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Posts
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New Issue isn't out yet; the recent Special Update was "just" a general 'we love you, here is more cool stuff' update.
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Just stumbled onto this thread, going to read it and return with a more substantial post later.
First glance is that it solves all of the problems I had except the tradeability!
However, not having items that you can directly buy be directly tradeable is important!
Great work on this, Zwillinger and everyone! -
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In addition, I'd love to see a number of ethnic neighborhoods added to Paragon and the Rogue Isles, especially an Asian one with signage in various Asian languages, a high school with a fenced rooftop, Torii, at least one more member of WISDOM, and The Thing that goes Doink.
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Quote:Warning: Tv Tropes links aheadJust curious, what other inspirations from anime are we seeking that isn't specifically the style itself? Okay, we've got big-swords ninja and I guess ninjas that *EXPLODE!* or use flashy powers. What else?
Asking because I'm waiting for my coffee to cool and I'm drawing a blank. I guess I could use more costumes with buckles in places you don't need buckles...but that's not so much anime....I mean, it's not like 'lots of buckles' is to anime as 'lots of pouches' is to Liefeld...
Costumes: Qipao
Visual Effects: Diagonal Cut, Swirling Dust, Flash Step
Powers: Super Mode, Combination Attack, Wave Motion Gun
Storylines: Tournament Arc, Always Save the Girl, Heroic Resolve
Sound Effects: Ominous Latin Chanting
Enemies: One-Winged Angel -
It doesn't have to be hidden, it just should be seperate; an alternate string of Contacts that you aren't specifically sent to by a zone popup or the like.
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No problem; I'm just saying there is a place for complexity, it just shouldn't be in your way
I don't want the solo content to necessarily lack it completely.
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Well if the story writers can and will put atmospheric lore in the main path without making it drag on the tenth playthrough, that's cool also. But if the story writers want to go to town on stuff that would detract from simple, straightforward missioning, that should be seperate and optional.
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Quote:Not to mention that we have Info Booths all over Paragon that do basically nothing but show Leaderboards that I'm not sure anyone cares about. Please correct me if you care.Actually, stupid question, what's really preventing the devs from sticking more of the lore onto talkable NPCs like Prometheus? You can go chat him up for lots of info on the trials before and after you run them. How come there aren't other lore NPCs that can info dump on you completely optionally?
It also seems like many of the stores, trainers, and other npcs could be given info on Lore appropriate to their location, purpose and history. -
Quote:I want Dark Astoria to have multiple paths per side through the content anyway, so while I'm 'pie-in-the-skying'...Nobody is going to take the time to make a cutscene that nobody is going to watch. Until they're fully skippable at the press of a button (I still sit through Anti-Matter's monologue and Mommy's boob job showcase more often than not) figure out how to tell the story without one.
How about a path for the 'get on with it already' crowd and a path for the 'what's my motivation crowd'?
This ties back to what Arcanaville said about their being more than one way that characters with different capabilities could handle the content.
1: You have the main way through the content; the repeatable path. Simpler missions consisting mostly of 'defeat this bad guy and his guards', set on larger map with lots of enemies.
For the Devs, the purpose of this path is a straightforward environment where the progress of the characters in terms of rewards is easily monitored and controlled; not a lot of fiddly bits to be buggy, exploited or abused. The rewards here are straightforward as well, so there is a clear connection between time invested and rewards gained; mostly just Mission Complete rewards.
2: You have the 'Lorehound path' as well. Short to very short missions, but: Cut scenes, gimmick fights, random elements, dialogue trees, timers, alternate objective missions, branching mission paths, Moral Choices, the works. This path is specifically engineered to be basically played through once to get the story and background info that supports the main story. Heavily atmospheric and cinematic, it rewards those willing to brave its' hellish, hoary depths with badges, temp powers and long-lasting buffs (as well as standard rewards at a lower rate due to fewer enemies). It is made up of a series of independent but interconnected 'one-off' arcs for various Contacts whose fates you determine by choices you make during various stories. Those you successfully rescue can be bought from a shop to use as (buff/debuff/healing) Helpers.
From the Dev's point of view, this is where you turn the mission writing team loose with the 'make all the players who feel that this 7-year old game is behind the times and low-tech eat thier words; make scenes that people call their friends over to the computer to see."
The idea is that most characters can progress at normal speeds down the main path, but if your build is having trouble you can trot over to a lore arc and power up, at the 'cost' of a less directly profitable mission, or 'gambling' with a mission that you can fail.
I'm seeing this as an 'everybody wins' situation. -
I'm going to strongly disagree.
I prefer even bad (but readable and understandable) lyricism, emotion and characterization to info dumps.
I like cutscenes and similar cinematic work, although I agree they should only be in optional side content.
You guys must have been in the silent majority back in 2004-2011 while I was campaigning for more cutscenes and gimmicks (and fully rendered movies; what happened to those?) and different mission types besides 'go here and beat this guy up'. I remember people complaining about the sameness and repetitiveness of missions and I was all, "what about Heroes actually rescuing people? Defending objectives? Catching fleeing villains?"
While I agree that the above should be a minority of missions (and they sure are), they are parts of the genre that I have always wanted to play out (and did, even before there were video games in my house).
In fact, I'm still disappointed that there are no 'save cat from tree' or 'take candy from baby' official missions.
By the way, please play my missions and comment, long as we're p!mping -
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Quote:Huh. I thought they did.If every hold, stun, sleep and so forth in the game stacked with every other one, then there would be a much stronger case for stacking status effects, but...
I know for a fact that many do. I often use this to my advantage when playing control heavy characters on teams.
I actually think the problem is not the binary nature, but a combination of the 'perceived' binary nature and the perma nature of mezzes.
In certain other games, I have liked the fact that controls almost always 'penetrate', but have short durations that you cannot really extend. Even when playing a controller-type character, it made sure that you had to actually fight. This extended to the critters as well: a mez meant that you were going to miss an attack or few, but you weren't going to get mezzed at the start of a fight and stay that way through the whole thing.
Long duration mezzes and chaining mezzes make the game more boring regardless of who has them.
Sadly, I think it's a bit late to insert that philosophy here. But we have purple triangles and Break Free inspirations, so there you go.
I'm not really sure what a non-binary mezz would do or look like. I'd hate for every opponent in game to have a visible bar for each type of mezz all the time; maybe as an option. -
Quote:I like the idea of 'included options'.You want to give us a history lesson? Add a guy like Prometheus in a prominent location. Have the first contact mention him, but NOT send us on a fed-ex to talk to him. Players who want the backstory can choose to go talk to him on their own time, players who don't care or who have already read everything don't have to run halfway across the map just to impatiently click past ten pages of dialogue.
Various npcs or objects ranging from right out in front to 'explore to find this guy', with lore, dialogue trees that change their 'attitude', maybe even variable minor rewards. Nothing that is forced on other players, but there for people who like the soloist playstyle to stroll around, find, and play with differently with different alts.
This can also include such things as 'gimmick fights' that are not necessary parts of the main storyline. -
After 4 hours of gameplay on the solo path (12 missions?), about where would you realistically like to be in terms of progress in terms of:
Contacts completed/total
Story Arcs completed/total
Shards
Threads
Commons
Uncommons
Rares
Very Rares
Slot Unlocks
I would provide numbers from 4 hours of iTrials here for comparison, but I'm not that familiar yet. If anyone wants to post their numbers here, that would be appreciated. -
In the interest of variety, sometimes pulling should be the best strategy.
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As it turns out, the creek has indeed risen and I won't be able to make it tomorrow.
So, um Thursday after that, 'kay? -
*picks up thread*
*puts it back onto the rails*
...so what do you feel are realistic requests for the solo Incarnate path? -
Feel free to come by when you can, kumo-sama; you never know!
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It's always been fun for me. I am new to raiding, and this process of experimentation and tactical thinking is exciting for me.
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This whole page brings up an interesting question or two:
1: Are 'smart tactics' by npcs a good idea? For instance, having your reinforcement portals up and running before the heroes arrive.
2: Is it fun to 'figure out' tactics? The Honoree fight is hard to beat down straight up, but there are as mentioned here tactics and powers that can be brought to the table to counter that (Confuse, using ST damage 'through' a Tanker, sniping portals) which are not obvious.
To me, if part of a challenge is supposed to be tactical, having giant signs saying, "Stand here! Now run! DPS! More DoTs!" is counter to the point.
On the other hand, if a mission gets a bad reputation because no one has figured it out yet, that leads to meta tactics (logging out of or deliberately failing the mission to avoid a timer) or the mission being outright avoided. -
Economy, I'd wager.
As players, we want sets to come out all at once, because then we can get all the pieces at once at a discount. Also, we can see a bunch of pieces made with the same mind in the same creative moment together and pick and choose. Rather than getting a Colonial Marine helmet made by Artist A today, and A Colonial Marine Jacket 2 years later made by Artist C that doesn't really match it.
As artists, they can probably much more easily get money and time to work on something that has a lot of flexibility and can be used by npcs as well as heroes in various ways. "I need budget to produce space suits for the the Moonbase Expansion" probably goes over a lot easier than "can I make a giant, chunky, square bubble helmet for Sam Tow?"
Kind of like how a bank is more likely to approve a house loan than a burger loan -
...the new Minds of Mayhem Incarnate Trial on the Beta Server, that is!
Roughly 24 hours from the time of this post (3 pm Mountain Time), if Entity is willing and the creek don't rise, I will be on Beta in the RWZ recruiting to test this new Trial (and possibly TPN as well)!
What you can do to join us:
- Create a character on the Beta Server (the copy tool is still borked).
- Post in the Level Bump Thread on the Beta Forums
- Go to Ouroboros (ask me for a portal or go to Recluse's Victory and get an exploration badge there to get the special teleport to Ouroboros power) and see Empyrean Micheal, who sells Empyrean Merits for 1 inf each! Your Alpha slot should automagically be unlocked!
- Get about 1000, and turn most of them into Threads, which you can then turn into Incarnate Components, which you can then turn into Incarnate Abilities and Experience.
- Get at least one Level Shift in this way; 3 is obviously better.
- Hit me or any present GM up for inf to get SOs or IOs.
- ...Profit!
The MoM Trial seems cruel but fair. It may need to be toned down, that is what the testing is for.
Note that you are given a chance to rest, buy inspirations and recover between each part the Trial.
Some things to be prepared for:
- Fighting a random Giant Monster while growing pink circles of damage appear around you. Mobility is crucial, although a teammate with the League Teleport ability, Incandescence, can help here. Being able to Rez teammates is desired!
- Pulling foes to a specific spot to be defeated there. Tankers are appreciated!
- Dedicated healing for a non-League npc. Yes, Healz0rs are appreciated! Being able to target a non-team npc and heal them is good.
- Control powers. One challenge will involve stopping a fleeing AV!
This is to take down Mother Mayhem and Malaise, so bring your psi-resistant ugly Magneto helmets!
The more, the merrier although it takes only 8 to start, so I hope to see you all there! -
In other words, Star Trek vs Star Wars vs Doctor Who?
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I haven't played MGS4, but I have played other games in the series and also XenoGears and XenoSaga.
To me it comes down to whether you enjoyed the final product. I did not particularly like XenoGears, but I greatly enjoyed XenoSaga and MGS. Some of the cut scenes do hit 'get on with it already' lengths (a single cut scene in excess of an hour? With a save point in the middle? Really?) but in general they actually increase immersion and the cinematic feel of the gameplay.
To me, it feels like a movie you control.
More importantly, for good or ill, I think the makers hit the mark they were aiming for. Of course, 'visual novels' and similar works with minimal gameplay which primarily consist of choosing which story branches to follow are more popular in the East.
It's hard to make a good movie/series that is also a good game. But I don't see any reason one shouldn't try, just to stick to some arbitrary definition of what one or the other is.