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Quote:Modeling has little do to with the 'look' in question. It's partly a texturing issue and partly lighting/rendering. They actually deform/animate better and have better body anatomy (if not realistic proportions to start from) than characters in CoH.Unfortunately BaB is an animator, not a modeller so I can't hope that "Stretch Armstrong left in the sun too long" look gets addressed any time soon.
What I'm saying is one could take those same character meshes(for the most part), retexture them, light them better and place them in a similarly re-done environment, they'd look fine.
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I heard there's booster pack coming in December that allows you to stay logged in to the forums. It will cost $8 and also adds a MacBook emote, which is just a retextured /em laptop.
$8 to not have to log in to the forums every other visit? Wot a deal!
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Quote:There's little thinking involved with Protean, and he's a poor example of design.except with difficulty increased by forcing players to think more, like when fighting Protean.
He's basicially the devs flipping off melee ATs because really they are the only ones who have to adapt to, or are put at disadvantage by, his gimmick. That makes it a poorly designed gimmick IMO. They wouldn't do a boss fight with an enemy 100% immune to all ranged attacks, so why should the inverse be acceptable?
Positioning as a fight gimmick may work in other super hero MMOs but they don't have long rooting animations, movement supression and as big of a melee/ranged division as this game. Those fights can be more dynamic because that game and its combat was designed to be more dynamic from day one. It doesn't work here because this game wasn't. Here, the devs went out of their way to discourage jousting and run-n-gun by design, so creating an encounter where you force it on 50% of players is bad design as far as I'm concerned.
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Quote:That's a just syptom of the real problem; designing an AT solely around something as limited and and artificial as aggro control was a mistake.I guess my point in all of this is this, tanks have gotten lazy since all they have to do is dive in and everything sticks to them like glue.
Honestly, if enemies didn't stick to Tankers like glue, what would be the point of them? The fact that aggro control is so easy and automatic is frankly the only saving grace for Tankers, because they have little else to offer (lolBruising).
Would requiring them to work harder just to maintain aggro make them more fun? I doubt most people would think so. Gauntlet allowing people to focus on attacking (and generating threat as a by-product) is really the only thing that's kept the AT going. Aggro control is already such a niche, making it more demanding or requiring more focus on it wont make it more appealing.
Quote:Aside from maybe the STF or Hami holding aggro just isnt a real issue in CoH.
Because that feels just like being a super hero. I'm reminded of the non-existant issue of The Mighty Thor where he fought Galactus by saying "Urrh!" over and over while smacking his palm and fist together for ten pages straight while other people did cool stuff.
Quote:Everyone is so used to not dying and not feeling a real threat since we got capped hps, massive regeneration, softcapped defense or capped resists.
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Quote:Playing devil's advocate: How is that really any different than needing to be an Incarnate to beat the badguys?well personally I don't like having to have a special temp power to beat the bad guy(s).
If you're a swordsman, you're not beating the badguys by virtue of your superior melee abilities and swordsmanship; it's because of whatever magical or technological MacGuffin the TF or SF requires.
For most characters, the Incarnate powers shown don't really build on your character's theme, unless in the case of Judgement you happen to be using an elemental themed powerset like fire, ice, electriciticy or darkness.
I don't really see the difference, besides one being permanent and other other not. Neither is really going to feel like a power or ability intrinsic to your character, depending on what your character is supposed to be, and will be just as alien and arbitrary as someone handing your time-transposed bone club wielding caveman a blinking ray gun and telling them they'll be using it to defeat whatever the threat of the day is.
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Quote:The key world there is "being seen as". As opposed them actaully being more powerful. Meaning it's more of a story thing."We don't want players to be overshadowed by iconic figures like Statesman or Lord Recluse. In the Incarnate system, players will embark on the path that will end with them being seen as more powerful than the current iconic figures in the game"
Holy crap a dev who actually understands what the players want to be able to achieve. Bonus points for not making the task forces eight hours long or ridiculously hard to set up and coordinate (assuming what was said is correct). Bravo.
There's nothing that's been shown of the first five levels of the Incarnate system that suggests to me that all Incarnate players will be able to go toe to toe with Statesman and Recluse in RV, or solo them in their native form as level 54 AVs. Unless of course, the other 9 slots come with a level shift like the Alpha's ultimate menifestation, but there's nothing contrete to suggest they will.
That being said, they could save a lot of time and just make the entire Incarnate system a simple text box that pops up every once and a while that says "You are now more powerful than Statesman and Lord Recluse!" and call it a day.
The bottom line for me is if the game mechanics, mission design and power design still enforce that you're not their peer, then it really doesn't matter what the flavour text says. Heck, you can already pretend to be more powerful than them in AE, so you don't have to wait for the Incarnate system to pretend in the rest of the game
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Do I have to point out that these effects were already done and in game?
-Steam Jets is exactly the same as the build up effect with Self Destruct.
-The Tarot Cards particle effects were done for the Magic Booster.
-Half the trees in Paragon drop leaves. I doubt it was much work make the particle effect emmit from the character and stick it in a menu.
Those are just the ones that jump out at me. I wouldn't be surprised if there's more.
At best these are slight tweaks of existing effects. I don't think someone who already paid for the Technology Super Booster should have to pay for them just taking an existing effect that was created for that pack, setting it to loop and sticking it in a menu.
That goes for the other two. Just like the Open Present emote, they're looking to charge us twice for stuff already in game that they did very little work to repurpose.
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Quote:Sure, but the problem isMTs that have zero impact on how a game is played [eg content/levels] should be allowed imo.
1) These packs feel like they coming way too often now. After the Party Pack debacle they shouldn't really have been thinking about one until the new year, and they shouldn't have done one so soon after a major expansion to begin with.
2) The devs have been charging extra for stuff they shouldn't be. An emote that's been in the game for years? Dance emotes created for, and originally included in, Going Rogue? The long requested ability to change your character's height after creation? They had no business charging extra for those and not having them part of issue releases (and in the case of the GR emotes, part of GR).
3) The packs have adversely affected content releases. Instead of being extra, IMO we're paying for stuff we used to get for free. I don't care if the devs claim otherwise.
Quote:Really though you have to look at the larger picture at just how much free stuff we have gotten when you compare it to other MMOs [none as "mature" as this one] that dont even get half the free updates that we do.
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Yeah, I've seen just about enough.
After the backlash over the Party Pack, I thought they'd ease up for a bit. I guess not.
When the Party Pack was released I vowed not to buy another pack until the devs shaped up, no matter what it contained. I don't care if it tripled Tanker damage, allowed me to throw cars around in game or even if it freakin' mixed drinks and brought them to me.
But the devs haven't shaped up. They're getting worse.
If I wanted to constantly have a hand outstretched looking for MTs, I'd play F2P games. You know, those games that don't also have a sub fee. You don't get to double dip if the content in the issues people are paying for suffers, and is has in my opinion, very much so. There's been a marked decline in the past two years since these packs started. In fact, one could call it triple dipping because they JUST asked people to shell out for a major expansion and they have yet to deliver on some of the features.
As a customer, it's not my responsibility to care about a company's financial woes. I know how bad the economy is. That's why it's very annoying constantly being asked for more money, especially for stuff that is overpriced (Party Pack) and that they had no business charging extra for (Open Present emote, GR Complete Items).
Devs: you're quickly burning through your customers good will and taking for granted that some want to help support the game. If and when that comes home to roost, I'll have no sympathy. If you're looking for a backlash about the pack, here it is. Otherwise, feel free to continue ignoring similar sentiment; I'm sure I'm not the only one not amused by these shenanigans. Either way, it's getting close to the holidays, the end of the year and also the end of my sub. I'll be voting with my wallet.
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Subjective Feedback: The Super Strength set lacks the percussive impact needed to suggest the raw power the set should have. Specific example: KO Blow. The "whoosh" lead in should be downplayed quite a bit from where it is now and the actual impact should be more 'crisp' with deeper bass and a little bit of 'crunch'.
Objective Feedback: Player footsteps sound different on different surfaces. Enemy footsteps seem to always sound the same.
Suggestion: It would be nice if hostages that have to be rescued had an audio cue/sound effect.
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Quote:I suspect his characterization is going to be unlike how he was in YJ or in Teen Titans.Because the only YJ member in the show is Superboy, and even then they're using the characterization (or at least costuming) of his later Teen Titans appearances.
In Young Justice he was the scrappy, overconfident and a girl chasing wanna-be ladies man. He wasn't outright stupid, but didn't have the best judgement.
In Titans the writers made him pull a 180 and was more emo, indecisive with serious self-confidence issues and was a little bit of a dumb jock.
So far in the animated series we know he's fresh off the government clone farm as of the first episode of Young Justice. He wears military fatigue cargo pants and combat boots. He looks serious in every shot released of him and is pretty stiff in the group shots.
I wouldn't be surprised if he started off being a lot like 'Superman X' from the Legion of Super Heroes cartoon; a gruff, dehumanized 'good soldier' who develops more of a personality over the course of the series.
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One thing I geeked out on was how each their ice powers were distinct and used in different ways.
Mr. Freeze had what could be called an AoE "ice thrower" (flamethrower but with ice). Icicle II had more of an Ice Melee/Icy Assault thing going on. Killer Frost was more of an Ice Control Dominator. Captain Cold was like Dual Pistols with Cryo Rounds (except with one gun).
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Quote:Mr Freeze says to the picnickers: "Enjoying the family time? My family has other plans."*tilts head* and everybody seems to be fighting ice-based villains >_>
One could infer from this that Freeze and a number of cold-themed villains have formed a group and these attacks are organized for some purpose.
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Quote:Resources.I think I recall that one of the IDF troopers (the bosses I think) were mentioned in their click descriptions that they're gene-spliced, possibly even genetically engineered.
So it maybe possible that all the 'human' members of the group are test-tube babies.
Where are they getting the metal and materials to create the armor and weapons for all these troops? Let alone house and feed them. There just isn't enough space in Praetoria. They can't just go out and mine, seeing as the Earth is covered in DE. And you think suddenly tripling the population wouldn't cause a huge problem with their existing food production?
From another dimension isn't a viable response from what we've seen. Neuron is *just* getting to the point of having a large scale portal generator ready for the invasion, and it takes up a whole tower. They simply couldn't have the capabilities to be sending out large scale resource gethering crews and have off-world processing and production. It's just not in their means from what we've been presented with GR.
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Quote:http://boards.cityofheroes.com/showthread.php?t=218838Also, that the emotes were in the GR beta doesn't necessarily mean that they were gonna be a part of GR.
Quote:"When will we get new dance emotes? by bAssackwards
Posi - There are new ones in GR."
He didn't say "There's a new booster pack of them coming out alongside of GR".
He said they're "in GR" meaning as part of GR. Said emotes were in the GR beta, they are used by by GR NPCs and with the exception of people using the pack, are only seen by people who bought GR. They were made and intended for GR. That's pretty cut and dry.
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-Ninja Run, Self Destruct, Mystic Fortune and Secondary mutation are all highly amusing novelty powers, but that's what they are, novelties. They are the kind of thing that should be in a booster pack.
But...
- Changing height at the tailor, a feature almost everyone had been asking for since forever, should NOT have been sold in a booster pack.
-Open Present, an emote that has been in the game for years and was already animated and done, should NOT have been sold in a booster pack.
-The various sports and dance emotes of the Party Pack, ones Positron himself identified months ago as being part of Going Rogue and were part of the Going Rogue beta until they were pulled at the last minute, should NOT have been sold in a booster pack.
-Any of the repurposed enemy group costume parts David and the art guys are working to adapt to players(but really should always have been available to begin with), should NOT be sold in a booster pack.
Aditionally:
-Any feature sold in a booster pack, after a 12 month period of exclusivity, should also be able to be earned/unlocked in-game via Hero/Villain/Reward Merits.
-Really, that should apply to some Vet Rewards too at this point.
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Quote:I argue they have none of those. That has not been the picture of Praetoria shown to me from playing the Going Rogue content.The notion that Praetorians are designed to be stronger or that they're designed to require Incarnate level power is a joke, and a bad joke at they. They are not and have not been. What Praetorians have is numbers, organisation and preparation. They do not have some kind of hidden raw power that we need to be demigods to stop. They simply have a tactical advantage.
The entire planet has been vastly depopulated by upwards of 50 years of the Hamidon Wars. A disproportionate number of these have been the super humans. We never see it stated explitictly, but Praetoria the city (NP, IC and NU) is likely the largest stable settlement of humanity left. Other cities exist, but I don't get the impression they're back on their feet yet and able to commit troops or resources.
No matter what arcs you take, Praetoria is still in upheval when you leave. The Resistance is still going, the people may be rioting when their Enriche was cut off, the new zone events suggest further mass protests, etc. Also, the Emperor may be counting on Maelstrom to provide him with key info about Primal Earth, but anyone who's done the missions with him in it can tell he's about three bullets short of a full clip.
Really, Praetoria is the side with the severe disadvantage; all it would take is one strike team to go to Praetoria and blast a hole in the miles of undefended sonic barier (or threatening to) to throw them into total chaos.
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Quote:Encouraging people to leave means you also get to enjoy news of more devs being let go and is the best way to torpedo chances for future expansion packs and funds for content releases. Think I'm the only one not keen on grinding Demonic Spiders? Think again.That way, you don't have to complain and the rest of us can enjoy the game without you.
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Quote:Except, canonically some Loyalists are against the Invasion. Marchand sends Loyalists to Primal Earth to avert an all out war. Marchand is a Responsibility Loyalist. Power Loyalists on the other hand would more likely go to the Isles.Interestingly, the new 20-29 Hero arc deals with the mediporters, and why every citizen doesn't have access to them - and that arc is one of the ones that will have Praetorian text options - so I think there might possibly be some openings for loyalists to try a little sabotage
As a Loyalist, chosing Paragon over the Isles is the ultimate choice you make between Responsibility or Power. The game says as much.
"Go to Paragon City. Become a Hero. There may still be time to save the innocents of Primal Earth from Cole's invasion, if you can convince them that not all Praetorians seek to destroy their way of life. You'll have to go to Primal Earth and help the people there in any way, shape, or form in order to show them the goodness that resides within Praetoria. Perhaps then, Cole will see that an invasion doesn't have to happen, that the war effort can be used to help secure Praetoria from monsters like the Hamidon."
"Go to the Rogue Isles. Become a Villain. Why would you want to go to help the people of Primal Earth when all they've shown is disdain and hatred towards Praetoria? If you go to the Rogue Isles, you can carve out your own destiny, your own path for power, for glory, for whatever you want. When the time comes that Cole invades, you'll either join alongside him, or fight him off using your new found power."
To me, if you're a Loyalist in Paragon and you take on and complete a task to sabotage the Mediport system, or even perform some espionage, that should act like an instant Morality mission and boot you to the Isles because it goes against why Loyalists chose to go to Paragon in the first place.
For all we know, perhaps it does.
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Quote:Why? Why would they be tough? Everything I've seen of Praetoria as a Praetorian in Going Rogue indicates they're not that hot:Also remember this: Praetorians are supposed to be really, really tough.
-At level 19, my character alone easily beat a clone of Emperor Cole that had half his power.
-Most of their super humans are dead.
-Their military has been structured around fighting the specific threat of the Devouring Earth. They shouldn't be that prepared to fight a planet of superhumans, even if they've been preparing to fight a planet of superhumans. "No battle plan survives contact with the enemy."
To put it in some historical context: the tactics and training the US practiced in WW2 and Korea left them unprepared to fight a very different war in Vietnam.
The state our Praetorian characters leave Praetoria doesn't lead me to think the Praetorians will be waging the war united. Even if Cole has the people's support, the people are Enriche-addled normals who the game describes as having never raised their voice, let alone fought.
So why would the Praetorians be tough? Because they have battle suits and robots? So do the Rikti, with technology hundreds of years in advance of either Primal Earth or Praetoria, plus the Rikti are psychic to boot.
IMO, Going Rogue didn't do a good job of setting the Praetorians up as a credible threat for level 50 heroes or for Primal Earth. Quite the opposite.
Quote:In fact, they're designed for Incarnates. Remember how they mentioned at the panel that you really want that Alpha slot for the i19 task forces?
1. I'm against enemies who /take longer/are annoying/are tougher yet don't have commensurately greater rewards.
As they appear in the revamped Maria and Tina arcs, the Praetorians fall into this catagory.
In the case of the two new TFs, if they contain more of the same, they can rot for all I care. As long as Incarnate Shards drop from any old 50, why should I deal with the devs Demonic Spider BS?
2. I work all day and when I come home, I don't want to have to work more at a game I pay for because the min/maxers want more "challenge" after they did everything they could to remove challenge from the rest of the game for themselves. If Demonic Spiders is all I have to look forward to from the rest of the end game, why should I stay subscribed? Story? I can read the story on Paragon Wiki for free. It's easy that way because most of the story is told through text anyways.
3. Also, I don't get off on the devs moving the bar two notches higher and justifying it because the Alpha slot moves characters up one notch. That's not my definition of becoming more powerful. Also, I'm frankly not impressed with the Alpha and I think it alone is a poor place to begin the Incarnate system. While the abilities in the rest of the system do interest me, the direction the Incarnate content appears to be going kills any desire I have to chase it, with or without those Incarnate powers.
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As they are now, I think the War Walkers have been implemented poorly.
They spawn as Bosses and except for their heal dragging out the fight out as long as an EB battle but without the damage or rewards. Flashy attacks aside, they're no more special than any other Boss, just more annoying. I'm sick of the devs definition of 'challenge' being a 'a big sack of HP with regen' or 'throw a bunch of debuffs at players to nullify the abilities they spent 50 levels acquiring'.
The War Walkers, the IDF and the rest of the high level Praetorian mobs continue this 'proud' design tradition in this game of Demonic Spiders.
When scaled up to EB level as demonstrated with the one-off Siege mission, the same War Walkers become nigh-unsoloable without temp powers like Shivans and Nukes even for characters capable of soloing EBs. This is due to their fast recharging self-heal activating when they get to 1/4 health and instantly healing them back to 1/2 health.
I have no reason to expect a AV level "Goliath Class" War Walker would function any different, so I suspect the 'challenge' with this new TF will being putting together the "right" team by discarding characters who can't bring the debuffs and spike damage needed to beat the War Walker's self heal and regen.
Which frankly, sounds like business as usual, except now the devs get to obfuscate the issue with their catch all disclaimer/excuse "This TF recommended for the Alpha Slot".
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Quote:Rainamker, the studio that now owns ReBoot, announced in 2008 they were working on a feature length ReBoot film. AFAIK, nothing since has been heard of it, but some early test animation that some fans think is from it showed up on one of Rainamker's demo reels last year or so.Great news, but I would prefer that they would release new Reboot. I hate it when they end a series on a cliffhanger.
Note that all of the writers and creators of the original series are long gone and there's been rumours the film would take place in the ReBoot universe but follow different characters, so I wouldn't get my hopes up.
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