check it out to confirm, or even check the area for anything out of place in the zone. And there's a ritual involving psychic powers, I'm there with one of the most powerful psychics in the world, and I lead her away instead of having her watch over the ritual.

    And speaking of Yin - Yes, I ran it with a pretty well tricked out scrapper, but the challenge was taking out the villains we ran into before she did. If we were going to take on an aspect of Rularuu, or a really powerful Archvillain (reduced in rank to Elite Boss), that kind of help would make sense. But instead we get normal minions, lieutenants, and bosses, and one run of the mill elite boss who is the lieutenant of the no-name villain who was pretty pathetic before he started stealing other people's powers.

    I'll do SSA7 - but based on the first six, it will be the story of how Penelope Yin takes down the evil villain Darrin Wade, taking on Statesman's incarnate powers. Oh, yeah, she also was helped by a regular hero, hmmm, you know, what's his/her name, did some fights, but the final defeat and stepping up will be a cutscene where what's his/her name won't even be in the picture.

    The mistake was writing the arcs as an epic arc for a comic book. Actually, if they were relaunching the CoH comic book with this story, I might really enjoy it. But the story is all about what's happening to the NPCs. We are neither the protagonist or the antagonist of the story, we're spear carriers.
  23. Quote:
    Originally Posted by Golden Girl View Post
    Uh, that's how the whole game works
    All the major events happen, regardless of what the player does - and they even happen if the palyer doesn't take part in the content at all.
    True, but there's the illusion that the player characters are involved. No, there is no "what happens if the players stop Lord Recluse from sapping up all the power from all heroes" possibility, the big mechanism being built in the dormant volcano won't go crashing through AP if the players can't win. But we are the ones in there taking on these big challenges, and rewarded when we win.

    Oh, I'm sure that SSA7 and hopefully SSA6 will have us having a faux impact. But a big event like this, there should have been something.

    And as for the story irrespective of being in a game - even giving every benefit of suspension of disbelief that Statesman wasn't being an idiot, a hero with that level of history and accomplishment deserves more than being taken out with a cheap shot and murdered where he stands. It's been a life of service and sacrifice. HE should have accomplished something in his death as opposed beyond "battery for future evil plot". Say, for example, we'd gotten trapped - and States shoves us out of it.

    Adding one more thing - If this was a normal TF, where we'd be able to immediately go from "Statesman got murdered" to picking up the pieces and tracking Wade down, my objections would be less strenuous. Even if these rolled out one a week, well, still be there. But with these separated by one month - the end of the arc is an ending, not a way station in the story.
  24. Well, played the hero side arc. Hated it.

    First of all, my biggest complain in so many of these arcs is that we've gone from "You are the hero" to "You are a bystander". Nothing my player does even pretends to make any difference. This one took it to its nadir. You visit under a bar, find a clue that basically says "hey, search this other place" - then a big fight between named heroes and villains that served no purpose. The looking through what appears to be Praetorian sewers but really under the Rogue Isles. Meaningless fights including some named villains helped by named heroes, three clues about what Wade is doing. Then the last one - you fight through some normal foes, see the cutscene where everything happens and you can do nothing to affect it, then some fights that change nothing, all the bad guys get away. Not even any minor plots spoiled, not even a hair of less-than-total victory in the arc. Bad guys win. Period. Completely.

    And even if it hadn't been an arc with my character made completely impotent and sidelined - Statesman deserved better. Look at the big stories of heroes dying. They die making a difference. Sacrificing themselves for the greater good. They make a choice that what they accomplish by dying is more important than continuing to live. Breakneck, in the comic and in the Ouroboros arc, shows us how a hero dies. Statesman falls into a trap that Fusionette would have foreseen and is murdered to steal his power. These feels less like the end of Primal Earths' greatest hero and more like a middle finger to Jack Emmett.
  25. Quote:
    Originally Posted by Von Krieger View Post

    Looking at this, a question comes to mind.

    "Morgan, are you a tucker?"