GadgetDon

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  1. Yeah. My prior computer was built by me, ran for about two years, then one morning I turned it on and nothing happened. I realized I had no idea where to start to fix it, no extra parts to try and find which was wrong, and nobody to call. So I like having someone to call. (It started as a real BYI including the case, http://gadgetdon.com/archiveddomesti...ry2/index.html though eventually got put in a more traditional PC only case).

    Thanks for the advice, everyone.

    Just realize I didn't fill out the form. The thing is, I'm not particularly sure what I need. I do most of my daily work on my iMac. 90% of the PC's use is for City of Heroes, plus checking to see how web sites look on a PC, and also DVD ripping and conversion with Handbrake. A PC that plays CoH well will have no trouble with the other tasks. From what I've heard, nVidea graphic cards (or more importantly their drivers) seem to have fewer glitches with CoH than AMD cards, most of my PCs have had Intel chips but that just means I don't know what is a good AMD processor.
  2. I'm going to buy a new computer soon, my current one is dying. The most heavy duty use is CoH - there's also web browsing, some DVD ripping, and such, but nothing too taxing for a modern computer except CoH. I have about $1000 budgeted. I've read Father Xmas's guides to building my own computer, and I have completely ruled it out, but I had a bad experience with my prior computer that I built myself and really want the comfort of someone to call if there's a problem.

    It'll be hooked up to a 1920x1080 monitor (through a KVM if that matters). Ultramode is desirable but given the budget I know there will be compromises.

    So, any recommendations? Will be buying in a week or two. I checked out the dell XPS 8500 - it'll be replacing an XPS 410 which I've been happy with.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    Thank you for bringing this up and saving me the trouble of starting a whole new thread over it like I was gonna'

    Heroes are not reactive characters. They can be, but it's not required, nor is it a part of their being a hero. Pretty much the only place you'll see the "reactive" heroes done the most strongly is Saturday morning American cartoons, and that's just because of the traditional format of one-of "shorts" that don't connect to each other in any way aside from featuring the same characters and setting. Pretty much any hero of the last few decades that you pull out of a cartoon will have roughly the same format, from the Swat Kats to Hong Kong Phoey, from Top Cat to Huckleberry Fin. But that's not all heroes can be about, it's just what's the easiest to re-run out of order.

    But even speaking of Saturday Morning cartoons, I can instantly pick out a great counter-example: Samurai Jack. Jack's entire story revolves around needing to find a way back into the past to kill Aku before he took over the world and became invincible. Everything he does is either an effort to achieve this goal, or a distraction that happens along the way. In one episode Aku keeps flying away with a time machine, so Jack learns to "jump good." In one episode Jack finds a time portal, but he can't get to it because the guardian is too strong. In one episode Jack looks for a monastery with a time portal but Aku destroys it before he can use it. When you get down to it, that's all Aku ever seems to do - watch what Jack is doing from afar and try to react to his actions. In that cartoon, it's the villain who is reactive and the hero who is proactive.
    A hero is reactive in the sense that, if all the villains packed up and headed to Alpha Centauri, the hero would be pretty much out of a job. If all the heroes packed up and headed to alpha centauri, the villain would say "Playtime!"

    In a good story, yes, it's not just "he's robbing the bank!" "let's rush to the bank and have a big fight". Lots more work to find out what's going on, who is responsible, how to deal with it.

    Samurai Jack is reactive to Aku taking over the world and becoming all powerful. Yes, time travel is moving the effect (Jack trying to stop Aku) before the cause (Aku all powerful and rules world), but that's standard time travel story stuff, the cause is still Aku.

    The significance of the hero's reactive nature lies in the goals. The hero's goal is to correct the damage done by the villain - lock him up as punishment and to stop doing more damage, and try to repair the damage already done. There's a wide, wide, wide range of ways to deal with that, lots of stories to tell and ways to tell them. But at least in the setup, the hero is somewhat interchangeable - Lex Luthor may be Superman's arch nemesis, but he's run up against most of the D.C. heroes (who deal with him differently based on their unique powers, methods, and habits).

    On the other hand, villains are more unique. Consider a plot that a well-written Lex Luthor sets in motion. Swap him out with the Joker, or Catwoman - it won't work, Joker and Catwoman just don't do things like that. Same with the Joker's plots.
  4. Quote:
    Originally Posted by Aurora_Girl View Post
    I'm not excusing Phipps at all. It's an outlier, as several people have mentioned.

    That's what I'm talking about, though. Phipps' arc is truly evil. Not mischievous, not criminal for the sake of money or power, just straight torturing children evil. No one is saying they want more content like that, right?

    Right?
    Actually, I regularly hear Phipps described as "the sort of stuff we need more of".

    And in the end, that's always going to be the problem with writing content for Villains. Content for Heroes is easy. People are doing bad stuff, we stop them. There may be nuances about how we want to stop them, different views of the sort of bad stuff they're stopping (many of my characters are street crime guys who feel really out of place stopping interdimensional evil), but still, it's "stop the bad guys".

    For villains, who are doing bad stuff by nature, it's not so simple. There are the gentlemen thieves who steal from those who can afford to lose it (and perhaps deserves to lose it), the straight out thief who'll take whatever isn't nailed down, there's self-centered jackass who knows what he wants and will do what it takes to get what he wants, the megalomaniac is out to rule the world as is his right, the lunatic with twisted thinking that has them not grasp the idea of good and evil, and the flat out sadist who wants to see people suffer and know he did it. (Male descriptors for descriptive purposes only, female villains cover the same range.)

    There are those who really enjoy the despicable characters. That's a preference, and no more indicative of personal morality than my interest in Harry Potter and D&D meant I was ready to practice Dark Arts. Me, I've got no interest in that, the villain concepts I'd want to run tend more towards the gentleman thief. So I found much of the content more evil than I wanted to do, while others were saying "but when do my guys get to really let loose and be evil".
  5. Quote:
    Originally Posted by Hit Streak View Post
    Logitech guys just arrived. We go live on twitch in about 10 minutes.

    They're wondering - what mouse/keyboard setup do you guys have at home?
    Dell keyboard (connected to KVM for Mac and PC) and Logitech Trackman Wheel (pointing device I've used for a long time, perhaps a decade).

    And when gaming, Belkin Nostromo n52.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    See? I can cite good stuff that's not 8 years old if I really put my mind to it. I still prefer The Eternal Nemesis, Division: Line and World Wide Red, but that's just me.
    Those are three examples of great stories caught in the lousy story-telling system. World Wide Red is one of my favorites, one of the most evil plots my heroes stop.

    There are other great stories. Freakalympics is fun silliness, the council time travel story was interesting. But they're told in the old annoying mission style.

    I know there's always a desire to do new stuff. But I'd love it if, say, every other issue or so, one arc gets brought up to snuff. Either simple blue pencil stuff (kill redundant missions, kill hunts or reduce the numbers in the hunts, etc.) or a true revamp with dialog trees, punch someone and then get info or have them follow you, etc.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    On the note of fast text: The game just spat out 17 lines of NPC chat at me (I counted them) within the span of no more than five or six seconds, all the while I was trying to read a very long conversation text box. Maybe I'm stupid or maybe I just don't know English well enough, but I can't read that fast.
    There's a major bug in AE where text meant to be said when players get close to the NPCs instead gets said when the NPC spawns. I'm seeing some of it in the live game too - The tip mission with the 5th column nuclear triggers, for example, has a first goal of "defeat this one boss". It spawns a Vampire Commandant with an invisible Maelstrom held hostage (though the Commandant doesn't seem to realize it). All the text, including some clearly supposed to be on seeing the player character, spurts out as soon as the first boss is dead.

    I'm really hoping this gets fixed in I24, both live and AE.
  8. Quote:
    Originally Posted by Golden Girl View Post
    Well, it's been used the way it was intended quite a lot with the summer event, and also with the Halloween event last year, which kinda suggests that it's ideal for small team content rather than multi-team Incarnate Trials.
    I also think that because we went so long without it, the idea of pre-formed teams is now too deep in the culture of the game to get enough people to use it as a random team creator.
    I've run the summer event by queuing up a lot and, particularly with my corrupter, it highlights the problems.

    We're going to fight a number of AVs in order, often accompanied with bosses (and the badge design usually means "don't hurt the bosses while you work on the AV"). When there's no aggro control, no one able to soak up some damage and try to keep the bad guys from attacking everyone else, there's a lot of death. Team makeup for the summer event has made a world of difference in the times I've run it, in terms of survivability, getting the crowd favor necessary to get the final boss, and so forth.

    If you're picking 16 or 24 incarnate level characters, it's not so bad because there's enough you're likely to get some of everything, plus at 50+ you have options to compensate for weaknesses. 8 players at level 2 also usually works all right, at that level everyone is so weak that the AT differences don't show so much.
  9. Some people like and have iOS devices (iPhone, iPod Touch, iPad), some people like and have Android devices. The development systems between the two is completely different, so having done one for iOS gives no real advantage to doing a similar app for Android, and not everyone knows both (I know a little iOS and had been working on a similar app but City Status does it nicely and the notification when a server comes up is a killer feature - but have no knowledge about an Android device).

    So, if there are any Android programmers out there, clearly there are those who would be very happy to get a similar app for there.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    This wouldn't be an issue if there was consistency.

    There isn't. We get gems like D-Mac and Leonard's arcs.....and then we get the Sister Psyche to Penny Yin copy-paste bloody mess that happened recently.

    The Dev writers have SHOWN they can do good stuff. Ergo, there is NO excuse for producing half baked junk anymore. This isn't Issue 1.


    Edit: You also made me agree with Venture. Bah, I say!
    I watch a fair amount of television. For most of the shows I watch, there are some episodes that are FANTASTIC. BEAUTIFUL. STUNNINGLY DONE. And every once in a while, there's an episode that doesn't work. Plot holes the size of a starship, characters acting completely inconsistently for them, etc. Madeline Weston going all in for undercover work including having Michael be abusive to her. Mrs. Suit going all Nancy Drew about some guys in the neighborhood. Shows that make me wonder what happened to the writers for that episode.

    The quality of content will vary. The best hitters in baseball regularly strike out. And when it comes to updating lots of content, sometimes shortcuts lead to mistakes.

    I think the new Yin TF is pretty good. It's (looks around, tries to believe I'm saying this about a CoH TF) perhaps too short, might benefit from another mission or two setting the stage for the reveal in the penultimate mission. There may not be anything inherently Yinnish about it, but it's good.

    I've done my share of complaining about content, old and new, and I will continue to do so. There are times the writers get an idea and drive it through without realizing, no, it really doesn't work. More often, there's signs of shortcuts being taken, not as good as it could have been. But that's different from attacking the competence or intelligence of the writers. They're working stiffs, like the rest of us. They do some work that's great, some that's good, some not-so-good. A sense of perspective is called for, that above all, the goal is to create a fun game. Usually, good story is part of making it a fun game, but not the be-all and end-all.
  11. Very cool. Would love to see a layout for iPad. (On the one I was writing, I just went two columns for the iPad, server status on the left, RSS feed of the news on the right)
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    I can kind of get complaining about Numina - mostly due to all the different things we have now that can kick off zone events and screw over the line of hunts. I think we're at the point where that needs to just be instanced. But synapse - eh. I don't think it's all that bad.
    Numina needs a complete rewrite of the TF. It was created to be a "grand farewell tour" of all the zones that existed in the then-gameworld when you hit level cap at 40. Now, not only is the level cap higher, zones have been repurposed and just removed from the hunt.

    The only think I like about Numina conceptually is a very superhero group comic concept - "Bad things are happening all over the city, You two, go there. You two, go there, you two, come with me". That's proven difficult/impossible to do with the current game engine, which is a pity. And the concept isn't worth the obsolete time-wasting hunt.

    So forget the various group red herrings. This is the Devouring Earth task force. Two or three missions piecing together the plot, one mission to almost stop the devouring earth, and the finale.

    Synapse and Citadel - would love to see a complete rewrite of them, but simple blue pencil work would make them far better. "There are three missions where the players do the same damn thing in a row. Cut it to one mission. These missions are defeat all without any story reason, make them final goal only. This mission does have a story reason, make it a smallish map."

    As for Manticore - I enjoy it mechanically, but yeah, it's kind of a weak story. The problem is that it's 30-35, and 40-45 is where Crey is completely exposed as yup, corrupt from the top down, and you take down the countess. If the Manticore TF proves the Countess is a crook and locks her up, the arc 10 levels later becomes anti-climatic.

    So for a story instead, make it one of the "crey scientists get in over their head." They've been playing with arraknoid DNA and working on improving cloning techniques (never revealed in the TF what the cloning might be used for), create a monster that must be stopped - and once it's down, Hopkins shows up, "You've saved the world, 'heroes', but nobody can know what happened here."
  13. Quote:
    Originally Posted by Golden Girl View Post
    Serial killers don't get released because of it, so I don't think she'd be able to use it as an excuse
    To be found guilty of a crime, there's a require known as (I'm probably going to butcher the spelling) mens rea, or guilty mind. You need the ability to appreciate that what you've done is wrong. The Insanity Defense is arguing that, at the time, the perpetrator was unable to know that what they were doing is wrong.

    It's what's called an affirmative defense. You must prove that you were insane, the prosecutor doesn't have to prove you were sane. It's also very rarely successful, perhaps too rarely.

    Just because a person is found innocent by reason of insanity doesn't mean they get released. The insanity part gets you sent to a mental hospital (and a mental hospital with the capability to keep violent patients locked up - and scare tales to the contrary, they're pretty good at keeping them locked up).

    The difference is that, if you are declared "cured", you are released. You were not convicted of a crime, so once released as innocent it's in theory over. But it's also very rare that those ever get released. From all reports, the John Hinckley currently locked up in the mental ward is very different from the one who shot at Reagan, but I doubt he'll ever be released.

    Practically, there's not a lot of difference - you still get locked up, lose control over your life or the freedom to come and go as you want and are kept away from the general public to protect them. But there is a world of difference legally. You are being treated, not punished, and making you better is given equal weight to keeping you locked up (and "punishment" carries no weight) - on the other hand, it's a lot easier to force a mental patient to take drugs against his will than a prisoner. Should you be judged cured, you have a right to be released, as opposed to parole and pardon being privileges granted by the state (but in practice your odds of being declared cured are on a par with the odds of getting a parole).

    So, if there was a trial, I think the defense wouldn't have much trouble proving that Mother Mayhem was legally insane and unable to tell the difference between good and evil, so she would not be found guilty. But she would still be locked up for the rest of her unnatural life.

    Except, of course, this being a comic book world and the revolving door on the mental hospitals is as effective as the revolving door on the prisons.
  14. Quote:
    Originally Posted by Vel_Overload View Post
    Eh, they release content that I can't use unless I wait an additional 2 months for 800 points or spend even more money on top of my $15 subscription... so no.. I am losing love for the CoH devs. Not sure what game the OP is playing but he got Banned for doing something wrong.
    Content? I consider the content of the game to be the things to do - arcs, trials, strike/task forces, and the like. VIP members get all that. There are some power sets and costume pieces that cost more - but how often did we get power sets under the old system.

    Consider Street Justice. I asked for something like that in CoH beta, and have asked for it periodically since then. The answer was, well, there's martial arts power set, there's super strength, so it's all covered. They didn't see the addition of the power set something that would help sell new subscriptions or retain subscribers.

    With Freedom and power sets available for real money sale, they can justify creating these power sets that have some overlap with existing ones, but flavors that make them in demand. And I'm happy to have paid for SJ.

    I would like more power sets free with VIP, and perhaps the concept that all "cool" sets become paid and more prosaic sets are free needs reconsideration. But that's the win-win to a micro transaction system, things make economic sense to the company to make when they can charge for them that might not when it's just "add one more option to the game", and players get the things they want (and don't have to get the things they don't).

    If VIPs have to start paying separately for zone unlocks, feature unlocks, or arc unlocks, there I'll agree they are abusing their members.
  15. Quote:
    Originally Posted by Obscure Blade View Post
    He killed an entire world of people testing a Doomsday Device, chosen because they were overwhelmingly of African descent.
    Again, that's Maxwell's analysis of why Nemesis did it, and it's the ONLY mission involving Nemesis showing racism as a motivator. So it seems off that it was only there.
  16. Quote:
    Originally Posted by Green Bean View Post
    Nemesis fought in the Civil War on the Confederate side, so it isn't like his racism is out of place. Given when he was born, it makes total sense, especially since his attitude towards women seems to have the same origin. Plus, his faction is nothing but white dudes. He's not producing a lot of contradictory evidence.
    Crey is the only villain group I can think of that's an equal opportunity employer (maybe trolls - who knows what their skin color was before they went green). While Nemesis did fight in the Civil War for the Confederates, his battle for power since then haven't shown any pattern of targeting minorities.

    Yes, he's probably got more than a few prejudices bouncing around that metal casing he's in. But if race was a prime motivator of who he kills and who he conquers, it should have shown up more in the missions and the lore and his statements as we encounter him. He's regularly shown a willing to kill vast numbers of people for one plot or another, it seems a stretch to say "but THOSE people were killed because they were black." From all we've seen, it's more likely he killed them because for one thing or another they were in his way.
  17. Samuel_Tow, I can't see a mine craft like system. But here's the base designer I'd create.

    (1) All bases have a fixed land space, size to be determined. Base expansion happens by adding another floor, requiring an elevator item to go from floor to floor. Each floor loads separately, so hoping in the base to use the teleporters or razzing to the base doesn't require loading everything. Floors can be functional (put devices in them) or just decorative (decorative are cheaper). An interesting feature would be if you could grant editing privileges for specific floors to specific people.

    (2) No rooms. There's a "design mode" that doesn't have you in the base, you just draw walls where you want them. No 1x1 doorways needed either. Placing items in the base is still done by walking through the base.

    (3) No control items. There are power plants, and devices that drain power, put them wherever you want. No crafting either, just buy the item and place it. Some advanced devices or power plants may require SG badges to use. Crafting is limited to inventions and buffs. Wide variety of decorative items, including "floors" - 2x2 squares, choose between different patterns and different heights.

    (4) You buy one transporter. It's like the tram or tunnel or long range teleporter, you scroll through the list of zones and go where you want.

    (5) An expensive upgrade you can make to your base is "personal quarters". Once bought, every member has their own floor which they can name, decorate as desired (including souvenir racks where the souvenirs you've collected are displayed and mannequins to show your existing costumes) and maybe some personal storage racks. You can visit the quarters of everyone on your league - so in normal use the list of floors is quite manageable but a SG can meet and show off their quarters to each other.

    Now, this design works for PVE, no raiding. I suspect it wouldn't work for raiding, too much flexibility would make it too easy to make items inaccessible.
  18. Quote:
    Originally Posted by Green Bean View Post
    Nemesis. No one else is even close. The guy literally committed genocide. He killed billions of people for the crime of not being white. Honestly, I'm surprised this isn't brought up more often in the lore, because it is easily the worst thing he's done.
    That mission never sat right with me. Because in both arcs and other missions, race has never come up as a major issue. Nemesis is plenty evil, done terrible things. But from every other mission, Nemesis sees the world a "There's Nemesis, and then there's ants", with no real difference between the ants. If he was that racist, wouldn't it show up more often?

    Here's the writeup on it link

    "It got me thinking: why didn't he just threaten to use that device here? From the records you found, it looks like he was planning this for some time. I think I figured out why he chose that world too. According to Portal Corporation files, through some twist of fate the population of that world was mostly of African descent. To Nemesis, their skin color alone made the lot of them less than human. That monster probably didn't think twice about murdering them."

    Nemesis didn't think twice about starting a highly destructive war against a dimension of peaceful aliens, didn't think twice about overwriting the minds of those aliens, Unai has other missions with worlds that a version of Nemesis wiped out completely or nearly. Outside of this one comment by Maxwell Christopher, Nemesis is depicted as an equal opportunity mass murderer. And even in this comment, Maxwell is making a guess. "They were black, Nemesis used his doomsday device on them, therefore Nemesis killed them because they were black". Which sounds a lot like the "post hoc ergo proper hoc" logical fallacy.

    There's another mission with Maxwell where Nemesis has a device to control the mind of anyone he wants, but Maxwell says that Nemesis doesn't use it because he just wants to be loved. That also seems out of character with everything else written about Nemesis.

    Nemesis could work as a raging psychotic racist. But based on what we've known he's done, what he's said when confronted or when monologuing, there's no sign of it.
  19. Quote:
    Originally Posted by Pauper View Post
    Same here -- though I seem to recall that if you're following someone, they should be able to see if you RT something with their Twitter handle in the RT.

    It's the direct-message thing that has me scratching my head, because I've actually tried DMing people and been informed by Twitter that I can't DM someone who isn't following me -- and CoH isn't following me...yet.

    --
    Pauper
    But you're (in theory) following CoH. So CoH can send you a DM, but you can't send them one.
  20. Quote:
    Originally Posted by Zwillinger View Post
    I *just* finished saying I would suggest it in a product management meeting a few posts back. I'm pretty sure it will have buy in once some time has passed for exclusivity purposes.
    That's all that's needed to deal with any objections to one form of promotional give away or another. "We're giving this away now this way. You'll be able to get it in the future in the store, but get it now and get it free."

    And I hope you aren't putting too much stock on exclusivity as a motivator. Making it exclusive during the promotional period so if you want it now, you participate is good, now and free are good motivators. But from what I've experienced of the community "I'll have this to show off and most of the players won't be able to get it" is rarely a motivator and counterbalanced by the demotivational aspect of those who see it and can't get it.
  21. Quote:
    Originally Posted by Zwillinger View Post
    There's other things you're not accounting for such as development time, time from PlayNC, time to put it in the Market...

    Please never assume that something can *just be done*.

    And the resources in question is the Community Team. We do A LOT of things manually, because we don't want to cut into development time for our requests. Time that could be spent working on new content like powersets or new missions or spent coding QOL improvements. This time has to come from somewhere, and I would rather they do something like coding a UI upgrade than building a Facebook or Twitter interface.
    First, thanks to the team for the change.

    Second - I don't think anyone is saying "we want the aura in the paragon store today and we want it now!" My suggestion called for addition on September 1, and if it takes longer, so be it.

    The thing that has many unhappy is the statement (implied at least) that it will never been in the store. An announcement of "it'll be in the store at some time in the future, we don't know when" would calm pretty much all the frazzled nerves.
  22. Quote:
    Originally Posted by Ironblade View Post
    I would submit that someone who is not willing to shell out even $2 per month is not a customer that NCSoft should be eagerly pursuing.
    The reason for the premium system, where old players can return and play for free, is to lure them back in.

    Unwilling to ever shell out $2 per month? Maybe.

    Unwilling to shell out $2 to check out this game that has been advertised as "You can play for free" (Actually, $5 since you can't buy $2 worth of points), why bother with premium then.

    Actually, been thinking, and if it would completely destroy the economy and put everyone at Paragon out of work for IOed characters to be immediately playable, here's solution #3:

    Player unlocks character with IOs slotted, and no invention license (not VIP, reward tier too low, hasn't paid). An extra build is created automatically and switched to, same power choices and slots, but nothing in there. Add a window in the unlocking process where you claim SOs to fill those slots, or teleport them to an appropriate store location with a dialog "You must buy enhancements for this character". There's still the process of buying all the enhancements (which is why I'd call for a dedicated "fill the slots" UI for this situation as opposed to "buy 10 enhancements to fill your tray, manage enhancements, put enhancements in slots, swear softly to yourself because you didn't get the right enhancements because it's been so long, repeat") but the mandatory respec aspect isn't there.
  23. To answer that, you need to say, what is evil.

    For example, Tyrant took control after striking a secret deal to save humanity from Hamidon. He has done terrible things (and worse things have been done in his name that he could and should have known about), but if it was the alternative to seeing humanity on his world wiped out, is that evil?

    Mother Mayhem has done horrible soul-destroying things - and she's absolutely crazy. Does evil require the ability to tell the difference between good and evil, or by their acts do you know them?

    All that said, here's my list of true evil.

    Mother Mayhem - perhaps she could be found innocent by reason of insanity, but the evil she has done destroys people at a level that death would indeed be better.

    Nemesis - turning a dimension of peaceful beings into rampaging warriors and then trying to completely overwrite their minds has to be an 11 out of 10 on the evil meter.

    Malta - There may not be an individual evil Supervillain leader, but in terms of riding roughshod over the rights of others, hard to top Malta. Not even Nemesis has tried to install a kill switch in every sentient being on the planet.
  24. Quote:
    Originally Posted by Agent White View Post
    So I've heard all the horror stories. The grueling slog. Etc. Someone happened to be open for one and I'd eventually like to start earning that nice shiny accolade for my heroes, several of whom are missing just Synapse or usually Synapse and Manticore.

    Now I don't want to say it's bad design, because that would imply that I assume it was designed.

    But yeah. If it weren't for the constant repitition of kill alls it would be an ok lil task force. What a shame the kill alls take up over half of the damn thing.

    And back when the big zone revamp panel was being discussed I remember distinctly one of the devs saying they didn't want to do a story arc centering on the clockwork because the story was tied up in this TF. Yeah that's great. For the team leader. For the other 7 of us it's just 'run, do this, kill all, kill all, kill all, run run run kill kill kill". No story. Just, oh hey, giant monster. and then the clockwork king. It's so bad it's a joke.

    So yeah. Revamp Synapse. Add in a fancy cut scene or something. Do what was done with Positron and Penny Yin, because those are actually pretty fun now.
    When writing the early content, the devs seemed to equate time sink with challenge and/or fun. "This Task Force has you playing for three hours straight. So it's three times as much fun as this arc people knock off in an hour." "Yeah, but I'm writing task forces in the Shadow Shard. These are so long, the players will LOVE IT." Among the identifying characteristics of this old content are:

    Do this. Now do it again. Now again. Now again.

    Defeat All. You're only looking for info in one file cabinet, but kill all the foes.

    Today's arc/tf will take you all over Paragon city. Won't that be fun?

    And of course lacks capabilities added to the game later like cut scenes, talk to someone in game, etc.

    The issue where Striga was introduced seems to be where the change happened. Not completely, four meaningless repeat missions but they were small missions, a few more hunts and kill alls that needed, but it's where the change started to happen.

    And it's not just the task forces - there are some arcs that have really good stories but so burdened down with the lousy design standards that they don't get played. Freakalympics was a fun story, some cool aspects but locked up in the timesink mentality. There was another arc with a time traveling Nazi. Love the stories, hate the arcs.

    What I'd love to see the developers do is update one old arc and one old task force per issue or every other issue. Even if there's no time for a complete rewrite with cool cut scenes and such, just do a little blue-pencil works. "We've got four identical missions in a row. Delete three of them. This is a defeat all with no story reason to do so, just defeat the boss and get the glowie." That sort of stuff.
  25. Nobody is really unhappy at the prospect that new characters are locked out of IOs, or as you return to leveling characters, the new powers and new slots are limited to SOs. Use the invention system as a carrot for your new characters - and without access to the Incarnate system, there's a limit how much someone will want to play their level 50 character.

    The problem is when a player is returning to the game and wants to play an existing character (and particularly if they're just back checking it and deciding if they want to return full time). Even assuming they have complete knowledge of all the changes in City of Heroes and so don't try taking them out on a TF before realizing their powers are weakened to near uselessness, the steps involved in making that character playable are somewhat long and boring. For those who have already decided they're back to play, it's an annoyance. For those who are deciding whether to stay or not, it could tip the decision into "yeah, this game isn't as fun as I remembered".