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Posts
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Stone and EA actually complement each other pretty well. Stone has controls to add mitigation over EA's relatively low defense, EA has very good end management to make up for stone's shortcomings. It's not exactly a powergamer's dream, but I've played combos I've had more trouble soloing by far.
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Taking a long break from the game to help myself get ready.
The release of Dragon Age may have coincidentally helped. -
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Quote:I both consider WoW revolutionary and the worst thing to ever happen to MMOs. Revolutionary because, yes, it really opened the genre up and made it mainstream. Horrible because about 2/3 of the MMOs that have come out since it got big just feel like somebody's desperate attempt to make The Next WoW. Its interface style is even fairly widespread in newer games. I don't hate the game, but it's hard for me to not feel that it's stifling innovation by showing that sticking close to the old formula can be very (very very very) profitable.Frankly, I like your view of the evolutionary and revolutionary nature of MMOs, but... Well, suffice it to say that I'm still waiting for a real revolution. Whether City of Heroes is one or not I don't want to discuss, lest I get ranted to death, so let's go with WoW. WoW was, yes, a revolution, in that it took the old, tried model and used it almost as-is, but removed a lot of the pain and suffering from it. This is what brings the MMO world to the non-hardcore gamers who don't feel like torturing themselves by devoting their lives to a game. Up until they go raiding that is, but that's still comparatively less.
Generally, I just want to see SOMETHING new in the MMO world. Just rehashes of EQ are getting really tiresome, most of all because I don't think EQ and MMO are synonymous. -
Pizza is like roleplay in that both are usually cheesy and often hammy.
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Quote:You answered for yourself why I don't really like the tactical end of it. I love fights with interesting strategies in things where you're likely to go in with a single group. In open events, that just leads to a lot of argument between people who know the required strategy, people who are guessing at the strategy, people who know this one guy who told them a totally awesome strategy, people who once heard somebody say something about the strategy on Ventrillo one night when they were drunk...I love the 'Trial'-type nature of the event. It's not something that's simply a 'beat it down, get badges' button. Players must learn how run and participate in the event, or they fail.
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Another problem with the event was the 'openness' of it. In an instanced trial, a team leader can work to educate his group on what they have to do. For example, in the abandoned sewer trial, He'll tell them to split up into specific groups to deal with the various generators around the Hydra's head.
The occasional Broadcast fights over whether you have to let the Paladin get built or not to get the badge for him are similar. It also makes more of a barrier to entry for new people. I had a few friends who had to ask me on AIM what these freaky banner things are and how they were supposed to beat them up. -
Yeah, my Earth doesn't mind them much at all--like I said, it eventually becomes a fairly small issue for most pools, and that goes double when you can basically perma-lockdown 3-5 separate groups. The big one I've found to have a lot of trouble here is Ice/. Just not enough 'shut up and sit down!' powers for my tastes.
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Depends on my mood. Usually, an hour or two of any given team is plenty to satisfy me, since I haven't really been in a mood for hours and hours and hours of missions, so the leader leaving is usually a good chance for me to skip town too. I'm also much less likely to accept the star in the low levels on heroes, since I hate running scanner missions--I'll usually only lead teams on Faultline/Striga/Croatoa/RWZ content. If it's a villain team that's running smoothly, I'll usually take it no questions asked and just hit the nearest guy who wants to give me missions.
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But I like hopping up and down like an idiot when I'm bored without getting tagged as just that desperate!
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Quote:I'd say it is. I play both sides about half and half. I team whenever humanly possible on my heroes, but far less often on villains... particularly with Brutes and MMs, since I don't like how either plays on teams.In my "adventure" taking my villain up to the top level recently, I've seen a DISTINCT difference in culture between the two sides that I'm not sure anyone has realized before. Heroes LOVE to team whenever they can, villains are more ambivalent about it. I'm not sure if that's because of the nature of their POWERSETS, with villains being more "self-sufficient"...
And, well, my Corruptors tend to skip ST buffs in favor of solo-based powers. Or in some cases, like my /kin corruptor, have powersets that I flat-out refuse to play on teams. So you can add my corruptors to that list. On the upside, a team of all dominators and stalkers would be fun! -
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By the mid twenties or so, I find most doms to be fairly resilient with two exceptions:
1. Dealing with adds--If most of your big controls are already used up for the moment and a patrol wanders by, you can be in trouble. This eventually becomes a fairly small issue, since most sets get enough toys that you're rarely without anything to throw at them.
2. Mezz-resistant enemies and enemies with high defense--The harder it is to mezz somebody, the shorter your lifespan gets. A lot of Arachnos bosses and some lieutenants fall into this category. -
Oh, hey, that's one I wanted on my list. Sort of. Tattoos. What I'd love is for there to be a big list of patterns and stuff to apply to the skin, even if it was just the patterns and symbols we have now. I want characters with targets tattooed on their foreheads and women with tattooed arms, dagnabbit. Ideally, I need the ability to have a character's body covered in writing for a certain Defender of mine, but I accept that will likely never happen.
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- AV fights that aren't just beating on a big bag of HP. This seems to be the direction they're going with things like Romulus (though Reichsman was a step backward.) Give me bosses with targetable individual components! Give me bosses that can only be defeated by using the environment! Anything but five minutes of mashing ST attacks.
- A complete revamp of pre-CoV content.
- Merge the train lines in Paragon.
- Hazard zones for villains and another 40+ hazard zones for heroes. I'm probably alone here, though.
- Laser rifle blast, spear melee, air blast/control.
- Power effects that are the opposite of KB/Repel (Knock/pull enemies toward the emanation point.) And sets to use them with.
- Dynamically generated mission maps.
- Environmental hazards in missions that can be used against the enemies.
- Villains to be able to actually try for world conquest instead of being really angry mercenaries who really want to work for Arachnos.
- Branching dialog options in most major story arcs, particularly letting you slide yourself toward factions in the morally ambiguous ones once GR hits.
- A new Defender inherent.
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Quote:This is why I basically considered it a plague when a lot of long-running game series and developers started switching to 3d in the nineties. 'X Game, now in 3D! Okay, so you can't do some of the stuff you could before since we can't figure out how to make it look good in 3d, and other things just look kind of silly since it was a lot easier to make 2d animations for them, and you have to worry about wonky camera angles now, and we kind of skimped on the story this time around to shift some resources to the art department, but isn't it neat?!!!!' Heck, it's probably only within the past 5 years that they started surpassing Chrono Trigger as far as what they can represent.Actually, there's something of a trend I've seen in recent gaming ("recent" extending back into the 90s, to note), and that's that as the level of detail and refinement on games increases, the amount of content in a game decreases almost proportionally. For instance, the old original Half-Life game was HUGE, but its levels were so simple that even someone as untalented as me could create decent work with their editor. Not a whole game, mind you, but the level of detail just wasn't that high. Half-Life 2, on the other hand, is actually pretty short, but much more detailed.
Old Fallout to new Fallout is an even more drastic comparison. The old Fallout's graphics were only a step above rudimentary (seriously, even for their time), but the game was simply colossal in terms of content and things to do. You had basically half a continent to explore and entire cities in every location. Fallout 2 was even more massive, but shared about the same engine. Fallout 3... Not so much. You had only a small area near Washington DC, every "town" you visited was just a few buildings, and even the missions and activities the game offered were very limited. And that's WITH massive reusing of content. Damn those metro tunnels!
As games become more and more detailed, working on them becomes more expensive and time consuming, and I don't believe game developers are quite matching that with increased investments, so the net result is games becoming shorter and smaller. Once upon a time, a Baldur's Gate style RPG could last you for several weeks. These days, you'd be lucky for an RPG to last you several days. As good of a game as Knights of the Old Republic may have been, it just wasn't nearly as big as something like Fallout, Baldur's Gate or even Arcanum.
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Quote:AKA the Cottage Rule. Whatever the replacement is, it still has to do basically the same things as the power currently does, so that nobody totally loses its current uses. Though as the Conserve Power->Energize change and the tweaks to Moment of Glory showed, magnitudes can slide around a lot.What he's referring to is..
the devs have pretty well much learned that "replacing" powers is just a bad idea. Because at first it seems like it X power sucks and is completely useless..
Then out of nowhere, hundreds of players start screaming "X WAS MY FAVORITE POWER!!!!!!!"
So, whether or not your idea is good, whether or not you have a well thought out reason for it.. saying "replace X power" is usually a good recipe for "DOOOOOOOOOOOOM". >.> -
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*starts getting rants ready for the future*
Back in MY day, we didn't have none of this "walking!" When we wanted to roleplay a wedding, the bride had to sprint down the aisle with her father on Follow, dagnabbit. -
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Quote:The Paragon fireworks show isn't really worth it anyway. Not since they started saving on fireworks by just having a bunch of fire blasters fly overhead and use Inferno.Regardless, Paragon City is what literary types would call the principal setting of City of Heroes. Sure, they wouldn't have fireworks and turkey in the Isles - I don't think they have any holidays in the Isles, since that would require Recluse to let his slaves take a day off - but so what? It'd be just like the spiders to try and screw up an Independence Day celebration in Paragon, as they did a few years ago with the holiday event "toy shipments" thing.
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Fighting the Romulus Phalanx alone when your entire team dies is fun.
Some people would say that pulling Romulus and Requiem (and their fifty closest friends) with Shield Charge is a bad idea. I would beg to differ.
Being the first back into the fight with Romulus after he rezzes is good. Knocking him down in the process is much better. I love Shield Charge.
(I enjoyed my ITF last night.)