InfamousBrad

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  1. I've wondered two things, ever since I first saw it:

    1) Are they red because Da Red 'Unz Go Fasta?

    2) Can you please, please, please change this (and Walk!) so that they suppress instead of detoggling?
  2. InfamousBrad

    Server status

    Paragon Studios is in the San Fran area, way, way north of the outage area.
  3. TWO new clones? What does His Eminence need with TWO copies of Colonel Duray?
  4. Quote:
    Originally Posted by Chaos Creator View Post
    Zone events disabled in Atlas Park.
    Seriously? Even trick or treating and presents? So level 1-5 characters can no longer participate in the Halloween and Christmas events?
  5. Quote:
    Originally Posted by Von Krieger View Post
    "Is Combat Phasing disabled in areas where there are zone events?"

    They technically could put combat phasing in a zone event, but it would be hard to make all of the information players would need to complete the zone event play out.

    He gives a complex example involving Skulls and Hellions fighting in a theoretical zone event.

    They're not totally incompatible, but they would try and avoiud meshing them together unless it was something designed on its own.
    I wanted to howl, halfway through this answer, because he answered the opposite of the question we've been asking:

    Right now, in both Atlas Park and Galaxy City, there are areas where the normal zone mobs are invisible, untargetable, and unaggroable if you're running a mission that phases in other mobs. For example, if you're doing Aaron Thiery's arc, half of the warehouses near him are on fire, and the usual Hellions and Vahzilok and Clockwork are all replaced by Arachnos.

    What will happen in that neighborhood, and in similar neighborhoods, during a Rikti zone invasion? Will Rikti spawn on top of you in the phase you're in, or will they spawn out-of-phase with you? How about UXBs? Will the Rikti aircraft fly up to the edge of the phased area, disappear, and reappear on the other side? While they're out of phase with you, can they still shoot you?

    What will happen in that neighborhood, and in similar neighborhoods, during a zombie apocalypse? Will the Arachnos (and the warehouse flames?) despawn and be replaced by the zombies? Will the phased mission continue, and the zombies spawn out-of-phase with you?

    Are any of the deadly apocalypse spawns in those areas? If so, what happens to them if you're out of phase with them? How about the Jack and Eochai spawns from the Halloween event? Can you trick-or-treat in the phased areas, in all phases, or do the enemies that come running out of the doors only spawn into one phase? During the winter holiday event, do Christmas presents spawn in the phased areas?

    Has any of this been tested? I've been asking QA this question, off and on, since one week into closed beta.
  6. InfamousBrad

    News from PAX

    Love the idea of a haunted mansion, and I love the idea of the cloth, loin type, 1 each. But I gotta say it: the "barbarian woman" costume doesn't say "barbarian" to me, it says "Santa's helper."
  7. Quote:
    Originally Posted by Electric-Knight View Post
    Yeah, that's the one thing that always bugged me about the two separate worlds (CoH/CoV)...
    I often wanted to be a hero in the dark and grimy world and a villain in the bright and clean city.
    The longest break I have ever taken from this game was after issue 7, over just this issue. The introduction of the Patrons system was when they made it finally 100% clear that no, really, as villains, we were never going to get to be Paragon City villains; we were stuck in the Rogue Isles, grubbing away for a bad Cobra knock-off, while the fun villains like the Freakshow and Crey and the Sky Raiders got to work the big-time. And it is always going to be like that.

    All these years later, I still think that was mal-design. When I first heard that they were going to allow player-character villains, I assumed that what they were going to do was let us start in a villains-only instance of, say, Boomtown, or King's Row, and that, from there, as we leveled, we would deal with our contacts in our own instances of the same city zones, dodging NPC heroes and NPC cops and NPC soldiers, while over in the heroic instances of the same zones, player character heroes were fighting NPC villains and monsters. And, for all that I now openly admit that (to my taste) the Rogue Isles' maps are better designed (fewer pointless travel time sinks, slightly more rational neighborhood layouts, significantly better looking buildings than anything we saw until New Praetoria, higher detail count, less-stupid street spawns), I still think that, from an economic and a story-telling perspective, the creation of the Rogue Isles was a gigantic game-design mistake.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    I apologise if my post comes off as mean or dismissive.
    Not at all. I am nothing less that delighted that, so far, everybody in this discussion understands that, to borrow a phrase from Robert Anton Wilson, we're not talking about objective reality, we're talking about our own nervous systems; we're not (thank the gods) arguing about whether or not the piece of art we're talking about "really is" (fill in the blank), but the much more useful subject of how that piece of art is perceived by your nervous system, versus how it's perceived by my nervous system, versus anybody else's nervous system. Again, to borrow a RAWism, it's not like we can hook up a "glamor-ometer" to get an objective reading off of the game.

    Do you really find, say, the border between old Haven and Aeon City to be more depressing than the Hazard Zone gate between Steel Canyon and Boomtown? To me, the environment of the game seems almost perfectly designed to indicate how humiliatingly futile for apolitical heroes to try to punch their way out of the supervillain problem: thanks to Statesman's call, and Freedom Phalanx's example, of superheroes staying mostly out of politics and concentrating all of their energies on just punching out bad guys? Every single year, Paragon City gets worse: yet another neighborhood blown up, yet more villain groups on the street, yet another timeline that hates our timeline so much they have to kill us all and that blames Freedom Phalanx, so they concentrate on Paragon City first.

    (Yes, I do remember when the cops stopped running away and started shooting back; I remember that fondly, actually. And yes, obviously, I remember when northern Faultline got rebuilt, again, quite fondly. But where is the memorial, however improv, to the victims of Battle Maiden's attack on Blyde Square?)

    The Rogue Isles only look grittier for two reasons: the sky is cloudy, and the trash pickup isn't so great. So, okay, it's Portland. But aside from "Rikti terrorists casually and safely chilling out in the richest neighborhood in town," you know what I notice the Rogue Isles don't have? Muggers. In six years, we have never seen a single purse-snatching in the Rogue Isles.

    Sure, parts of it are over-run with mobsters ... they're almost (but not quite!) as common as the mobsters in Independence Port. Only, in the Rogue Isles, instead of visibly standing on street corners shaking people down in plain sight, they stand around talking (dirty, out of sight) business. (Dockside is, like much of Sharkhead, an aberation in the Rogue Isles.) What's the difference? In the Rogue Isles, they're the government of at least two of the towns, Port Oakes and St. Martial. And especially in St. Martial, they're doing a far, far better job than Paragon City ever can of keeping it safe, well lit, and tourist-friendly.

    (Which is why I laughed myself silly when Basse Croupier saw how little the Tsoo had stolen in their casino robberies and pointed out that they could have made more than that per hour, entirely safely, if they'd just come to the Family for a casino license. It's true, you know.)

    I think I absolutely do disagree with you, by the way, on another artistic point: the idea that, "They're the bad guys. They're repugnant. You're not supposed to enjoy yourself playing one. You're supposed to suffer and understand that evil is bad."

    First of all, I can't entirely tell if you're saying that that's your preference, or if you think that's what the Freem Fifteen were thinking when they first wrote City of Villains ... but I think you meant the latter; apologies if I respond to the wrong point, in advance.

    The default storyline(s) for villains, from issue 6 and 7, do not strike me as an example of how you're supposed to hate your character for being bad. What they do strike me as is the story of someone who starts out as nobody, as nothing, as lower than dirt ... who, by proving himself or herself to The Scariest Villains in the World, earns grudging respect, somewhere in the level 45-50 range. My problems with that are the "lower than dirt" part and the "not until level 45+" part -- I wish there was some way to play someone who, while not really feared by The Scariest Villains in the World, gets some respect.

    There's a line in the new level 2-5 villain missions where someone (Golden Scarab?) says that due to the invasion of Mercy Island, Arachnos is getting so desperate that they're sucking up to those worthless "Destined One" scums, "treating them like kings and queens." Would that it were so!

    I mentioned, earlier, my mafia lawyer character? Mr. Bradley, level 50 mercs/poison -- I used to joke that his only real super power was that he had a cell phone and more money than Thurston Howell the IIIrd, enough to hire special forces types as his personal entourage and toss around the most rare and dangerous drugs in the world as if they cost him nothing. Always wore an impeccable white suit and a Hermes off-white scarf. ... Still got talked to, by almost every contact he worked for, like a level 1 Hellion in ragged sneakers, like a homeless guy who just got off the helicopter yesterday in an orange Zigg jumpsuit. That's what I mean when I complain that they haven't, even yet, made it possible to play a glamorous villain.
  9. Did You Know? - You Want Me to Go Where?

    Up until fairly recently, the first mission from almost every level 5 contact had a 2/3rds chance of sending you to a door in a level 15 area of a Hazard Zone. You, solo, level 5, with no travel power at all, trying to sneak down a street with a 2 level 15 Troll bosses, 2 level 15 Troll lieutenants, and 6 or 7 level 15 Troll minions having a rave in the middle of the street.

    If you took the straight-line route, you passed right through the middle of even higher-level, equally large, spawns of Igneous. With no room to pass on either side.

    Did You Know? - At Least There Was a Ride Home!

    After that mission, you almost never had to hospital back to the contact. On every server, there was a corps of volunteer players, in distinctive yellow and black checked uniforms, called the TaxiBots, who were on call to team with you and Recall Friend to bring you back to the Atlas Park/The Hollows gate. That was all they did all day. (You still see one or two people around wearing that uniform. If you see one, thank them.)
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    I mostly bring Phipps up to illustrate that the original City of Villains writers really did see villains as repugnant and made their stories accordingly. I6-I7 City of Villains IS Westin Phipps, because it's just one giant depressing, dirty, repulsive, unpleasant experience as though purposely designed to make people regret ever choosing to play it. It's like the authors wanted to tell is "Evil is bad! Don't be evil! Don't support evil! See how unpleasant it is!" but it ends up sinking the entire gaming experience because to get the point across, they had to make all of CoV unpleasant.
    As someone who almost completely cannot stand the writing on the hero side of the game, who can only count about 4 or 5 story arcs on the entire hero side of the game that I'm fond of, and who doesn't share your experience of CoV, let me disagree ... not to criticize your taste or your interpretation, just to show you how different it looked to me: there is only one zone, on the entire villain side, that affected me that way, and that's Sharkhead. I have nothing good to say about Sharkhead. One of the reasons I'm most excited about the next issue is so that my villains can FINALLY do their level 20-25 leveling somewhere other than that ugly, depressing, brutal pile of filth.

    I'm a very political person, for good or ill, and at its best CoV looks to me like it's doing a better job than CoH even tries to do of asking what governance looks like when there are thousands of people running around who cannot be made answerable to any law. Until we found out, lately, that he's diverted all of his scientific efforts to trying to wrest his free will back from the Well of the Furies, I had concluded that Lord Recluse was a Mad Social Scientist, that Arachnos was his lab, and that the hypothesis he was testing was this: the way to govern, in a world of supers, is to set up competing hierarchies of supers in a checks-and-balances system, while dangling the illusion of winner-take-all laissez fair economics and Social Darwinism in front of them. I think the balancing act between the arbiter corps, the fortunata corps, and the regular military in CoV is brilliant; I think encouraging the most dangerous villains to try to conquer as much territory, within the Isles, as they can actually govern is a fascinating solution; I adore the idea of the arbiters as this ultimate scary time-traveling assassins threat that (in theory) holds people like Kirk Cage or Johnny Sonata to that "but you have to govern it" idea and have been waiting, since issue 6, for the arbiter corps to come down on Kirk Cage like a ton of bricks, maybe even retcon him completely out of existence by time travel, for his failure to pacify Sharkhead and meet the bauxite quota.

    I find nothing, and I mean nothing, gritty and depressing about the single best part of CoV: level 10 to 20 in Cap au Diable. No, not even Peter Themari. He's a malevolently awful person, but without even realizing it, he's let himself be channeled into a useful role, neutralizing potential threats to the government. Yeah, I felt about about what happened to Pyriss, but as bad as it was, ... well, let me answer that question by explaining my take on Westin Phipps.

    As bad as Peter Themari is, Westin Phipps is absolutely worse. He is a bad person and revels in being a bad person; the more people he tortures and kills, the happier it makes him, and the more he can trick stupid people into thanking him for it, the more he squirms with puppyish delight. But about halfway through his arcs, I realized something: Manticore is actually worse. And that's why Arachnos needs someone like Westin Phipps in Arachnos counter-intelligence. If Manticore succeeded in the destablization op that is the main plot of Phipps' arcs, every supervillain weapon in every Arachnos lab, up to and including the nuclear-tipped missiles in Warburg, would fall into the hands of petty criminals and terrorists from all over the world. Arachnos is evil, but it's an evil government, with territory to defend and interests to protect; it can be threatened, it can be negotiated with. The raw chaos that would break out if Arachnos crumbled from within, as somebody like Manticore or Pyriss or LeoKnight or Blue Phazer (or more recently, Strongheart or what's-her-name Siren) want ... well, we've seen that future, we've seen what happens after an Arachnos Civil War: "Agony Hall," the death of almost the entire human race. Sorry, Ms. Francine, but given a choice between siding with Phipps in defense of the status quo or siding with you and Manticore and sending us all to Agony Hall ... I'm with Phipps. He's not my friend, I don't like him, I won't be inviting him over for dinner any time soon, and I'm not proud to be photographed with him ... but thanks to clueless politically naive dupes like Ms. Francine and short-sighted wealthy terrorists like Manticore, Arachnos needs guys like Phipps.

    (I wish it didn't. I'd rather work for guys I trust, like, and respect, like Marshall Brass and Arbiter Daos. I'd also like the option of having more contacts, especially by level 20, treat me with the same respect that I get out of the newer contacts in Sharkhead, that I get in dribs and drabs from contacts in St. Martial, that we get in First Ward. People in Hades want better food and drink, too; what we want and what we get are seldom all that closely overlapping.)

    I said I wouldn't say anything good about Sharkhead, but even Sharkhead has Villa Requin. Even Mercy Island has upper Mercy. Everywhere you go in the Rogue Isles, the most powerful villains, and their minions, are building governed places, nice places to live with little or no street crime, no rioting, no anarchy on the streets, plenty of jobs. The Snake Uprising in Darwin's Landing was in 2005, and by late 2006 it already had the lights back on, construction cranes deployed, businesses re-opened, and rudimentary shanties for the people whose buildings had been destroyed. Whereas here we are, 10 years? 11 years? after the First Rikti War, and Founder's Falls is still overrun with Rikti terrorists, the cops and the US military don't even try in Perez Park, and Baumton doesn't even have so much as a single blue FEMA tarp.

    Contacts throughout City of Villains, for the most part, treat you as a low-life mercenary up through around level 45, and I don't like that part. But at least you're a low-life mercenary working for people who are, yes, selfish people trying to get wealthy and powerful, but they're doing so in a system that makes them contribute to the common defense against mainland aggression and makes them provide jobs and safe streets to the populace they conquer. That's actually kind of neat.
  11. Quote:
    Originally Posted by Oblivion21 View Post
    ... This particular IO costs ~2.5 bil, 30 hero merits, or 60 emp merits. For someone who doesn't spend too much time playing the market, 60 emp merits looks pretty enticing. I can earn a hero merit once every two days or 2 emp merits a day. I play maybe 3-4 times a week, ...
    So you can earn your IO in 20 game sessions if you play each trial once per evening. Or you can earn it in 60 game sessions if you only play the BAF.

    I think you just made my point, not yours.
  12. InfamousBrad

    Meta-Changes

    Quote:
    Originally Posted by warden_de_dios View Post
    Freeloaders can see tells sent to them and they can read Broadcast. They can't send to Broadcast and they can't send tells.
    And if reading the Broadcast channel in Atlas Park doesn't cure 'em of playing City of Heroes, nothing will.
  13. I would absolutely pay $5.00 for that powerset. Because Internet Superheros are Serious Business.
  14. I think your theory is probably right, and I'll say this about #3: someone learned one way to do Lambda almost right. When I'm running Lambda, I do tend to build an all-melee team and an everybody-else team. The all-melee team gets grenades, because people with the melee defense powersets do better in the crowded spaces of all those shelf racks and tiny little rooms; the warehouse map is horrific, in particular, for masterminds. It's also perfect for people (like half or more of the brutes and tankers I meet) who want to run off on their own. Over on the lab side of the map, the ranged DPS and support characters can swarm in two concentric circles together, inner then outer usually, with the buffers keeping the RDPS up long enough to take out the cylinders. Works like a charm.

    I can't imagine what a cluster-hump it was trying to do it the other way around, though. *shudder*

    - - - - -

    That being said, I have a very firm rule about complaints about team and league leaders: if you have strong opinions about how teams or leagues should be lead, YOU recruit one. Or else make your suggestions once, politely and preferably via /tell, and then shut the heck up.
  15. My favorites:

    1. "Almost Got 'Im." I'm with the reviewer: the interplay between the characters is at its absolute best here.

    2. "It's Never Too Late." I still think that Batman is at his best when he goes back to his roots, battling organized crime, corrupt CEOs, and corrupt politicians; this story, in the Rupert Thorn arc, is probably the best organized crime story in the whole series. (Honorable mention: "Appointment in Crime Alley.")

    3. "Zatana." I'm a sucker for Batman backstory, and Zatana is, legendarily, one of the best looking women in the DC universe. But the icing on the cake, for me, comes when you realize that not only was Batman trained in escapology by Zatarra the Great, but that Zatarra the Great offered to make him his apprentice -- could Batman have been the Sorcerer Supreme instead of the Great Detective? Now that's an Elseworlds I want to see, some day: a Batman/Hellblazer crossover, in a timeline where Batman is America's John Constantine, where Zatana takes the place of Robin.

    4. "Legends of the Dark Knight." It actually works as a story, but the stylistic callbacks to other portrayals of Batman are pure fan gold.

    5. "Harley and Ivy." The episode that generated a gazillion fan homages (and briefly spun off its own DCAU comic book); the two of them, as written in the DCAU, aren't just a cute couple, they're actually make a terrifyingly effective duo, and by the end of it, you can almost imagine watch the race: will they make each other even crazier, or by calling each other in their BS will they make each other more sane?

    6. "Shriek." "How did you know you weren't really crazy?" "The voices in my head don't call me Bruce Wayne." Bonus points: "Batman: The Musical!" Now excuse me while I go try to purge the inevitable song-virus of "Superstitious Cowardly Lot" yet again.

    7. "The Demon's Quest." It's not even vaguely easy to make me give a rat's hindquarters about Ra's al'Ghul -- but an enemy who effortlessly penetrates Batman's disguise, but who respects him too much to use that information against him? Priceless.

    8. "Read My Lips." This episode works, for me, the way a lot of other people react to "Two Face" only even more so -- here is a guy who doesn't even know, himself, how much potential he has as a villain. As popular as Harley Quinn is, Scarface and the Ventriloquist is actually my favorite villain that was created for the DCAU.

    9. "Harley's Holiday." Not only the funniest episode of BtAS, I'd put it somewhere on the list of top ten funniest things ever shown on TV.

    10. "Sideshow." Made me actually care about Killer Croc, made me, like the people who took him in, actually think that he could be reformed, that he could come to terms with what he is. Nice job of taking what is, basically, a comic relief character in BtAS and taking him seriously for a moment.
  16. Having said that about the glamorous-to-gritty axis, I have to say: City of Villains really sucks at offering you chances to play glamorous characters. Just about the only opportunity to play someone convincingly wealthy, glamorous, and popular as a villain comes in Mr. G's loyalist Power arc in Praetoria. In pretty much the entire rest of the game, if you're a villain, you came out of Darwin's Landing (or, now, Galaxy City) and you never get to live that down.

    I really feel like the Crey Corporation side of supervillainy goes under-developed in City of Heroes and City of Villains. If you want to play a character who's more like Lex Luthor than the Joker, if you want to play a character who's more like Dick Jones than Clarence Boddicker, this is not a game that will let you scratch that itch -- not without extensive use of Mission Architect, anyway.

    I miss the inherent class bias of 70s and 80s era Marvel, where rich people, politicians, and government officials are usually villains and the heroes mostly grew up in slums or working class neighborhoods. But, then, i would, wouldn't I? But yeah, no, that's not how it works in City of Villains, and there isn't even very much of it in City of Heroes.
  17. I like the question, but it feels to me like comparing apples to oranges. Specifically, you're asking about two of three different axes: glamorous vs gritty, altruistic vs selfish, and tries-to-be-harmless vs callously cruel. That I see them as three different axes makes it hard for me to answer your question as asked.

    I have tried to play villains on the glamorous side of the glamorous to gritty scale ... and I just can't "wear the clothes." I grew up working class; yeah, I graduated a private college, but on the other hand, as a mentally ill PTSD sufferer, I've also been occasionally homeless. As much as I envy the life of the rich and glamorous, I can't portray it convincingly, and I feel fake and phony trying. (The closest I've ever come was my mafia-lawyer character, and even he came off as more Bronx/Secaucus than Manhattan/Hamptons.) I know my limitations as a roleplayer. So most of my villains, and not a few of my heroes, come across as pretty gritty.

    I have tried playing characters on the gratuitously callous and cruel side of the harm axis, and have the same problems: I just can't sustain even the appearance of the necessary anger. It's a limitation as a roleplayer. So, given two ways to pull off a caper, if my character picks the route that hurts the heck out of someone, it's got to be someone that character really personally loathes, not just J. Random Bystander.

    On the motivational axis, I can and do play characters almost anywhere along that axis. Probably my single most malevolently dangerous villains are my Arachnos archetype characters, both of whom consider themselves to be world-savers; they're each, in separate ways, patriotic citizens of the Rogue Isles who are willing to do anything, however awful, to anyone, however innocent, if that's what it takes to defend Arachnos political science as an ideology (Operative McCool) or the island's almost completely unregulated, dog-eat-dog, winner-take-all lasseiz fair economic system (Mary Sue Birnbaum). In fact, if there is any across-the-board bias in my characters, hero or villain, it's that I'm most comfortable playing characters who know what they stand for personally, and fight for that, whether it's to keep the corrupt and powerful from using their power to make things worse (Infamous Brad), law and order and honest government (Detective McCool), psychic privacy (Where Amy), the needs of the future survivors of the Arachnos Civil War (Earl and Key Bergey), anti-imperialism (Iblis al-Ifriti), or even just personal honor and self-respect (Kalila al-Ifriti).

    Once I know what the character is fighting for, and once I decide who they're willing to hurt to get that, I know how I play them; I mostly dress them and have them talk the way I, as someone whose life experience stretches from severe deprivation up to briefly upper middle class but no higher, knows how to convincingly dress and talk.
  18. I log in for the first time since 2XP weekend, with a brand-new 50, excited to start running a variety of trials, earning badges, earning Empyrean Merits ... and what do I find?

    I find that nobody, and I mean nobody, is willing to queue for anything but the Behavioral Adjustment Facility (BAF). Everybody tells me "just grind the BAF until you get enough rares, spend the threads to get the other XP - it's quicker."

    Why does anybody even ask for anything new? I feel like 99 out of 100 of you don't actually want anything new unless the reward/minute ratio is higher than your current favorite self-stim button.

    I don't know what the answer is, although if someone at Paragon were to tell me that they were putting diminishing rewards on astrals, threads, and reward rolls for trials, I'd be ecstatic. Maybe what I want is so unpopular that getting rid of me, and the 1% or so of players who are like me, is the right answer. All I know is this:

    I can run any given mission once per night easily. Twice, maybe. Running it three, four, five times a night? I just can't do it. That's not a game, that's a job. A job that doesn't even pay me, I have to pay other people to let me do it. Quite possibly the only job I've ever had that was duller than 3rd-shift rent-a-copping.
  19. Huh. You're killing me here. I had no idea so many of these were in-game characters. I had concluded, comparing them to statues around town, that, other than Statesman and Sister Psyche, the rest of the heroes on that screen were now-deceased members of the Alpha Gambit. I thought the loading screen was a memorial to the First Rikti War.
  20. InfamousBrad

    Rocket Boards?

    Quote:
    Originally Posted by Noble Savage View Post
    The most interesting thing for me, reading all of this talk about iceslides, is that the idea seems to have a surprising amount of support. Would all of you really want an iceslide before, say, other flying platforms, some kind of mount, etc.? Let us know what you're dying to see in game!
    (Emphasis added.)

    Now that we have rocket-board flight, I really, really want motorcycle and Vespa superspeed. No matter what disads come with them. Come on, you already have the motorcycle model in-game, the Thugs bruiser uses it as part of his summoning animation.
  21. Re: Hamidon art touch-up possibilities, tendrils would definitely help and were the first thing I thought of. The real problem with the mitochondria is that they're too geometric and too static for a game like CoH. I'd like to see the attacks launched by whipping tentacles, the way the ranged attack from Corruption flies off of the end of the whip. I also like the subsurface texture issue, but what I want is not something veiny or otherwise biological -- what I want is giant, monstrous, pained faces. I want the mitochondria to look like something that Hamidon made out of captured heroes. Similarly, the nucleus needs some kind of an identifiable face, however inhuman; the Hamidon fight just doesn't feel personal enough to me.

    (On a non-art aside, a good time to incorporate some of these changes would be the next time Hamidon gets a tactics update. He's gotten way too easy and way too predictable for a fight against the guy who's supposed to be the planet's single greatest scientific expert on the subject of superpowers. Given my druthers, Hamidon's tactics would adapt to ours, and require us to learn something new, at least once every two years, preferably every year.)
  22. City of Heroes is "the one with the really incredible character creator."
  23. Are Signature Stories per month or one-time purchase? (I'm assuming per month.) And are they per character or per account? (I'm assuming per account?)
  24. In the spirit of Olantern's reply, which is an easier format for me than trying to pick best and worst, let me give my lasting impressions of Freedom Phalanx, the Vindicators, and the Arachnos patrons:

    Manticore: A+. The details really make this one, for me; there's a sculptural aspect to this costume that really works for me the way Nite Owl 2's costume does in Watchmen (which it more than a little evokes).
    Statesman: A. For what it is, cannot be improved on. I guess I'm the only one who likes the hoplite-helmet half-mask.
    Ms. Liberty: A. The color scheme really works for her.
    Numina: A. Visually striking, and really convincing for a magic-origin character.
    Valkyrie: A-. Looks like what she is. Could use a smidgen more color contrast, and once titan weapons are in-game, could really stand to be upgraded so that she actually uses her spear, but I think she's fine.
    Back Alley Brawler: B+. Love the gloves, think he succeeds at looking like what he is, which is basically a hero brute. I just cringe at the ethnic stereotyping that the only black main character is only good for punching things - a less tattered costume, one more suggestive of a detective than a street gang member, would have worked better for me.
    Woodsman: B+. Remarkably good costume for such a minor character; love the helmet.
    Infernal: B. For a generic costume, it's very suggestive. I'd give him a really spooky-looking shield, to address Olantern's complaint, but I don't think he's all that bad.
    Positron: B. Update this one so that the glowing bits on the armor actually glow, and give him back his helmet when you see him in combat, and I'm all for it. (And as a trainer, not in the helmet - shouldn't his hair have grown back by now?)
    Mynx: C. Fits the character reasonably well. The costume's a cliche, but then, so's the character.
    Synapse: C-. Pattern tights and cheap sunglasses? Boring.
    Citadel: C-. Also suffers from lack of detailing, it's a terribly dull costume.
    Luminary: D. Needs more structural detailing or more color contrast or something; at the very least, needs a livelier looking face. This is supposed to be one of the most sophisticated androids ever built, no?
    Malaise: D-. Suffers from the same problem Synapse has, only more so: two-color patterned tights are basically impossible to make memorable.
    Aurora Borealis: D-. Boring. And suffers from the "white tops w/skin" problem to some extent, although at least she has a contrasting skin color. (See next entry.)
    Swan: F. As drawn, one of the best costumes in the game. But in-game, suffers from the problem that the game engine does a horrible job of rendering white masks and white tops with skin, making it one of the worst costumes in the game. At the very least, needs bump-mapped edge seams to make it more obvious that she's wearing a costume.
    Sister Psyche: F. Olantern speaks for me on this: a 60+ year old psychic with the attitudes of a woman of her time does not dress in a stripperific costume. There's nothing wrong with it as a costume, but it completely and utterly clashes with the way the character has been written.

    Ghost Widow: A+, for all of the reasons everybody else gives. She's also the only Arachnos service head to wear something that is recognizably related to the uniform of those who serve under her, for which I give even more props.
    Captain Mako: A. Looks exactly like he should look -- although in my mind, I imagine him as a little taller than he is in-game.
    Dr. Aeon: A. Looks exactly like what he is, a mad scientist in power armor. The gloves are just detailed enough and just barely big enough to make him look distinctive.
    Lord Recluse: A-. Love the imposing height, the spooky helmet, the cape, and the arms. Hate the fur trim.
    Barracuda: B. I love the Coralax design overall; I just feel like, at her rank, she should look less generic.
    Scirocco: B-. Somehow, he (a) doesn't really look Arabic to me, and (b) doesn't look all that intimidating - although it's possible that latter could be fixed with better idle animations, I don't know. I'm also not crazy about the tights; he seems to me like a character who would wear robes. And he should also be wearing his sword when he appears as a contact. Some of the detailing is nice.
    Black Scorpion: C. Love the armor, hate the weird scarred-up head, since there's no canonical explanation for why he should look anything but ordinary.
    Ice Mistral C-: It's an okay-looking costume, but nothing about it says "mystic" to me. A blue female version of the Mu Mystic costume, open-faced, with those same shoulders, would work better, imho.
  25. InfamousBrad

    Rocket Boards?

    Quote:
    Originally Posted by Noble Savage View Post
    That's actually a lot easier/more feasible than broomsticks, etc. If the stance animations remain the same, all we'd really have to add would be new models to go beneath the feet. Should be very doable, so please let us know what would be your top requests for alternate flying devices.
    Flying carpet!