Lord Mayhem

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  1. Lord Mayhem

    The Television

    In the Rogue Isles the TV watches you!

    Congrats, Television, good luck with the new role, and try to stay away from rock stars and hotel windows...



  2. Welcome Doc Delilah, glad to have your sizeable... errr... talents on the team

    Speaking of big... here's some big Tom, because it seemed appropriate: linky

  3. Grats War Witch, Ghost Falcon and The Television, and welcome to the party, Doc Delilah. Posi, I hope you enjoy your new role too.

    Quote:
    Originally Posted by War Witch View Post
    I kind of figured I'd bask in the love while I still have it.
    <3

    Whether the love keeps shining (or not) depends on the answer to one simple question: Does your new role mean that you'll be too busy leading to continue applying your hilarious dialogue magic to the spawns in all new/revamped outdoor zones from now on? Just in case that might be true I'd like to get in here first with a pre-emptive NOOOOOOOOOOOOOOOOooooooooooooooooooo!!!!!!

    Although wait a sec... if Posi is now in charge of end-game content design, but you're in charge of design for everything else... does that mean the "new zones, not zone revamps" culture may not be the dominant one at Paragon Studios anymore?
  4. Quote:
    Originally Posted by MrQuizzles View Post
    Yeah, Trigun takes a very drastic and turn halfway through. The first half of it is bubbly and fun. The second half is rather serious.
    I guess I can endure another 8 episodes of frivolity in exchange for 13 episodes of serious anime then.
  5. Quote:
    Originally Posted by Dr_Mechano View Post
    The trouble is people have said this time and time again even to Positron's virtual face during the Euro test server Q&A session in Pocket D. It honestly seems like Positron doesn't quite have any understanding of why the early game needs a revamp.

    I asked him this very question and his response was, "wouldn't you prefer a new zone over a revamped zone?"

    He honestly couldn't see the value in revamping the crappy hazard zones (of which there are many infact...aren't ALL of them which haven't been revamped beyond pointless now?). He did explain that a Faultline/RWZ style revamp takes nearly as much time as creating a new zone.

    However the big WoW shaped Gorilla in the corner is going "Yeah...our vanilla content was kind of crappy, you know what, next expansion we're doing a huge revamp of it all!"

    The old crappy zones make a poor impression on new players and slapping more and more new zones down merely makes the original crappy zones look even worse but it's like talking to a brick wall at times...
    WoW:Cataclysm may prove to be a real game-changer for the industry, considering how much influence Blizzard have. Zone revamps aren't new - CoH has had them, EverQuest too - but as usual Blizzard takes an idea that other MMOs have pioneered, they optimise it, expand it, then polish it til it shines - improve, not innovate - and for the next five years we'll have to suffer millions of WoW fanboys accusing every MMO that has a zone revamp of "copying WoW"

    I'm not saying WoW copied CoH in this case (like I suspect they did with dual builds ), but they excel at taking existing ideas further, to their logical conclusion (i.e. revamp ALL outdated content instead of just one zone) - the advantage of deeper pockets and more subscribers, I guess.

    I don't think our Dev team are influenced by WoW - CoH is one of the few MMOs you can say isn't really that derivative of the WoW/EQ style (despite DIKU-like roots) - but maybe Cataclysm's influence on industry thinking could eventually make Positron reconsider his stance on "new zones, not revamps".

    Like you imply, Posi seems to underestimate the underwhelming effect that old zones (and missions and TFs) have on new/trial players, who may not make it past that bland/tired content to subscribe so that one day they can reach the newer shiny content. It's a losing proposition at a time when older MMOs like ours need to be converting trials into new subs to survive and hopefully grow.

    Admittedly if GR is content-heavy then it may not matter, especially if new/trial players get pushed towards Praetoria as a start location, and if Praetoria can function as a Paragon replacement for most of the level range (and with lots of new TFs at all levels for both heroes/villains) then Paragon could be sidelined, though lore-wise that would be a shame. Heck, if that happens then, taken together with the ultra-mode gfx improvements, I think NCSoft's PR department would be within their rights to call GR a "relaunch" of CoH - combine the EU/US server lists, maybe add a new server, make a big marketing push, get fansites involved, etc. Just try to avoid releasing GR in the same quarter as Cataclysm, or we'll get drowned in the avalanche of praise/hatred bestowed on that

    Either way we need a a big mission content addition, what with so few new Dev-created arcs/missions being added since the RWZ revamp in I10. If Going Rogue turns out to be content-light in terms of missions then I'll be so gutted. Sure, GR's content will probably show up the older content in an even worse light than before, but as long as it has tons of fresh content to keep us busy then it will hopefully keep both existing subscribers and trial players distracted from the blandness of the pre-I2 content for a good long while.
  6. Oh my stars and garters!

    I just got a single word text message on my phone from one of my friends (who also plays CoH), saying:

    "Congrats!"

    I almost didn't dare to think it was this, but I had to come check Dev Digest just in case... oh my!

    This arc was pretty much a love-letter to my favourite CoH faction - the Banished Pantheon - and all the wonderful ancient backstory in the game that links them to the Mu, the Oranbegans (Circle of Thorns) and the origin of magic itself.

    I've always thought the BP deserved more in-game content than they currently get - and more recognition as the global threat they truly are - so I decided to tackle that head-on myself. If it wasn't for the pesky size limit this arc would have had two more missions featuring the BP and the Death Cultists (even without them it was a tight fit and I had to trim 1 minion and 1 lieut from the custom faction) - I planned to fix that post-GR with the higher size limit, but now I guess I'll just create a sequel, in true Hollywood style - well, except that I'll try to make it better than the original - the Death Cult will return!

    Despite getting lots of positive feedback from many of the first 50 or so people that played this arc last year - mostly due to word of mouth on the EU servers - this arc went several months without any further plays. The buzz it generated for my second arc dried up too and my third arc went pretty much ignored by the time I published it (only 4 playthroughs as at yesterday, not including test runs), which broke my little heart, as I spent longer making and testing it than the other two combined. That coincided with the fall in popularity of the AE and I honestly thought I'd missed my chance and wouldn't get enough plays to get noticed for anything like this, especially as all my arcs had dropped down to 4 stars. Then I injured my arm and haven't been able to play CoH much at all since late August

    So I just want to say thanks to Dr Aeon and the rest of the Dev Team for restoring my faith in the system - and for freeing up one of my architect slots so that I can create another arc! - and for giving me a burst of confidence in my storytelling ability - I may not be able to get a novel published (yet), but at least some people are enjoying stories I've created, and without your innovative architect system that just wouldn't be possible.

    Also thanks to all the players who tested the arc for me in the early stages and gave me such great feedback and such kind comments, even the ones who just wanted to tell me they'd noticed the literary references in it Just to know that people are enjoying something I've created means so much. And thanks to @Soul Storm, who would have made me a poster for this arc, but I asked him to make one for my third arc instead as it needed publicising far more - he did such a great job.

    And to all the arc creators out there who are in the position I was in yesterday - all arc slots full, but nobody playing their arcs - keep hoping, because you never know what can happen - next time it might be you. Just remember, even if only one person played and enjoyed your arc then it was worth the time you spent creating it.

    I hope everyone who plays this arc as a result of this Dev Choice enjoys it - please leave a comment as I love to read your feedback. If you like this arc, well, give my other arcs a try, especially 220049 - it's better! [/shameless plug] - though I might be a tad biased

    Enjoy!

    Come on, you weren't expecting a short post from me, were you?

    Ttfn.
  7. Quote:
    Originally Posted by Techbot Alpha View Post
    What concerns me, however, is how the Devs dont seem to ever go back to old content. Or if so (Hollows, Faultline, Cape mish) it's very, very rarely. This whole emphasis on 'New shinies!' often leaves a lot of the older content, literally, in the dust.
    Yeah this bothers me too and is a major reason why my linked list of L50s in my signature has 14 villains but only 3 heroes - the hero content just feels so bland and outdated to me, with contacts that have no personalities, that I just can't develop much attachment to hero-side characters or motivate myself to play blueside content - to the point where I'd actually prefer to do the redside content for the 25th time (or probably the 100th time for sub-L20 content) rather than the blueside content for the 5th time (or probably the 25th time for sub-L20 content).

    The Hollows, Faultline, Striga, Croatoa and co-op stuff like Cimerora and RWZ are notable highlights for me on blueside (as they are more CoV-like in storytelling and gameplay quality, being revamped/released just before or just after CoV), but by comparison they just make the pre-I2 content look so old/bad. Plus by making sure I hit those "highlights" almost every time I play a blueside character (and I have quite a few hero characters stalling in the L15-35 range atm, usually after using double xp to get through the first 20 levels) it just makes blueside feel even less special, as I'm forcing my characters into taking the same journey through the game each time - yes it's not ideal, and self-inflicted to a certain degree, but it's still preferable to playing through the pre-I2 content with bland stories and randomised mission doors all over the city - my old PC loads zones quite slowly, so that's a further incentive to play CoV or only the story-based zones in CoH where you change zones a lot less.

    Quote:
    Originally Posted by Techbot Alpha View Post
    Hell, even the New Cape mission has a HUGE error in it. The mission is meant to be in the same building "Just down the hall" (quote from the actual contact)...instead you get send across the park to some random, non-descript building. The door in the City Hall is THERE, its gets used in the Villain 5thSF, so....WHY in the name of common sense did they chose not to use it?! Oo
    I suspect that would either be blamed on programming or internal miscommunication - probably the former so that it could be handwaved with "standard code rant applies" and "we'll look into fixing it when we can"

    Tbh that would probably be a lower priority "bug" than the mission door in Mercy where the map shows the correct location, but the in-game arrow points to the wrong location - and that's been broken for 4.5 years
  8. Quote:
    Originally Posted by Lincoln Osiris View Post
    not quite sure what to think of Detroit Metal City...very few series have done such a good job to make me dislike the main character for doing a epic amount of blatantly stupid acts...though his alter ego on the other hand is pretty damn cool.
    That sounds familiar - I started watching Trigun yesterday (5 episodes in) and I'm just hating it so far, all because of the main character's idiocy - there have been all-too-brief glimmers that Vash has a cooler alter ego, but I'm really hoping that side of him will become more dominant.

    I do recall being warned that Vash starts out acting stupid, but that the show gets much better (and darker) later on, so I'm hoping it improves for me like Full Metal Alchemist did - as I started out hating Edward Elric for similarly idiotic behaviour, but came to like him as a character. I didn't think Trigun was going to be this "bad" though, as so many people have recommended it to me after knowing my other anime preferences (not just people on this forum).

    With Trinity Blood I had doubts about the main character too at the beginning, but Abel Nightroad didn't act stupid, just timid, and became likeable a lot sooner, plus there seemed to be good reason for his behaviour (playing down what his "true" self was capable of) - I also thought that Edward Elric had good reason for how he behaved (he was an immature child early on - by "Shamballa" he had grown up a lot) which is why I didn't feel as bad about that, but Vash actually seems mentally deficient considering his age and reputation - I'm hoping there will be a very good reason for why he behaves like he does.

    Also Trigun's animation is just littered with face-faults and those crosses that sometimes appear on character's faces (when they're angry - not that we need any visual clues seeing as the voice actor and the facial animations themselves convey the anger well enough), plus sweat drops and eyes popping out, and mouths/chins disappearing, and all the visual quirks I've hated so much in other animes (yes, I understand why those "shortcut" symbols are traditionally used in Manga, I just don't understand why animators feel the need to use them in anime - they're just so distracting).

    Despite my disappointment I'll keep watching Trigun until I finish it - I did buy the DVD set, after all - admittedly if I was just watching a broadcast or streamed version of it I'd probably have quit watching by now. I certainly can't see myself wanting to +1 Trigun, because from my perspective it isn't (yet) fit to share the same list as classics like Ghost in the Shell: SAC and Cowboy Bebop.

    I'll post again when I finish watching or if/when my perspective on it changes.
  9. Yeah I can certainly get behind the suggestions for more realistic building interiors and re-scaling NPC models to be more realistic compared to our heroes/villains. Both of those things do irk me.

    Maybe I imagined it, but I seem to recall that around the time of Herocon there was something about instanced maps in Praetoria being linked logically to mission doors in the buildings of each zone, so that the building size/style/layout would match inside and out, and that the enemy groups outside of the building would match those present inside the building - and also that randomised doorways for instance missions would be a thing of the past for new content in CoH/V. I can't find the link now (admittedly I didn't spend long looking for it and my search-fu is weak) so did I dream it?
  10. Quote:
    Originally Posted by EvilRyu View Post
    I have gotten this bug ever since september of 2008. I have pretty much stopped reporting bugs because they almost never get fixed unless its an exploit. Just look at the still bugged Seer Marino mission.
    I still send a /bug report every time I do that mission, but then I may not be entirely sane (because it's definitely not due to optimism ).
  11. Just had another thought, but I don't want to keep editing my last post to add it - if the Devs could implement a rumour/clue system like I described, but weren't able to budget for enough developer time to create the missions for it, then they could throw it open as a competition for the playerbase to create missions in the mission architect that could satisfy each of the rumour/clue mission combinations they needed - then Dr Aeon (the redname Dev, not the NPC) could pick which ones get used. This could be an ongoing thing with new missions (and clue/rumour salvage to support the factions/objectives in them) being added each week/month to expand the system.
  12. This game definitely needs more variety in gameplay - more tilesets/maps and mission types/objectives would definitely help, but more non-combat gameplay would be a massive boon. Puzzles might give that, but they'd need to be very cleverly integrated into the game not to feel forced in.

    I'd like to see more non-combat objectives added to the game. I didn't enjoy "that other superhero MMO" (TM), but it did have some good ideas in this area, such as freeing civilians from underneath rubble in the tutorial and similarly from a collapsed building on fire in their outdoor city zone - that single task made me feel more like a hero than anything in CoH has (though CoH has far superior gameplay in most other respects, imho). CoH's Steel Canyon fire event doesn't go far enough - it would be much better if players could enter an instance/lobby via the burning building to free civilians trapped by fires and underneath rubble, with the ongoing danger of the building exploding/collapsing. Now make the fires able to happen in any urban zone, let the fire itself be extinguished by many more powers (e.g. Hand Clap, Gale/Hurricane, etc. - maybe allow "Fire" powerset characters to absorb/re-direct fire - maybe let fire attacks have a knockback effect on "fire" objects so with good positioning you can clear the way to trapped civilians) and have a fire station in each zone where extinguishers are freely available for other heroes to get. You could also have crashed cars on fire in outdoor zones (multiple car pile-ups in Skyway?) that could be put out, with civilians trapped underneath/inside that could be rescued.

    Also at one point in "that other superhero MMO" I found a crashed truck with ping-pong balls spilling out of the back and I had to find the factory/warehouse they had come from (which was across the street), which led into a single room warehouse instance that was an ambush - not massively challenging/complex, but it did briefly make me feel like I was following up clues in a Batman-style investigation. I can't recall if it was part of the same mission chain, but another mission featuring the same villain in that area led to a confrontation with him inside a small TV studio instance, where he was issuing demands and where the player hero had to rescue TV executives/staff - it was really atmospheric, moreso than many of our dungeon-like instances here, even though it didn't last long.

    I'd love to see outdoor zones being used more in quests here (but not for hunt missions ) - try to encourage investigation, exploration and heroes going on patrol. Something else "that other superhero MMO" had was missions/quests that you could find in outdoor zones, as a reward for exploring - you'd get contacted on your personal communicator while moving around the city (basically a heads-up that there was a mission nearby). I'd love to receive missions more dynamically here, whether from Statesman or Lord Recluse phoning my character personally to offer them a task, or missions I need to find in outdoor zones that are triggered by events that can happen at random locations. It would help to break up the routine of traipsing from contact to contact in the same old way that we've always done.

    Maybe have bank/shop robberies happening in outdoor zones occasionally, revealed only by a few police cars outside the door and maybe an audible alarm when you're nearby. If no hero enters the bank/shop (into a lobby or instance where they could stop the robbers) then have a getaway car leave and drive recklessly around the zone's roads for a few minutes, which heroes could intercept and stop (and then maybe click on a nearby lamp-post to hang the criminals up for the police to find, Batman/Spiderman-style). By comparison villains could be pro-active and rob banks/shops, maybe discovering an item in the vault that could lead them on to other missions.

    And why would players want to do these outdoor events? To unlock new content. My preferred solution would be that completing one of these outdoor dynamic events (stopping a mugging or those gangers that are trying to break into cars/buildings, rescuing civilians from fires/accidents, catching bank/shop robbers, etc. - or for villains: robbing banks/shops, destroying police cars, robbing security trucks, intimidating/kidnapping lawyers/officials, etc.) would reward you with "rumours" - dropped salvage-like items, in one of 3 types - Locations, Events & Perpetrators. Combining 3 "rumours" of the same type (e.g. 3 "Laboratory Location" or 3 "Cave Location" rumours, 3 "Kidnap Event" or 3 "Theft Event" rumours, 3 "Hellion Perpetrator" or 3 "Council Perpetrator" rumours, etc.) might create 1 "clue" of that type, but there would be a chance of failure for this, representing those times when the "rumours" turned out to be false or unconnected, causing your investigation to fail. Player heroes would also be able to trade "rumour" salvage in a trade window (but not on the auction house) to represent heroes pooling their resources to jointly investigate crimes.

    Once you had 3 clues of different types (i.e. 1 Location clue, 1 Event clue and 1 Perpetrator clue) you could go to certain city locations (university library, PPD stations for heroes, Arachnos buildings/forts for villains, or inside your SG base for a Batcave-style feel, etc.) to combine them into a successful investigation, which would then give you an instanced mission set in a randomised zone on the same tileset as the Location clue's type, with the same objective to stop as the Event clue, against the same enemy group named on the Perpetrator clue. For villains, instead of investigating crimes to stop like the heroes do, they would be investigating whether certain schemes are viable for them to carry out (e.g. a "Laboratory Location" + "Experiment Event" + "Crey Perpetrator" could indicate your villain had found out where a new experimental weapon had been developed by Crey, which they could steal to sell to Arachnos for profit or to grant a temp power to themselves). Just defeating spawns in outdoor zones could also give a small chance of a "rumour" piece dropping (to simulate you getting information from one of the thugs you arrested, or if you're a villain torturing it out of them or them offering it in exchange for you sparing their life), to make outdoor hunting a bit more viable and atmospheric.

    You could even have these clue-unlocked missions counting towards the number of newspaper/radio missions you needed to unlock mayhem/safeguard missions, leading to an NPC contact referral, so players in a rush could just do newsies/radios, and players who wanted a more dynamic/atmospheric experience could use the rumour/clue system. This might not give us any new mission types - indeed I suspect to provide enough content for such a system the Devs would have to clone/copy some existing one-off missions from elsewhere in the game (such as radio/newspaper missions, or one-off missions from story contacts), but the more dynamic yet guided way in which the content was unlocked, making heroes/villains feel more proactive rather than just working for NPCs, would add a lot of variety to the game and help to break up the monotony/repetitiveness that is often this game's worse enemy. It would also make players feel more like the heroes/villains in combat books and give you a reason to participate in zone-based content you have outlevelled (heroes just walking past a mugging because they won't get xp for defeating the muggers just seems wrong - but if they had a chance of getting rumour salvage from that encounter then there would be another reason for intervening beyond RPing a moral/ethical one).

    It would just be nice to have a chance to move a bit further away from the "get mission from NPC, complete mission, rinse & repeat" pattern that CoH has inherited from the 1st & 2nd generation fantasy MMORPGs and get a bit closer to a comic book type of atmosphere.
  13. I haven't played properly in a few months, but this has been happening to me on that LGTF map since I13-ish as well - I also noticed the vanishing rocks in Talos on a couple of occasions when moving characters to DA (for the Mortician day job).

    I sent bug reports about it, but whenever I was teamed on the LGTF only about half the team ever experienced the same glitches, so I started to write it off as just time for me to upgrade/replace my PC (as I have an old Nvidia 7800 GTX 256Mb card inside it) - which I'll probably do before GR anyway (if my arm injury lets me play again by then).
  14. Brilliant - amusing and very nicely made.
  15. Quote:
    Originally Posted by Dark_Respite View Post
    If you know anyone who's hiring, I'll be happy to give it a try. My current roster of "applied and told no" (or in some instances, outright ignored) MMORPG companies - Carbine Studios, Paragon Studios, Trion World Network, Sparkplay Media, Gazillion, Arena, NCsoft Austin, Linden Lab, and about a half dozen others that I can't remember offhand coz I just woke up.
    No idea, sorry - I haven't paid much attention to employment vacancies in the MMORPG sector, aside from a short period several years ago when I applied for a few GM and Community Manager jobs with various companies, about the only videogame job I was qualified for, and was ignored by all of them (say what you like about the "evil" banking industry, but in all my years working in that sector at least banks always had the courtesy to respond to personal approach job applications - even the banks that only ever recruited through employment agencies).

    Quote:
    Originally Posted by Dark_Respite View Post
    Ohhhhhhhhhhhhh. No, I did NOT know that, but it makes perfect sense. Wow. All of a sudden, I don't feel so bad about them saying no. So now the quest must continue for another artist I can convince to loan me a song for free. (Or else I need to find a different WT song.)
    I'm glad that potential explanation gives you some consolation.

    I had a look through my music collection earlier, after I posted, trying to come up with another appropriate song for you. In particular I was looking at bands that I normally listen to on my hi-fi or mp3 phone at the same time as I listen to Within Temptation, such as Nightwish, Lacuna Coil, Paradise Lost, The Rasmus, Evanescence, Tristania, Moonspell, etc. - but it was Within Temptation I kept coming back to, especially "Stand My Ground", track 4 from the album The Silent Force - the title just works for the heroes facing the Rikti, but it also has some lyrics that I can see being rather appropriate for Omega Team as well; in particular

    It's all around, getting stronger / coming closer, into my world
    I can feel that it's time for me to face it, can I take it?
    Though this might just be the ending / of the life I held so dear
    But I won't run / there's no turning back from here.


    That could work for most of the Omega Team members we know of, and the "coming closer, into my world" part would work well juxtaposed with a sequence of some Rikti portals opening.

    If I don't make it, someone else will stand my ground.

    That line just begs to be used for Statesman and Hero 1's last meeting and wordless farewell in Crey's Folly (per the Savant history badge plaque in Crey's Folly), with Hero 1 knowing that even if he (likely) doesn't make it back he's leaving the defence of Earth in Statesman's capable hands.

    Won't close my eyes and hide the truth inside

    That line might work particularly well for Ajax, what with the recent revelation about his identity.

    It's also quite a sad yet uplifting song, which suits the bittersweet nature of the Omega Team's victory. Sharon's voice is particularly beautiful and haunting on it, and it also has a mix of powerful/pacy sections but with some quieter moments, to suit a mix of action and more emotional/reflective moments in the video. Anyway, you may be able to find something more fitting, or that you prefer, but I've read through the lyrics of every song on all of WT's albums this afternoon and this track just stands out for me as one that would suit the subject matter really well - better than "The Howling", imho (though I would struggle to say which song is my favourite as I love them both).
  16. Another great video, very nicely done. Someone needs to hire you asap, even if NCSoft can't/won't.

    Quote:
    Originally Posted by Dark_Respite View Post
    Do you mean which song did I want to use for the Rikti War video? I had originally hoped to use "The Howling" by Within Temptation (it is just too perfect), but they declined permission, even to license it for a fee. However, they said no. I plan to try again, but I doubt they'll say yes.
    There could be a very good reason for that - "The Howling" was written specifically for the official trailer of The Chronicles of Spellborn MMORPG. It is probable that Within Temptation's management are contractually obligated by Acclaim to not license the song for use with another MMORPG/videogame in any capacity (promotional or otherwise).

    It's a fantastic song, though - I can see why you'd want to use it.
  17. Quote:
    Originally Posted by Tymers_Realm View Post
    Forgot Lord Mayhem's other Q...
    The Main Characters (Claus & Lavie), as well as Alvis are Kids. Claus & Lavie are mid-teens, Alvis is 11.
    The majority of the rest of the cast is older (Late Teens - 20's). A part of this might be in Range Murata's Character Designs. His style takes a bit of getting used to.
    Probably moreso for me. The biggest problem I have with most anime is the focus on cutesy children doing wacky things, especially when they throw tantrums (particularly "face faults") - I suspect a lot of people find that endearing, but I just find it annoying.

    It was a major obstacle I had to get past before I could start enjoying Full Metal Alchemist and even when I watched Cowboy Bebop I cringed whenever Edward was on screen and would name that character as the major reason I like this series less than Ghost in the Shell: SAC. Heck, speaking of GitS, I really struggled to accept the Tachikomas as characters because of their childish voices/mannerisms... well, until the first time I watched episode 25, after which I adored them.

    Quote:
    Originally Posted by Tenzhi View Post
    And the two main kids (who are in their early teens, I'd say - I only recall one pre-teen) aren't annoying for the most part.
    Glad to hear that - I may have to give it a chance then, because it sounds interesting.

    Quote:
    Originally Posted by Tenzhi View Post
    I'd say give it at least three or four episodes and decide if it catches your fancy that way. At least you should get a good sense of the wars and setting that way.
    Sadly I don't have any way of just watching 3-4 episodes, for the reasons mentioned earlier in the thread. I pretty much have to buy anime on DVD if I want to see it.

    Oh and sorry for the delay in replying - real life intrudes, especially at this time of year.
  18. Quote:
    Originally Posted by MrQuizzles View Post
    Who doesn't love Napoleonic Steampunk Pilot?
    Wait... Napoleonic Steampunk? One of my favourite periods of history crossed with one of my favourite sci-fantasy sub-genres? You've got me hoping for rapier-wielding Hussars in dashing uniforms that fly steampunk biplanes of implausible design when they're not fighting duels.

    <rushes off to Google/Wiki "Last Exile">

    Ok in all the images I've Googled the main characters look like pre-teen children - is that a fair assessment of the art style? I'm not sure I could get past that, no matter how much the subject matter interested me.
  19. Quote:
    Originally Posted by Golden Girl View Post
    His white armor is studed with rhinestones
    Of course it is - and Nemesis' armour is plated with 24 carat gold, Lord Recluse's fur collar is made from fluffy heffalumps, and Hamidon tastes like blueberry jam.
  20. The Arachnos Flyer - and I want to be able to leave Grandville and drop off my Bane Spiders wherever I choose!

    Rularuu might be fun as well, if I can go wherever I wish, seeing as he makes Hamidon, Lusca and the Kronos Titan look small by comparison.

    Quote:
    Originally Posted by Golden Girl View Post
    He's also a Johnny Depp impersonator in his spare time.
    Fixed
  21. I hate pre-order bonuses because Europe often gets left out as all of the interesting pre-order bonuses are only available in North America. Plus we have no franchise stores where I live, so unless pre-orders are done through Amazon.co.uk or Play.com I cant get them.

    I don't mind Collector's Editions having minor in-game items - then I can make a judgement call if it's worth the extra cash and I have a fair chance of getting one - but pre-order bonuses just feel like a tacky con, trying to get you to buy a product that hasn't been reviewed yet (although with MMO releases there's always open beta I guess, considering that it gets used only as a free trial opportunity nowadays).

    When I see a company like Cryptic throwing around so many pre-order bonuses and only offering lifetime subs before official release it just smacks of desperation to make a quick profit selling extra copies, and actually turns me away from buying the game. A good MMO will sell itself, it doesn't need tacky gimmicks to trick buyers into getting it. Why can't they have a little faith in the quality of their product? Oh, yeah...
  22. Quote:
    Originally Posted by TRTerror View Post
    Perhaps arch/nrg blaster focused on range and hover/fly as travel.
    I have a L50 Arch/Nrg focused mainly on ranged attacks and this would be my recommendation as well. You don't need to move much unless you get aggro from enemies that are more dangerous in melee (and hovering would help to mitigate that), and it's easy to get a good attack chain early on. Also Blasters excel at the lower levels. Blazing Arrow (L8) is a nice noticeable big-hitter too (that almost does snipe-level damage) - as is Rain of Arrows eventually - so it wouldn't matter if your friend had to slacken off on how often they used the smaller attacks - teams probably wouldn't notice in the commotion anyway as Archery isn't a big flashy set, apart from those two powers and Explosive Arrow (which some players skip because of the knockback - I didn't though) - most of the time players won't even see the arrows.

    Teams usually need damage dealers, but as a Blaster you won't be depended on for success as much as a Defender/Corruptor/Controller or Tanker, and won't have to constantly reposition in combat like a Brute/Scrapper/Stalker (though using "nearest target" plus "follow" can be good enough for targeting+movement in many fights for a melee, but it's still two additional keys for your friend to press after every mob kill).

    Dominators have a lot of click powers, so lots of keyboard work there, and their controls plus damage can attract a lot of aggro - plus they all have cone attacks and sometimes cone controls which need fast repositioning, not to mention their blapping playstyle - not sure I'd recommend Dom for your friend - imho they're the busiest archetype.

    Mastermind could work ok with a less active secondary (Traps or possibly FF) and Robots as primary as they tend to stay near the Mastermind at range, do good damage, are fairly solid and the tier 2 bots heal/buff all of the bots with no player input needed, and it's easy to control all of them at once without needing to micromanage each tier of pets (bind both defensive/follow for bodyguard mode and defensive/attack-my-target to the side buttons of your friend's mouse and he could get by with just those two pet commands with his well-behaved robots - I set up tons of pet command macros, but for most of my Bot/Dark's 50 levels I got by with just those two commands). Fill out the build with leadership toggles and teams will be happy and it improves the pets too, plus its a few more powers that only need one keypress per night (hopefully, if you don't die) to toggle them on.
  23. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    QR:

    The title of this thread makes me think of one thing in particular...
    You can show us your CoH badges if it will make you feel better about this thread

    Gotta catch 'em all!
  24. Quote:
    Originally Posted by vulpish_one View Post
    Is this one of those threads everyone posts in, but not many people actually read?
    I thought it probably was too, but I still read everyone's posts

    Quote:
    Originally Posted by Tonality View Post
    Yes, yes I did.
    Be careful what you wish for... especially out loud

    Quote:
    Originally Posted by Tonality View Post
    Yup, my evil plan to pad post counts legitimately is coming to fruition. Mwahahaha.
    Yeah, but I'm not sure we're doing it right - while we're typing up our wordy posts someone like Golden Girl has run through twenty threads and has stuck a sentence on each one. I think we need to petition for post counts to be removed - that'll teach her!

    Quote:
    Originally Posted by Drummz View Post
    Like you, Kingsnake, I don't PL either. I love playing each of my toons from 1-50 so I know how to play them. Door sitting on a farm while someone else has fun isn't fun to me - hehe.

    I have 50-itis for sure. It's fun though, and I'd rather have a bunch of 50s that I know how to play, than 200+ toons under lvl 25 that I don't care about. *shrug*
    I feel the same way as you guys, for me it's all about the journey and exploring a character's build as I level them (even if I did fast-track a few with dxp). 50-itis might be a good term to describe it, because as I put at the start of my earlier post I don't think I have altitis as such.

    After going through the process of creatively "giving birth" to a character I almost feel like I have a responsibility - even a duty - to get them to level 50, especially once they make it past L20 (which is my cut-off point for deleting characters) - hence why I still levelled my first stalker (Ghost Spider) and my first dominator (Agent Godwin) that I didn't really enjoy playing. Why are you all looking at me like that? Ok it is a bit weird...

    Quote:
    Originally Posted by KingSnake View Post
    I can be finicky sometimes.

    Anyways, my point was, i've had to come up with, prolly over 50 different and distinct names... which, i might add, is ALWAYS the most time concuming part of making a new guy. It takes me hours sometimes to get a name i like.......

    So yeah, I can see why he did his that way. Me? NEVER. Got to have a comicbooky name.
    I can understand that, but then I'm probably worse than you - I can spend weeks thinking up suitable names. That's because I used to delete dozens of characters solely because I played them 10-20 levels and I wasn't entirely happy with their names. These days (especially with using level pacts with my friend) I like to be sure I have a name I like that fits the character before I start levelling them.

    So I have to make up characters months in advance, because it takes me so long to get both a name and costume that I'm happy with. If my friend wanted us to start a new duo (or if we finished an existing duo), then if I didn't have any pre-made characters he'd probably be kept waiting 2-4 weeks while I created a character from scratch. So I never stop thinking about new characters I want to make, what powersets they'd have, what their theme will be, what their costume might be like, what name I could get for them, etc. I'll sit with a thesaurus, various dictionaries (English, Icelandic/Norse, Latin, rhyming dictionary, etc.), encyclopedia and the character creator open, plus a notepad, and come up with shortlists of a dozen available names and agonise over which one to pick for a character whose costume I have finalised and at least partially written the bio for. Yes, I've got it pretty bad
  25. Quote:
    Originally Posted by PapaSlade View Post
    I second much of the above, especially Lord Mayhem's and all the stuff he seconded. I would like to add the map with the ship in dry dock where you fight the Sea Witch. I believe you get that from Bocor.

    We also need outdoor Cimerora maps. I would like to see all of them from the ITF as well as the main island as it's own outdoor map. I have a mission I want to write but it takes you to Corsica and I have no town to use. The little section of town from Croatoa doesn't quite cut it.

    Various outdoor dock configurations from Independence Port and Cap/Sharkhead would be nice and, as mentioned numerous times, the outside cargo ship to inside cargo ship transitions.

    I do not know how difficult it is to take existing zone areas and wall them off for outdoor maps but there are tons of great areas that could be used like this. The Freakshow towns in Shark and Creys Folley, the Arachnos dig site in Faultline, the Abyss/Monster Island and The Fab in Grandville are just the ones off the top of my head.

    Also if there isn't one, we need a sewers to abandoned tech base map and if there is one can someone point it out for me because I couldn't find one.
    Yeah I second all of that - well, except for the stuff I already seconded that you thirded

    While we're asking for new stuff, I'd like to see the compound behind the Crey headquarters complex in Nerva Archipelago as an instanced map. A Potter's Field (Sharkhead) instanced map would be handy too, and Fort Hades from Port Oakes.

    I know this isn't what Dr Aeon wants, but I like dreaming out loud