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Quote:Now it looks like he's trying to get the thread shut down by a mod.Hey liar, I called him a liar for lying. Exactly as I'm doing for you now. Never did I call him a liar for making a suggestion. Again, get stuffed. Liars are scum. It amuses me how scum like you three gather together so easily.
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Quote:I have read through that arc info, but it strikes me as weird that Reichsman is Reichsman... From what we know of Cole's history this is how his life must've been...
Cole joins the military during WWI
Cole becomes incarnate...
Cole becomes Statesman...
Cole is injured during WWII during d-day.
The Axis powers wins.
Cole becomes Reichman.
This would indicate a betrayal of some sort or a weakness of character in Cole as we know he is "invulnerable" and super strong which means he can more or less take down all of the Axis Army alone... So what caused him to become Reichsman... A staunch patriot that fights for america to becoming the biggest supporter and pretty evil character that is Reichsman.
Maybe mind manipulation? Weakness of Character? Cole just likes the Nazis?
What are your thoughts?
A possible history of Axis Earth:
Perhaps like Preitorian Earth, Stefan Richter is out of the picture.
After gaining powers at the Well of the Furies, Cole remains in Europe. Without Stefan giving him a reason to return to America, he lives comfortably for a time.
Meanwhile, without Statesman there to organize the heroes, America is at the mercy of Nemesis and other super powered villains and slides further into Depression. Without Lord Recluse's manipulations, the Weaver focuses Arachnos's efforts on Europe instead of Richter's hometown.
Over the next decade, things get worse in America while Arachnos grows in power in Western Europe. Living the good life, Marcus Cole fills his days mingling with the upper crust and growing out of touch with what is happening around him. By the time he notices the instability Arachnos had created in Britan and France, he is unsure of what to do about it. It's around this time he's introduced to some high ranking Nazi officials by mutual friends.
Cole is impressed by their organization, but appalled by some of their other aspects. But he can't deny Germany's ability to remain strong while the world seems to be going to Hell. He sees them as the best bet in restoring order to the world and reveals his powers to them and offers his allegiance. He tells himself it's for the greater good and will play along while trying to change the party from the inside.
Any resistance Cole meets for not being German or of pure blood is put down by his natural charisma, ability to lead and most importantly, fear of his geat power. He quicky rises through the ranks and by the time the Axis is ready to begin the "liberation" of Europe, he's second only to Hitler in importance to the party as its living embodiment, the Reichsman.
The Axis sweeps across Europe. Key countries already weakened by Arachnos and other factions fall easily to the Wehrmacht and Reichsman's might.
America is in no shape to come to Europe's aid, much less defend themselves when the Axis sets it's sights on them.
The Soviet Union puts up the greatest fight. Even with many supers of their own, the Axis has been producing super soldiers and fantastic weapons non-stop with help from captured scientists from Europe and the Americas. By the mid 70's, the Axis controls the entire world.
Power corrupts, and with no one to temper and ground Cole, he begins to take the party's ideals as his own. Decades pass, Hitler dies, Cole remains young, taking over as leader but grows ever more twisted. What was once an act has now replaced the once noble Marcus Cole. Now, he is only the Reichsman.
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Quote:Right now they're calling up their buddies to come post against you to tip that balance. If they can't get a turn out, the next post will be noise about how the forums aren't an accurate sampling of all the players in the game, but that somehow these invisible, silent legions agree with them that there is no endurance problem in the game.Well, after a little tally (ignoring distinctions such as level range), I count 26 people that agree that there may be an issue to look at, and 26 that disagree.
50%. Is that an insignificant number?
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Quote:They could have bumped his volume up a bit, because he is a little quiet, but I don't get everying calling him "monotone". I don't hear it at all.concise info but he talks so low and monotone you really have to concentrate and listen hard to follow what he is saying.
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Quote:That's the obvious point a lot of the "build better" people are missing.See my notes about the class-specific nature of the problem. The people suffering from it don't have the skills to cause this follow on problem. If they did they could build themselves out of the problem in the first place.
If it was as easy and painless to manage the end problem in the game as they contend, people wouldn't have the problem and wouldn't be complaining about it. And despite all their trolling to the contrary, Ultimo_ isn't the only one who complains about end, especially in the early levels. The devs certainly don't need convincing, because they've been gradually trying to relieve the problem in various ways and from what I can see, continue to do so.
The claptrap coming from most of the people giving Ultimo_ grief is saying what amounts to "Poor people are poor because they want to be. Otherwise they'd be rich like me." It's nothing more than e-peen waggery from the usual wastes and Ultimo_ would do best to just turn his crap filter on.
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Quote:I concur.Ah, that seemed to me to be a post-production effect, because if nothing else I think its otherwise missing frames of animation. The landing especially seems like an abrupt transition at the end.
It's a pre-set in Adobe After Effects. I think they just added it to spice up the shot, just like the flash effect when he lands.
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Nor is it the same as hearing, which is likely why they didn't make that claim.
Quote:But its an MMO that has in many ways (for good or bad depending on who you talk to) discarded many MMO tropes that were considered canonical when the game was first released in favor of ones that are more consistent with its overall game concept.
Quote:The game is far less focused on gear for progression than most MMOs are (not unique to CoH, but you can almost completely dispense with gear in any form and still get to 50: SOs would put you generally well within the standard difficulty level of the game).
Quote:It could do a lot more, but I don't think its fair to ignore how much CoH has bent the classic MMO rules to get to where it is now. Its something easy to take for granted.
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Quote:That's one way to look at it.And I mean, they take it to the extreme. The players elect a small group of players to visit the CCP headquarters to talk to the developers in person. THAT is listening to the community.
Another is that they exclude the majority of the community and place the opinions of a handful of players they've befriended ahead of the rest and have given them special treatment and say in matters.
Yet another is that they've snagged themselves some Jr. community reps handpicked from the community. They don't even have to pay them; trips, tours and inside info help keep people in your pocket.
I say this speaking generally. I don't know EVE and its community from Adam. It's just a common tactic for larger companies conscious of PR. Look how Valve flipped those Left 4 Dead 2 haters with a simple tour of the studio.
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Quote:A few things they said irked me a little too:I mean no offense to Melissa Bianco, but what she says actually rubs me the wrong way a few times. Her opener, and the "next level" bit. I suppose I shan't have anything to complain about, though, if this draws in some good subscribers.
"CoH is a comic book that has been inserted into a MMO."
After much argument about the subject on the forums, I don't feel that's an accurate description of the game. I would say CoH is a MMO first and foremost with select super hero overtones nailed onto it or smashed up with a brick to fit inside it. Here the MMO conventions take precedence over comic tropes. This animal is way more likely to appeal to MMO fans and spurn comic fans, as I've observed with friends of mine who are one and not the other. Them trying to spin it the other way around is just going to lead to disappointment.
"We actually listen to our players"
When they feel like it, to select players, some of the time, with no clear indication of when they are or aren't listening. Now how about a Blade Runner quote?
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Quote:That's currently in game. You can set that as the starting emote for enemies in the MA and I'm pretty sure Wyvern randomly stand around like that. It could be just posing they used for the video.Hmm, yeah, is that possibly one of the new "stance emotes" on display with the female holding her bow with arrow?
I'm hoping the stance emotes are like Ninja Run where you run differently and idle in that posture. Similar to what they have in Chamopions Online with the Beastly run-on-all-fours+stance, Heroic run+stance, Average jog+stance, etc.
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Did you notice:
-The Clockwork was attacking the bank guards? They're supposed to be public servants.
-It had an ominous red glowing thing in its chest?
-After the DP character defeated the Clockwork, it released a red energy?
A hint at someone/something making the Clockwork go rogue?
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Ok, so my thoughts after first viewing the new video (last week):
-There's very little Going Rogue in this Going Rogue video.
-Wow, did he just go on a 30 second tangent about lumberjacks?
-Emperor Cole statue right in front of his tower.
-Maiden Justice Memorial Hospital with statue. Note the whip at her side.
-(2:58) There's the new enemy group teased at Hero Con. Warriors meet the Outcasts with a little punk thrown in?
-Begin the wait for part 2.
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Quote:I think the issue is this game was designed initially with less of a focus on soloing and to be played slower and more deliberately than most players want to play it now. Castle has pointed out that team buffs remove the need for Stamina or downtime, but the fact of the matter is, few people want to be unable to solo well and nobody likes downtime, so Stamina becomes mandatory.At any rate, it's clearly far too late in the life cycle of this game to remove endurance as a mechanic, but I expect that if the CoH developers were to start work on a different game, they would not retain the endurance mechanic as it is, but rather rework it as a limiter on performance rather than activity - in other words, set the baseline on performance and activity at zero endurance consumption, and reserve endurance for abilities that boost performance above this baseline.
They aimed lower for average performance than most people want, so when you're well below that average in the early levels, it's very frustrating.
They've done a few things to help correct this, however. Making Brawl zero cost end means you always have at least one attack to use at zero endurance, even if it's a pathetic one. If it wasn't for the issues it would cause with IO sets, I'd suggest they should do the same to all Tier 1 attacks. The Beginner's Luck mechanic lowers the number of whiff attacks and indirectly improves endurance effiency in the lower levels, and the tweaks to the leveling curve that have already been mentioned means you get to the 20's and SO's faster.
The devs have been trying to address some of the issues in the lower levels, but that doesn't change the fact the mechanic is frustrating and unfun.
Going forward in CoH 2, yeah I can see them not making the same mistakes. It's interesting to see what Cryptic did when they started fresh with Champions for an endurance system, considering they have the same knowledge of CoX's system, and what players think of it, as the current devs.
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Endurance is one of the, if not the, most hated mechanics in the game.
The devs cop to this. It's not even worth arguing. They admit to it.
It is nothing more than a throttle for fun.
There's really not much else that needs to be said, other than I suspect going forward that Going Rogue's content will improve on the pre-20 situation. There's a number of possibilities as to how.
Perhaps the Praetorian enemies there have a different general balance point, like lower HP but more damage, thus requiring fewer attacks to defeat them.
The devs claim the GR missions are designed much differently. Perhaps they are designed for alternative routes of completion besides having to fight every mob on the map.
Temp powers given by the mission contact might be used more often and to greater effect. Consider a mission about defeating Clockwork. The contact gives players an Anti-Clockwork Gun that uses no endurance and only damages Clockwork.
Or it could be as simple as being given buffs to things like Recovery as rewards for completing missions, like we have now with Safeguards and Mayhems. If you're working for the Praetorian PD, they give you the standard issue Adrenal Booster patch or somesuch. You may even build up a collection of powers/buffs and get stripped of them when you leave to Primal Earth.
I agree with Ultimo_ but I'm waiting to see if the devs use the chance to correct the problem with GR.
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Quote:That's nothing.Yes, but a younger contemporary. Bloodlines part 1 (TopCow comic #7) shows part of their backstory. Page 10 has BABs noting that it had been 20 years when they first worked together. Manticore 1 asks BABs if he's married, so assume BABs is a minumum of 18 at their meeting. The comic publishing date was Dec 2005, so assuming a rule of thumb that comic stories run a Earth Prime date parallel to our own (see the wedding stories both in comics and first in-game as proof of this), then BABs and Manticore 1 first worked together in 1985. Assuming BABs was born in 1960 and put the Regulators together at age 19 in 1979, then he was roughly 25 when Manticore 1 and he first worked together.
Now what puzzles me with that is why Justin, Manticore 2, did not understand all that happened to his parents. He certainly wasn't in his low 20s when he married Shalice. I'm thinking at least 30, which would put him at least 10 years old assuming his dad died in 1985. Older if later.
I'm going to stop now. My head is hurting from tossing all these numbers around. lol
The Freedom Phalanx novel takes place in 1986. In it we've got a fully grown Justin Sinclair as Manticore who's hunting Protean who had murdered his parents decades before. Positron and Synapse are also in it and the novel gives their ages at 27.
The simple explanation is that like comics, the CoH universe works on a sliding timeline.
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Quote:That would have the same effect that I am seeking without needing to add more powers to each pool.
However, what would happen is that people would just pick and choose the best picks and have more overall power picks from their primaries/secondaries.
Currently if you want Stamina and Weave, you need to invest 6 powers of your 24 total and be at least level 22.
If I understand you correctly, then it would only be 2 picks of our 24 and be level 22 or higher.
That's quite a drastic change, since you would get 4 powers back to invest in other picks.
I am not saying that I dont like the idea however. We can all use a few more power picks
I thought a bit about the picks you would get back. Yes you would get four picks back, but...
Consider that there are really only one or two powers in each pool that most people would consider "cherry" picks. Since you are limited to four pools, two more cherries wouldn't be all that game breaking. At worst we're looking at someone taking, what, Stamina, Weave, Aid Self and Vengeance?
Prior to level 41, most would still end up having to fill out their build with powers from their primary/secondary(which I don't see a problem with), or perhaps getting "filler" powers like Punch/Kick/Swift/Hurdle but later rather than earlier when the power pick/slots could have gone to a place that needed them more.
I can't think of any severe game breakers this change would cause. If anyone can think of one, post it. Even if they couldn't remove the tier restriction from all of the power pools, removing it from a couple like Fighting and Fitness would help.
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I would be for them going further and just dropping the tier requirements from standard power pools, and perhaps the Epic pools, and having their availability depend only on meeting the level requirement. There would still be a maximum number of four pools you could dip into as a restriction.
That would solve the problem and at first glance I don't see how it would be game breaking, at least for the standard pools.
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Moving forward with building and zone design there's one thing above all others I want to see:
Please optimize the modeling and construction of buildings in zones.
Red side runs horribly compared to blue, even on high end systems. This is talking before Ultra Mode even entered the picture.
The reason is I think in large part because of all the overlapping and intersecting buildings. Cases where you took two buildings, positioned them so they were overlapping so it appears to be a different building to create variation. Or stuck one building on top of another to make it taller.
The problem is there's geometry underground and inside them that's not visible to the player, but is still using system horsepower. It's not just excess polygons either. It may also be unnecessarily taking up texture memory and calculating shadow maps. Multiply that by however many building per zone and that's a large chunk of system resources going to waste.
So the overreaching thing I'd like going forward, is for you to keep it optimized, clean and technically streamlined. Keep that in mind if you guys do touch up zones, so that blue side doesn't become bogged down like red is and maybe red side will get a little better.
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Quote:From ParagonwikiFirst, I don't think Manticore is the one who wrote the bible...
Quote:Name: Sean Michael Fish
Position: Design Dept. (story and characters)
Sean Fish was part of the City of Heroes development team for a long time, wrangling story and design since about a year before launch.
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