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Quote:No problem. Thanks for explaining.Sorry, this is one of those situations where written communication doesn't convey tone very well, and I probably should give more thought to how I phrase things late at night. What I mean is, you and I obviously see this in a completely different way, which goes back to my original statement that there is no simple, logical way to resolve such an issue, because it isn't a logical issue.
I think the core of this whole discussion is a value difference. Some people value uniqueness more than the ability to get whatever name they feel fits their character best, and some people value the latter more than the former. You're right that most of us probably can't come to an agreement over it, outside of something game companies almost never do (PvP being an exception), like having a set of servers with unique names and a set with non-unique ones. Of course, that kind of defeats the primary reason I think the devs have interest in non-unique naming systems: Positron has expressed a desire for a "serverless" system like That Other Game had, to increase teaming opportunities. To add that to CoH, names would have to be made non-unique. I think that's why he asked about it at HeroCon.
Quote:Would I get the same vague feeling of dissatisfaction knowing that I wasn't the only 'AmazingGuy' out there, that some others would get knowing the name they had wasn't really the one they wanted even if a dozen other people had it? Yes. Would I rage quit over it? No, because I enjoy the game and the people in it far more. And when it comes right down to it, it is just a game, and not something to take too seriously.
When it comes right down to it, I would guess any chance of a change to the unique naming policy relies entirely on how long the Devs see CoH lasting. Only a year or two before CoH2 is heading our way, and I'd guess it just wouldn't be worth them doing anything. Longer than that, and it probably would be worth them getting a much larger sample of opinion as others have suggested. If only to settle the matter once and for all, whichever way it turns out. -
I've been totally civil to you. I merely asked for clarification because I want to understand your perspective. There's no reason to talk down to me.
Quote:Superhero names are iconic. Despite the occasional rare (and generally temporary) exceptions, there is one superhero of a given name, in a given universe, at a given time.
I do notice, however, that you agree that it does happen, but you dismiss it when it happens because it's rare, and usually temporary. I'm not saying you shouldn't dismiss it (some arguments and points should be dismissed), but I want to make it clear that this is what you are doing. People supporting non-unique naming have been accused of ignoring and dismissing the arguments of people supporting unique names. It's going on on both sides, as usual for debates, especially on the internet.
This aside wasn't really directed at you, as I don't recall you making that complaint.
Quote:Having 20 guys running around called Batman, totally unrelated to each other, just dilutes that concept.
Other people's character concepts have zero bearing on my character concepts. Maybe I'd be annoyed if someone copied my character in some significant way, because it would feel like they stole my ideas, but my character still retains his or her concept. The only way someone else could affect my character concept in any way is if they hacked my account and changed my name, costume, powers, or bio in some way that I couldn't revert. This is why it's confusing to me that someone else's name could have any effect on your character concept. I understand it impacting you in other ways that have been brought up in this thread, but not character concept. -
Quote:I'm not seeing any explanation as to how name uniqueness is a part of character concept. I see an explanation as to why it irritates you to see people with the same name, but I don't understand what that has to do with character concept. Can you clarify?Because it's my characters name. It really is as simple as that. There have been names I would have liked, but couldn't get because somebody had already taken them. Which is fine, because knowing somebody else already has it means I wouldn't want it any more. Because it would be a name I copied, rather than my name.
I'm quite happy with (and capable of) coming up with a new name that fits my character concept. And I don't mind taking time to do it, because it is important. But it would just irritate me greatly to not need to do that but instead see another character with exactly the same name.
As for somebody who used the same name with lame spelling or punctuation, well, I find that much easier to ignore. Because they are, well, lame.
You said that you feel name is an important part of character concept, and your conclusion is that names should be unique. I want to understand how you got from "name is an important part of character concept" to "names should be unique". -
Quote:But he said "the name is a vital part of the character concept", not just "the names are very important". So I'm asking how sole ownership improves character concept.As I read it, he agrees that names are very important, but disagrees that this implies everyone should be permitted their name of choice. On the contrary, because names are so important, he believes each name holder should have sole ownership of that name.
Quote:What Sam said here is what was the backing of what I was saying.
And, also, unique identity is a part of character concept. The whole premise of devising a character concept is of creating a unique identity.
I appreciate the attempt to help clarify, but I'm going to wait until he responds to respond further on that sub-topic, because my goal here is to understand what he meant, not someone else's interpretation of what he meant. That sounds kind of harsh, but I don't know how else to say it. I don't mean any offense, but I do understand your perspective already. -
Quote:The bolded part was added by you, and isn't about character concept. It's about unique identity, which is an argument I do understand.I view it as a compelling reason in that that particular name is a vital part to that particular character in an ongoing persistent virtual world with other players/characters/participants.
If the person who I was asking for an explanation wants to agree with you, then that's fine and I understand their argument, but then the part about agreeing on the fundamental point yet still disagreeing on what it means is not applicable. -
Quote:I agree that there is emotion on both sides, but there is also logic on both sides. Some people can feel emotionally one way, but logically be persuaded the other way. There will never be full agreement (on any topic of any kind), but there can be understanding, and some minds could be changed.I think that this is one of those situations that can never be agreed on by logic, because it is an emotional thing. On both sides of the discussion.
Quote:For instance, some people say that the name is a vital part of the character concept, something that I agree with totally. And yet, while they might view that as a compelling reason to allow multiple names, I view it as a compelling reason not to.
If I make a character, and there is one (or maybe 10, but all are currently used) ideal name that describes that character, allowing duplicate names allows me to make that character with the name that fits it the most.
If I want to make a character and I can't pick one of those names... how does that improve my character concept?
I'll give a simple example, a name that is likely to be commonly thought of, but it's the first one that came to mind for the sake of this discussion, and I'm going to describe the full concept for the character: A living version of an iron maiden, animated through sorcery and with the ability to extend its spikes on the outside and expel and regrow them-- a Spines/Invuln scrapper with the metallic spikes, and a metallic costume. The perfect name for this character is Iron Maiden.
In what way does it improve my concept if someone else made a Fire/Kin controller, hit the random costume button, and picked the name Iron Maiden first?
I know and understand all the arguments for unique names that I've seen so far, but the idea that not allowing duplicate names somehow improves the ability to deliver a character concept is new to me and I don't understand it.
Quote:If two people can agree on a fundamental point and yet still disagree on what it means, then no amount of discussion is going to bring us to common ground. All we can really do is wait and see whether the Devs ever decide to go ahead with it. -
Quote:There is one more condition: the copyright term ends. It used to be that this was a maximum of 28 years from publication (14 + 14 more if the author was still alive to extend it). Now it's 95 years. This number continues to be raised by corporations lobbying congress to increase it.On what grounds?
If they had appeared in one story in the 40s and were never used again, I might be inclined to agree. But they are still ACTIVELY creating stories involving those two characters, meaning the trademarks and copyrights related to them are still very much active, and presumably renewed on a regular basis. The only way something enters public domain is A) Upon the death of the original creator or writer, and B) If no one renews any copyrights or trademarks associated with it. Since the original creators sold their intellectual property to DC Comics, it falls to DC to renew trademarks, which I guarantee they have been doing.
Quote:Saying that they should enter public domain just because they were created so long ago holds no water, and will not be a convincing argument. DC Comics would have to relinquish any and all rights to those characters for them to enter public domain, and that is never going to happen.
Anyone can write stories about or involving Dracula and Frankenstein. When will this be the case for Superman and Batman? Never. Even if DC Comics goes under, the rights will be purchased by someone else, and corporations will continue to lobby congress to extend copyright length. I disagree with that. -
Quote:Maybe he's not counting the time that Rick Dakan was in charge. You know, that guy that came up with CoH in the first place and was lead designer for the first few years of development? The guy that wrote the bulk of the story bible, created Nemesis and the Fifth Column and probably most of the other groups we know, yet somehow only got a "special thanks" in the original manual, not even a design or writing credit for all the work he put in?His history of "fast production cycles" doesn't add up. Jack's recap of CoH's development schedule is a bit... quirky. I'm not sure where he's starting with his CoH date side of things-- the DNS record for the name goes back to 15 May 2000, and if you look at actual accounts of its development history from news articles, then count backward his count of months from the CoH release date... you have a great deal unaccounted for. Does he not count in the conceptualization and design documentation and planning side and, heck, concept prototyping of things into this schedule, maybe?
1.5 years is about the amount of time from when Rick was fired to when the game launched.
I don't know what the deal was with that split outside of the very vague details from interviews in Forbes and Gamasutra, but I do know that everyone acts like Jack invented CoH, and I think it's really weird. -
Your avatar reminds me: weren't Jay Garrick and Wally West both active as The Flash at the same time and on the same world for several years, just on different teams? I never read JSA, but I know Power Girl was in it, and Power Girl was hanging out with some JLAers in some comics that I was reading from the early 2000s (pre-Infinite Crisis).
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Quote:I'm actually against these aside from trial accounts, because this game has a lot people that return after being gone for years, and wiping out their names is a good way of increasing the chances that they either don't come back at all if they hear about it, or don't stay when they find out the hard way (and perhaps they'll even demand a refund).I am very much for concentrated and more aggressive name purges on inactive accounts (As I've said a bunch as well, hehe).
Quote:All I am saying is that unique names are considered by some to be an important part of the comicbook basis of this game.
Quote:That should have some logical persuasion in the discussion, as far as I see it.
Quote:More so... there are rules for what you can or cannot name a character. So, again, such rules come into play, They're not defined by you nor me, but by the developers. -
Quote:I want to be clear: I didn't say it was a facet of emotion and lacked logical backing. I said I understood it from an emotional standpoint, and that it wasn't logically persuading. That doesn't mean that there is no logic in the argument, I just don't find it persuading.I do not think it is a facet of emotion and lacking logical backing... and, more importantly (And also because of) that very same approach is already heavily applied to the name filters and name system in place, as designed by the developers.
My opinion on this is very simple:
Let's say John Smith wants a particular name for his character.
Let's also say that 20,000 people don't want John to have that name for his character for a variety of reasons.
Unless John is using that name to harass people, the name is too vulgar for the game's rating, or the name is copyrighted (I'd rather I didn't have to have the exception for copyrighting under current conditions. Superman and Batman should have entered the public domain decades ago), I will side with John every time, even if I *HATE* his name or he is using the same name as one of my or my friends' characters. I think someone's opinion about John's name never trumps John's right to make his character how he wants to outside of those conditions.
But as far as this game goes, because of the reasons Chase stated about changing a naming scheme, I'm not arguing aggressively for a change to CoH. I'd be happy if it was done, but I'm happy without it, too. -
Quote:That's a perfect example of what I meant by "offensive". You think it commits an offense against the genre. Similarly, I think lots of currently allowable and widely used kinds of names go against the genre and cheapen the experience. In short, I find them offensive. But I don't think that's a valid reason to keep people from using those names.I don't think it's "offensive", I think it goes against the genre and cheapens the experience.
I don't agree with you that duplicate names goes against the genre, but for the sake of this particular sub-thread, I'm going to act as though I do agree with you for simplicity's sake.
A lot of decisions are made that go against the genre in a game, for the sake of gameplay. I think this is one of those decisions that should be made for superhero games, because I think being free to choose the name that fits the most is very important when creating your own superhero, more important than making sure that it is the only superhero with that name.
I know you disagree, I just wanted to explain what I meant in the post you responded to. -
Quote:I agree with Chase's response to this, but I wanted to mention that I'd do the same thing you describe to a comic that featured characters with names like -Sarah and xXK I L L AXx. Yet I have to deal with people like that on every zone event or raid, and to make things worse, the raid leader usually has a name like one of those (note that I'd be nearly as unhappy with "Sarah" and "Killa"). This is why I prefer 8-or-less person instanced missions/TFs, where I get to pick who I team with, so I can avoid ridiculous teammate situations.At the same time, if I was reading a Batman comic and he came across a guy fighting crime named Batman@MichaelKeaton who was teamed up with Batman@AdamWest and they were off to find Batman@ChristianBale to help them defeat Catwoman@MichellePfiffer and Catwoman@JulieNewmar, I'd probably set the book down. On a lit stove burner.
I've seen three categories of arguments given against non-unique names. The first is over griefing/mistaken identity concerns, which is a valid complaint that should be researched to determine how much more of a problem it is than what we currently have with punctuation and slight spelling differences ("No, with an A. D-A-N-T.") before considering a non-unique naming system.
The second category is concerns about how it will be handled. This includes the inelegance of @global being appended to names. These are valid concerns, but it's important to remember that there is more than one solution. Attacking the one that has already been heavily mitigated (by allowing it to be hidden unless necessary) is not very effective.
The third category appears to be "I find the idea of multiple people having the same name/someone else getting the name I got, to be offensive". I think this is as valid as wanting to enforce your own personal naming requirements on the population, such as no punctuation, misspellings, or hyphens in other people's names. I don't really find this argument to be compelling. I understand it from an emotional standpoint (I really wish everyone that played would make characters that fit my idea of what a superhero is), but it's not logically persuading.
Quote:This is where I see the most anxiety and mistruth, but then again, for me #3 is just an intellectual exercise. My decisions' made up in #2. As much as I'd love a "hidden @global" in a new game and strongly empathize with #1, I don't change naming rules unless there's a CRITICAL need, and only then, only if the change can actually meet that need. Neither of those have been established in this debate... yet.
However, for any new superhero MMO, I would aggressively argue that they use a naming system that allows for duplicate names. I think that in the superhero genre, the name is a critical part of character creation, and enforcing unique names is like enforcing unique costumes in my mind. -
The Weevil (the one in Issue 10 of the Blue King comic) left the game 5 years ago. If he ever comes back, no matter how unlikely it is, I'd like for him to keep his name. But at the same time, someone who hasn't paid for the game in half a decade and may never come back is holding a great name hostage (he's level 50, no name purge below that is going to free it up). This is one of the reasons I support a system that allows for duplicate names.
Please note that I have all of the names I really want, so my post isn't about me (for CoH, at least. In a new superhero game, if I can't get the names for my 3 favorite characters, I may not even play it). I actually care about the fact that when I get a name I like, it deprives someone else of the ability to use that name. I don't want my choices to impact other players like that.
Chase's point about genre differences is an important one. Superhero and Supervillain names are almost always descriptive. Fantasy names are usually just names. Frodo and Aragorn could have been Grilo and Malakar (or any other random fantasy names) when the Lord of the Rings was first written, and the end result would be a different set of sounds to identify them by. Batman could have been Bat-Man (and was, originally) or Bat Man, but no other name would work but some combination of Bat and Man without completely changing the character, because his name has a very specific meaning. It's the same with Spider-Man and Captain America. Some characters like The Flash would still work with any other name that implied speed, but there are a limited number of words that imply speed, and the more players you have, the less people have viable names for a hero with super speed as their primary focus. We already have to contend with copyrighted names, competing with other players makes the pool of descriptive names very small. -
Quote:That's Apex. I hope they consider changing him to look like that.This I don't understand... It's really not that hard to make Apex look recognizable with existing costume parts...
I mean, why mess with an established look? The full Vanguard suit looks bad on him...
Also, thrilled to hear the news on the Fitness pool. THRILLED! -
Apex Task Force?
Rick Dakan is starting up the Blue King comic again, or returns to do a Guest Author arc? -
Quote:Your Gunslinger example definitely sounds silly, but I don't think there is anything wrong with Tsoo Sorcerers. Teleporting all over the area (I've never seen them go too far) and healing/debuffing is what makes them interesting. They're usually still close enough to hit with ranged attacks after a few steps, and if not, you can get one of their buddies down to half health and they'll teleport right back in. It does add some difficulty, but I think it's way better than just cranking up Hp/Def/Res/Damage/debuffs.Yes, like.. say..
An unnamed random Malta Gunslinger at level 45. Even con at full health, who gets hit by one shot from my human form Peacebringer's Gleaming Bolt. He fires a shot of his god-powered cryo-freeze ammo and then... he's running like he's training for the Olympics.
While my character is standing there helpless, no shields, no way to fight back, no breakfrees in the inspiration window.
I'm sorry, Castle, you *really really really* need to have someone take another close look at this code and fine tune it. Mobs with Teleport or Flight powers are particularly bad; Tsoo Sorcerers and Ancestral Spirits, CoT Demons, Sky Raider 'Porters and Wing Raiders, Malta Gunslingers and Sappers.
I think the Tsoo are one of the best designed groups in the game, and I think Sorcerer AI is half of what makes them so great. I think the Yellow Ink Men could spam controls a little less often, and Ancestral Spirits should not get Knockout Blow, but the variety and behavior differences in the mobs make them great. -
Quote:I agree with this. The "run a little bit and shoot from range" behavior of Eagles and non-AV Witches makes them interesting. It's behavior that makes them seem more alive, and causes me to try to use tactics or specific powers to counter it.With those, they actually run in a somewhat smart way... they move back a distance and then use their ranged attacks on you. Not really that dumb, if you think about it. I think that behavior makes sense... it's just that players experience it on top of regular mobs running willy-nilly, which makes it seem part of the same annoying behavior.
The "run all over the map like a nutcase, and then come back as if nothing happened" behavior is just terrible. Toggle-debuffed Scrapyard is ridiculous. -
Quote:I think the problem with runners (I mean the morale breaking ones, not the script based ones) isn't simply that they run, but that they run with no purpose. They do crazy things like running all over the entire map, or running a long way away, only to give up and wander back as if they don't know that there are 8 superhuman death engines waiting for them in the very spot that they ran from. If runners ran to the next spawn and joined it, or ran to an elevator or out the door and counted as a defeat for the purpose of completing the mission, I think players wouldn't hate them so much. Running to another spawn and causing them to attack the players is another option, but it would need to be rare. Having that happen every other spawn would get annoying very quickly.Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.
The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels.
I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen.
This another one of those problems that is exacerbated by CoH's mission design. There are other possibilities, but the mission designs generally wouldn't support them even if you had the tech ready. If you were in a high-tech villain lair, a runner might run to a control room and lower a blast door or activate base defenses that the players have to deal with. But when you're in a nonsensical 4 story maze skinned like an office with single floor elevators at opposite ends of each story, populated randomly with groups of 3-14 people 100 feet apart from each other, it makes it hard to create AI that does anything that isn't perceived as futile or ridiculous.
Edit: That sounds really harsh. Let it be known that I love this game, but I consider the basic design of missions to be one of its biggest flaws. -
I ditto those asking for alternate animations for elemental sword powers, that don't use swords. I'd prefer a punch with an elemental effect around the the fists.
Also, the Assassin's Strike animation (AKA the Potty Squat) from Energy Melée could use an alternate. -
Quote:Philosophies like these are what make a great game designer.WW: <snip>
At the end of the day, if all of your attempts to circumvent "players who try to do this" or "players who try to do that" makes the system unfun, maybe the system needs to change.
Thank you, War Witch, I know that we continue to be in good hands. -
It's a great day. I apologize for deciding to shut up about merging the markets once they presented the "database technical issues" argument. Clearly it was still worth fighting for.
Congrats to those who kept up the fight! -
The game just keeps getting better.
Thank you. -
Quote:True.Not really. Its similarly riding the edge of what seems reasonable to me in a perk buff. But the combination of the two makes the mutation buff power itself even more powerful.
Quote:Which is probably subconsciously being signaled by the devs making a buff far stronger than any they have ever claimed would be reasonable before. Its certainly not game-breaking but it is certainly surprising to me to see the strength of this buff. Before I saw it, I would have laughed at any player suggesting it.
Put it this way: if the mutation buff did any *one* of its buff types with 20% uptime, I'd think it was pretty good for a perk power. Instead it does all of them randomly with 100% uptime. Makes it hard for me to quibble about typing when the problem isn't that some players are disadvantaged by the split typing, but rather that each will 20% of the time have a buff that is usually going to be less useful than at other times (there will still be some cross-over benefit for most players: SR would benefit from psionic defense for non-positional psi, and many typed defense players have psionic holes in their typed defenses).
Another thing that could have been done with these: instead of being free to all characters on the account, they could opened up a special Power Pool power that you still had to spend a power pick on. That way, while you'd see people with the ability to read your fortune, run like a Ninja, and mutate themselves, it wouldn't be darn near everyone, and Self Destruct could have been made a lot more effective. It is obviously too late to change them to that, but I felt like mentioning the idea.
That being said, the Rikti Monkey thing is awesome.