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Posts
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Quote:It may be that for the greater good of City of Heroes, Arcana is just going to have to continue running that upgrade until that parallel universe reality in which that event happens becomes the actual one.But only after you checked; until then it had both succeeded and failed. That tearing sound you heard as you inspected the drive contents was the sound of a parallel universe forking from ours, in which the upgrade succeeded.
Unfortunately for us, that was the universe where the extra hour you got to work on CoX led you to an epiphany that caused you to pick up the phone to T.J. Kim pointing out the fatal legal flaw in the sunset plan which could only be avoided by releasing the source code to a third party. -
My biggest complaint about the CoX channel is that it's cross-game. It's slightly more than mildly annoying to have a question, observation, or shared experience about CO which gets buried underneath 5 minutes of Star Trek Online chat.
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The tongue-in-cheek/demeaning references aimed at comic fandom don't really affect me one way or the other. I tend to focus on the content rather than the text that bookends it.
I considerably enjoyed playing through the 'Whiteout' mission, in spite of (or perhaps because of) the fact that it sets a mood that feels incredibly like a certain John Carpenter film from 1981, right down to a few character names and musical elements. -
Just relaying my experience - I was never a VIP, and the accounting system does not allow me to upgrade my account to VIP with a code from an older product (which I am assuming is already credited to the account, e.g. CoH DVD edition).
However, if logged into your account on the NCSoft website, the redeem code function will allow you to use an old code to create a "separate account" (using either your NCSoft Master account login, or a new login) to create an account which does have VIP status. Of course, the account won't have any characters, because it is like a new sub-CoH account under the NCSoft master account. I can confirm this because I did it using the account code from a City of Villains box - when I logged in with the client using that name, the account had VIP status.
I assume using an old code it would probably also grant CoH VIP status to a newly-created NCSoft Master account as well.
So be aware if you try upgrading to VIP using the in-game store with a code for an upgrade for which your account already has credit, it will probably respond with : 'the code is valid, but can not be applied to this account', or something similar, which is the response I got when I tried using an older box code through the in-game store. -
Quote:So there's no watchdog system in place to keep track of how many times a single player ignores other players? Because it seems like if there was, you could recognize fairly quickly which players would be using the ignore function solely to grief other players.Further it has been proven a single person can induce this using ignore then un ignore and do it again, 20 times and a person will be hit with a 24 hour chat ban.
[...]
In fact rumors there abound about a player SG known as The Silencers who spend their time actively traveling around known player hubs and targeting players at random just to be true griefers.
But it has the additional overhead of having to keep track of that in the first place, and then coming up with an algorithm to deal with abusers.
Seems it'd be easier and simpler to not have such an abuse-prone function at all. -
I really like the idea a lot (in theory).
What about the content, though? Would the content be the same on the community servers as it is on my standalone? Would it be distributed from a centralized content server?
There's already a system in place (for some games) that functions in a similar way. Steam. I've downloaded player-designed and developer-made DLC for Skyrim.
Cheating also has a control mechanism. For Counter-Strike:Source, there's a Valve Anti-Cheat mechanism that can be put into place for any given server that wants to host -- and I'm pretty sure it's optional, so a host can use it or not as they please.
Their model seems to work pretty well from an end-user perspective. -
Quote:That is awesome. Our small Champions group had similar hijinx; I remember a friend's character accidentally knocked himself unconscious after he used his power on a bad guy -- there was apparently a design flaw in the way he set it up that he overlooked but the GM caught. So he used the power and then fell down. But it got to the point where we had more fun designing characters than actually playing them.We had Operation Meteor. *chucks him into the atmosphere then guide him to the proper target as he fell down* Okay, villain base is gone. Who is up for beers? Actually the entire hero group was pretty nuts. The first villain we fight we scared him into joining our group because we were crazier than he was. We forced a hero name on him and he "joined".
Our group was probably only one of many that got bored one day and decided to make "God" by selling back figured characteristic points until the character had enough character points to buy any and every power in the book and could essentially do anything. It was especially fun trying to determine what the specifics would be. -
The game: Faux MMO Designer
- The concept: Players brainstorm MMO designs based on books, television shows, or that God-King of entertainment, films.
- What we keep: Influence. Lots and lots of influence. Also to include anything that can be bought with Influence. So everything, really.
- What we lose: Creative control, when the studio executives get a hold of it in post-production and castrate it of any discernable emotional or intellectual value.
- What we add: Casting couches with dubious stains, rage-fueled tirades by actors on set, probably some drugs. Publicity. Jerry Bruckheimer.
- Why it would be like City of Heroes: We love to hate adaptions of our favorite things, even more so when they go over budget and past deadlines.
- The Downside: If there were any doubt our society was culturally bankrupt, this removes it.
- Why I would play this: In no other game are players able to so completely realize their vision, while constantly having to overcome obstacle after obstacle.
"My MMO isn't about Vietnam... My MMO is Vietnam."
- The concept: Players brainstorm MMO designs based on books, television shows, or that God-King of entertainment, films.
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Quote:I've met him too, it's been probably 10 years or so ago, at a con, and he had very recently released a new tabletop game he'd developed called WarChest, which was somewhat chess-like except that it used miniatures representing different characters, and the characters had stats or abilities, IIRC.Brother!!!
I too started with V&V, met Jeff Dee, helluva nice guy. I was at the Pacific Origins in '81 when Champions was released. Was hooked from point one. Bought my first copy there and have played ever since...
I sat down and played the game with him, and I wound up winning, so I can honestly say I've beaten Jeff Dee at his own game. =)
Maybe he just let me win. If anything, he was probably disappointed that I didn't buy it, hehe.
Yeah, a modern video game based on Champs rules and their complete versatility in character options would be cool. But I'm sure there's more than one difficulty with such a design, at least in an MMO sense, where game balance is supposedly paramount to game stability, etc. -
I originally latched onto CoH specifically for the superhero genre, having played other MMOs set in other genres before. Champions (PnP) was the second superheroic-themed RPG I played, after having cut my teeth with V&V, and those original characters first knew digital life in CoH.
When CO came out, I got on board early, figuring that my characters would be even more ideally suited to that game than this one, which was pretty much squelched after realizing that the PnP and the video game don't share much in common mechanically, although they do in spirit.
Now I'm in the process of giving CO another look, since I haven't played actively in over two years.
Generally, I don't see CO as better or worse, just different. There are some aspects I like, some I dislike. There have definitely been changes since my last visit, so I'm enjoying looking around and exploring the gameplay. -
A contact in Dark Astoria (don't remember the NPCs name - it's a guy wearing flashy armor near the zone-in) tells me to come back when I'm level 50.
I was interacting with the NPC on a level 50 character when I got this response, so I'm assuming he won't speak to me because I'm not a VIP. Is that assumption correct?
I'd been a way for a while, and didn't even know about the news of the shutdown until after I'd started to explore some re-done areas in the game. This was one of the things I noticed.
Thanks in advance. -
A game with elements of the character appearance/design creativity of CoH, with the graphical/visual and open world/quest non-linearity sensibilities of Skyrim, a more destructible/interactive/sense of permanence (or at least some consequential effects) environment, and character ability development that focused on player choice and a variety of tenable choices therein would likely be one into which I could sink many hours. So, yes.
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I had an Amiga 500 and a 2000. I also had a C64, as well as a T/S 2068 (American version of the British ZX Spectrum [Z80/Zilog chipset]).
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Quote:That actually is a more reasonable and personally satisfying explanation for me. Thanks for sharing.Two paragraphs of fluff later...
Had NCS come in and announced that the game would be turned off and the studio closed on November 30th, but that until then everything was business as usual, would people be happier? I know I'd feel better for the folks at Paragon. I'd feel better about NCS as a company as well. -
Maybe someone can explain to me what the problem is with paying for and enjoying something for some non-infinite stretch of time, because I'm not seeing a problem there.
There seems to be this concept that if you 'buy into' something, like an MMO video game, that it should somehow continue ad perpetuum, and anything less than that represents having the rug pulled out from under you and/or some kind of betrayal by the parent or funding company.
When I was a regular subscriber (for several years - starting with beta), as well as later when I would go month-to-month intermittently, I feel I got what I paid for with CoH, no more and no less.
Several thousand dollars later, I have no major regrets. I enjoyed it (to greater or lesser degree) while I was paying for it, and would do so again, given the same circumstances.
I note with some disappointment that the false dichotomy inherent in the "either with us or against us" mentality is not only alive and well, but apparently thriving, even in the context of what action (if any) should be taken against a company for running their business in their own way. I don't have a problem with people doing whatever reasonable action they feel is appropriate, including, perhaps surprisingly, absolutely nothing.
To say there's only two possible views to hold regarding the issue is something which I would reject out of hand. -
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I logged back in using a trial key and discovered that my main is no longer leader of my SG, and in fact, he's not even in my SG, one I founded back in open beta.
Is SG access suppressed for trial accounts, to the degree that I don't even see my SG tag below my name?
Or was I booted from my SG by an active player who was auto-promoted to leader by the system after a certain elapsed time?
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I liked all three of the other costumes, so I shared some of the purse with Counter Clockwise and Super Fantastic Girl. Nikolaus von Barron modestly and politely refused the share offered him.
I believe all entrants had costumes that made some use of metallic or highly reflective pieces. Sexy Jay deserves much credit for creating the really dynamic costume pieces with reflectivity, sheen, etc.
First CC I've ever won -- but the visual elements have certainly come a long way since April 2004, when my helmet was a simple bucket helm with a T-slit and I had no wings to speak of.
It was fun, thanks Titania and Purple! -
If Frank Miller was dead, would he be rolling in his grave at this news?
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In the course of playing over the last few minutes, the range of my melee attacks seems better than I remember it to be, as in actually pretty decent. Either my impression of it was unduly biased against it, or it was improved behind the scenes.
In either case, it really seems to be okay to me at this point.
I withdraw the suggestion. -
As a level 50 Broadsword Scrapper with ToHit bonuses from IO sets, and on top of those, the additional ToHit bonus from Focused Accuracy (when active), the utility of yellow inspirations for me in regular PVE play is currently fairly low, and this might be a useful way to give a bit of extra benefit to a melee character who really doesn't need additional ToHit bonuses in normal day-to-day PVE play. This suggested function would just add a little bit of extra range (+10% max), to melee-based attacks.
I would like it because my primary is broadsword. I fly nearly continuously during play, and I hover in combat. I hover over enemies and strike down on them from above. One nice thing such a feature would add (theoretically) is the slight increase to Z-axis melee range, which personally I think is too limited in the first place. It would theoretically add just a bit of additional range to melee attacks to ease hitting those mobs that are constantly moving around, darting in-and-out of melee range. It would also theoretically reduce the amount of horizontal and vertical movement necessary for the melee character to successfully engage close targets, but not, I don't think, unreasonably so.
Suggestion: Modify the function of Insight (yellow) inspirations such that when used, in addition to their current effects, they also increase melee attack range by +3.3% per use for a small inspiration. Small yellows would add +3.3% additional range per use, medium yellows would add +6.6%, and large yellows would add +9.9%. Stacking would accrue with multiple uses, but be limited to a maximum added range bonus of +9.9999%. So the max bonus would be: Mod_melee_range = melee_range + (melee_range * .09999).
The benefit of the added range would expire at the same time (on the same timer) as the added ToHit bonus, i.e. the time for inspiration's effects to expire would remain unchanged.
Using the inspiration ("popping a yellow") would add range bonuses for all melee-based attacks by any melee character, not just for melee-based attacks used by flying or hovering characters.
If it could be implemented, I believe it would be a useful and fun way to add a bit of additional utility to the least important and often least-useful (to me, anyway) inspiration by adding a bit of range to melee attacks that would have the effect of making the exact positioning of the melee character slightly less important in order to land attacks. -
Don't forget to add orc horns and orc fangs, because this isn't just a game about superheroes.
Or so I've been told. -
At this point, almost anything to ease the annoyance of the current implementation (especially if it helps facilitate minor build changes) would be better than nothing at all.
I think the annoyance factor of the current respect implementation is inversely proportional to the scale of the desired changes to be made to the character build.
It probably doesn't really bother some people that much, they may be used to doing respecs numerous times on numerous characters. But for me, the sheer tedium of doing it under the current system is really a disincentive to making any changes at all, especially relatively minor changes.
Tweaking a build in Mid's can be fun -- unfortunately, I can't say the same for actually doing it in-game. -
I enjoyed reading the series, here's to hoping this adaptation is at least as good.
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An overhaul of the respec system to replace or supplement it in order to simplify character tweaking and overhauling would be a great thing.
I have Enhancements that I'd prefer to slot, but the current overly-tedious respec system is too much of a disincentive to do so for the amount of return.
Simplifying the respec mechanic (or adding an Enhancement modification system, perhaps for a fee) in order to tweak character builds would increase my continued interest in playing (and adjusting) said characters.
I'd rather be doing anything else in the game than going through the steps of the current respec process.