Lord Mayhem

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  1. Turning both Black Hole and Dimension Shift into PBAE toggles is a great idea - I might even be willing to take Black Hole on my Dark Miasma characters if the Devs did that. Otherwise I think the single target caging powers in /FF and /Sonic are just more useful (and even then, only situationally useful, and not that often).

    Something I thought of that might make them more handy is if phasing powers like Black Hole and Dimension Shift had a stun on them that was 5-10secs longer duration than the intangibility - after all, being phased into a different dimension must be disorientating. A 10sec Intangibility followed by 10secs of Stun, with a 45sec base recharge, would be quite handy - with two nearby overlapping spawns you could take one of them out of the fight while your team dealt with the other spawn, plus the stun would ensure that you didn't receive an alpha strike for your troubles. Because I think one of the problems with Intangible powers is that all of the affected mobs wake up at the same time, so unlike most other control powers (especially hard controls) you can't use them to mitigate an alpha.

    Quote:
    Originally Posted by spiritfox View Post
    All blaster secondaries. I know a ton of people love blasters, but I hate the class with a passion because its the only class besides dominators that has two purely offensive powersets. Dominators work because control is the primary aspects, blasters have no control, no survivability, etc.
    I'm one of those people that love blasters, so I couldn't disagree more. A well-built blaster just defeats things so fast you don't need to waste time with controls. Besides on my L50 blaster I have /Energy as secondary and I didn't take any of the attacks (well, except Total Focus, but I have it slotted as a control and only use it when I need a boss/EB stunned quickly, in combination with the stun in my primary) - my secondary is mostly self-buffs that support my primary. In fact most Blaster secondaries aren't just offensive powersets, they're a mix of utility, self-buff and control with maybe a few offensive powers (usually melee) thrown in.

    Besides, what you want already exists - you've named Dominators (though I often wish that Dominators had their assault set as primary, like every other CoV archetype has their attack set as primary, with control as secondary), but there's also Corruptors - just take a control-heavy secondary like Dark Miasma or Storm Summoning and you have what you want. You may just have to accept that Blasters aren't for you - I have a similar arrangement with Defenders.
  2. You know what would make MMOs more fun for me? More physical interactions with the world. I love games with physics effects in them. Heck, just having rag-doll physics in CoH makes a huge difference to me when compared to MMORPGs I've played that have the same boring death animation for almost every mob. The destruction in mayhem missions is most pleasing too.

    Online FPS games are usually better at this than MMOs. Having a few different weapon types, but with complete freedom over how you use them, can give you more tactical options than having dozens of spells/abilities/powers in an MMORPG. Part of this is due to MMORPG easy targeting - it's too binary - I can target my enemy, or not. In an FPS I can go for a headshot, I can shoot at the torso, I can shoot at a foot or arm sticking out from behind an object, I can even fire an explosive weapon at the wall or the ground next to my enemy, or loop a grenade over his head, or bounce a grenade off a wall to land next to him. It's not just the additional skill required, it's the additional options available - and there is that pleasing learning curve where you find new ways of using certain weapons, often depending on the type of terrain present and how the enemy (or you) are using it.

    Some of my funniest moments in Planetside came from in-game objects interacting in unforeseen ways - random unlikely events that you and your friends might see once but never again - moments of emergent gameplay that developers never imagined happening - moments that you would remember and re-tell as nostalgic anecdotes to your friends ("hey, were you there when...").

    This includes things like:
    - an explosion flipping a moving buggy over into a group of infantry
    - launching a tank over a hill and landing on another tank just as it fires its main gun
    - scraping the bottom of a Dropship across the top of a base and squishing some poor grunt stood on the roof
    - setting off explosives to blow up the enemy as they come through a door, seeing one of their corpses blown up on top of some crates into an awkward pose
    - dropping bombs from a Liberator Bomber and managing to hit an enemy Dropship flying beneath you
    - air-dropping a tank onto the roof of a base from a Lodestar transport, just to freak out the defenders
    - hacking an enemy tank while the driver was repairing it, then jumping into it and running the poor sap over
    And so many other situations I could relate.

    Those moments were more cinematic than any number of cutscenes. They made me feel like I was actually in a sci-fi war film. No MMO has ever provided me with that level of immersion.

    The problem I have with a lot of MMORPGs is that the combat feels so static, repetitive and predictable. CoH is better than most in that respect, because the combat seems more action-based (in CoH I feel more like I'm playing a character than managing a character - I haven't been able to say the same for many MMORPGs).

    But DCUO is promising that a cold-based hero will be able to freeze an enemy inside a block of ice, then another super-strength hero will be able to pick up that block of ice and throw it at another enemy, or pick up a car and throw it at the block of ice, shattering it and doing extra damage to the enemy inside. I like powers with multiple uses like that and situations where players can find synergies between their characters in dynamic ways.

    You see I think MMOs should be all about adventure, just like pen & paper roleplaying was. And just as the latter had very few limitations, MMOs should be trying to build worlds where interactions haven't been planned out and restricted into narrow lanes of predictable gameplay. MMORPGs should be providing us with emergent gameplay and memorable moments like PnP RPGs did, those gems of unpredictability. Sure, we can't have total freedom like in PnP RPGs, but I'm sure we could have a lot more than we get now. That doesn't mean directionless gameplay, but it does mean that MMOs need to be more dynamic and less predictable.

    Here's one example: I remember when RPGs had random encounters, but most MMORPGs put too much control in the players' hands about what they will face and when - there are no surprises anymore and it's draining the adventure out of MMOs. Enemies line up to be slaughtered, rather than hunting you down. It is all just so predictable.

    Quote:
    Originally Posted by Samuel_Tow View Post
    I'm REALLY the wrong guy to talk to about this. I never actually liked comic books, so a game which screams "super hero" would be a serious turnoff for me. I HATE that "cheesy silver age dialogue" and all the concepts that come with it. If I have to be quite honest, that's a big reason I highly doubt I'll ever take another look at Champions Online. All the camp and the cheesy just grate on my nerves. If that's what it means to be closet to comic books, then let them have it. I'm happy with THIS game exactly because it does not follow the comic book genre too closely.
    Yeah I hated that about Champions Online too. I've read Silver and Golden Age comics and honestly most of them seemed rather lame, camp and/or childish - I much prefer the Bronze Age comics I read as a kid or the Modern Age graphic novels I read now.

    Quote:
    Originally Posted by GlaziusF View Post
    I think one of the problems with genuine multidimensional gameplay is that you run into the Shadowrun problem - your face is charming the guard, your mage is scouting for astral security, your rigger's piloting a drone to scout for physical security, your decker is diving into the building's cyberspace, and your street samurai is cooling his heels in the team van waiting for the GM to finish adjudicating all four of those people's special snowflake sidesessions. And none of them can help the others.
    Oh major flashbacks to why my roleplaying group hated Shadowrun. In 1st edition in particular the decking took so long that it held everyone up. And the decker was a particularly annoying chap that nobody in the group really liked (except the one guy who knew him from outside the group, and tbh he didn't like him much either), who seemed to take great pleasure in trying to soak up as much of the game session as he could. When I was GM I always did my best to minimise hacking opportunities

    I don't think there's anything wrong with having non-combat roles, but I think every class in an MMO should have combat as its main role, with the non-combat skills either being available to all, or spread amongst the classes/archetypes of the game, so that they can occasionally provide other ways of achieving things. In CoH imagine if we had proper day jobs, where being a computer technician in your day job meant you could occasionally hack security cameras to avoid spawning too many ambushes - or an architect who could see the entire layout of any indoor office map upon zoning in and also be able to find secret doors - or a journalist whose trained curiosity would allow them to find additional clickies with clues that other party members couldn't see/find, which might set up side objectives or lead to bonus missions. And each character could only have a single day job at a time.
  3. I'd still like to see the Hamidon Raid revamped to be more like the Rikti Mothership Raid, to give that same feeling of fighting overwhelming numbers of tough enemies with progressive goals/rewards, and to make it easier to run on the lower population servers. Sure, Hamidon should be more than a speedbump (like U'Kon Gr'ai often is), but I'd go with similar principles so that folks are encouraged to attend the whole raid and enjoy it. The Mothership Raids are run weekly on Union and Defiant (or at least they were a couple of months ago when I last played before my arm injury) because they're fairly straightforward and they're fun, regardless of rewards.

    I've had a lot of ideas today for how I'd revamp the raid, plus how I'd change the HO reward mechanic to be more like Vanguard/Reward merits (so you could progressively save up for specific HOs or random roll for them at cheaper cost) - which I see some of you have mentioned.

    However the idea is far too long to post here, as well as being slightly off-topic in terms of the OP, plus it would be somewhat egotistical of me to foist a wall of text on you guys here, so I've made a post on the Suggestions forum at this link, for anyone who cares to read it and comment.

    Quote:
    Originally Posted by Arcanaville View Post
    I have often wondered if one way to encourage more raiding and also bring some of the server-wide community aspect back into Hamidon raiding would be to add server-wide rewards to the encounter. Suppose that every time Hamidon is defeated on a server, that server gets a server-wide -5% debt reduction, or something like that, for 48 hours. Something similar to the zone-wide buffs in the PvP zones, but across the entire server.

    Perhaps the bragging rights of being able to say that you helped reduce debt across your entire server for a couple days would add sweetener to the encounter. Maybe the buff could be randomized and include interesting but not game-breaking buffs. Things like 10% movement buff, 1% recovery, 2% accuracy, 0.5% damage, stuff like that. Just thinking out loud.
    I like the idea of a server-wide buff, but I'm not sure people would bother for most of those buffs (especially not the debt reduction), though the movement buff and/or perhaps the recovery buff (if adjusted to +5% ) might be tempting to me on a few characters.

    I'd love to suggest a +5% or +10% xp/inf/prestige buff for 12/24 hours, as that would aid most players on most characters. While that doesn't seem game-breaking to me (not when compared to rested time, day jobs bonuses and dxp weekends) I suspect the Devs might disagree if you stacked up multiple sources - though I guess it could be made exclusive, such as how rested xp doesn't work as a bonus on dxp weekends.
  4. It's been a while since I last posted any zone suggestion threads on this board - well, technically I've never posted on this board before, only on the EU board before the merger with the US forums, so be gentle... nah, get stuck in

    This idea is for a revamp rather than a new zone - one inspired by player comments and interactions with the Devs on this thread. This post is mainly focused on a detailed co-op revamp of the Hamidon Raid(s), to be more in line with how fun the Rikti Mothership Raids are, but I think this could be rolled in with a minor Eden revamp as well to make that zone more worthwhile too (I haven't detailed the Eden zone revamp or Eden Trial revamp in more than broad strokes as it is outside the scope of what I need this post to do, and there's enough text here to wade through as it is).

    For the Hamidon raid revamp I will be borrowing heavily from the Mothership Raid design, so bear in mind that is intentional. This is more of a blending of ideas than an original idea (do those even exist anymore?). Basically I want the Hamidon Raid to have that same feeling of fighting overwhelming numbers of tough enemies (lots of L54 lieut/boss/EB-level DE), with progressive goals/rewards, and also be easier to run on less populated servers - and be fun!


    ZONE REVAMP:
    This part is probably nothing you haven't heard before - I'd make Eden more popular by revamping it RWZ-style into a co-op zone, adding at least 4 contacts with story arcs giving the history of Hamidon and the Devouring Earth in a more progressive, focused and exciting way than existing content does. I would also have a repeatable contact with outdoor and indoor missions set in Eden. The contacts would be present at a small outdoor outpost with a trainer, hospital and vendors, etc.

    These new NPCs at the Eden outpost could be from Hero Corps (who are under-represented in-game), working with Crey Biotech scientists, perhaps under contract to the US Government (or perhaps just for Paragon City's mayor). This alliance with Crey would show that Hero Corps has less scruples than Freedom Corps and will work with anyone and hire almost any superpowered individual (even villains) if the price is right and a contract needs completing. Hero Corps is somewhat slanted towards heroes, but Crey more towards villains, and we know there is a prior connection between both parties from the Disciple history badge - so I think this would work as a neutral-ish combined group for both heroes and villains to work for. Both factions exist in the shades of grey between the hero and villain groups like Freedom Corps and Arachnos who are at the more definite ends of the good/evil spectrum.

    I don't think this zone revamp would need a huge art overhaul with lots of new art assets like RWZ had - existing art assets could be used for everything except the outpost and the NPCs - so it might be closer to The Hollows revamp than RWZ in that respect, though I wouldn't mess with spawn sizes too much. Though I'd be tempted to scale Eden's spawns from L30-ish at the Founders' Falls end to L54 at the opposite end by The Hive (again somewhat like RWZ spawns scaling from the Vanguard end to the Mothership end).

    The Eden Trial could also be revamped (so long since I've done it, I won't make detailed suggestions for that - I'm sure others have) - preferably into a L35-50 co-op TF (same level range as the ITF and the old LGTF), but keep the chance of failure like old-style Trials have.

    Having some fresh Dev-created content to do at L30-40 on both sides would be a big boon, but I think having extra content available at endgame is also very much appreciated by a lot of players.


    REWARDS:
    Stealing from an existing system that works, I would add Hamidon Merits to the game - a 10% chance of awarding 1/2/3/4 for Minion/Lieut/Boss/EB Devouring Earth (with more for AVs/Monsters/GMs/Mitos/Hami-buds/Hamidon), with all DE on the Hamidon Raid being a guaranteed Hami-Merit drop (like with Vanguard Merits on Mothership Raids). To earn these you would need to earn a badge available at L30+ from the introductory Eden arc (much like with Vanguard Merits in RWZ).

    Taking part in a whole Hamidon raid might get you 250-350 Hami-Merits (roughly the number of Vanguard Merits I get on Mothership Raids). Post-revamp perhaps the Eden Trial would award around 100 Hamidon Merits (or Reward Merits if you preferred), and the STF/LRSF would give either their usual Reward Merits or 250 Hamidon Merits at the player's choice.

    Random rolls for Hamidon Origin enhancements (HOs) would cost 250 Hami-Merits from the vendor at the Eden outpost. Specific HOs would cost more, e.g. Microfilament HO = 500; Golgi / Ribosome HO = 750; Membranes / Nucleolus HO = 1,000, etc.

    For lower level players, especially ones doing the Eden Trial, I would have L40 Crystal Titan Origin enhancements (CTOs) available on vendors as well, with CTO random rolls for 100 Hami-Merits, up to 500 Hami-Merits for the most desirable specific CTOs.

    As HOs and CTOs are much less desirable now (with the possible exception of things like Membranes and Enzymes for certain powers), what with set IOs in existence and specifically purples, I might be tempted to adjust the percentage boosts on all HOs to be equivalent to a +3 (i.e. L53) HO and make CTOs equivalent to an even level HO. Then I would change CTOs to not expire at -4 to your level, so that they would be more akin to IOs in longevity of usefulness.

    I'd guess that most players would still save Hami-Merits up for L50 HOs anyway, but having a choice of CTOs to spend Hami-Merits on at L40 would still be nice, otherwise players earning Hami-Merits from L30+ wouldn't be able to buy any special enhancements until L47.

    There could also be a few DE-themed temp powers for 50-100 Hami-Merits (Hamidon creature disguise toggles, Hamidon creature pets, etc.), but no costume pieces available for Hami-Merits. Maybe there could be DE-themed custom weapons and a costume piece/set awarded with a badge for defeating Hamidon once (ITF-style), but beyond that I wouldn't go overboard on costume rewards here (more new art assets required = revamp far less likely to happen, and it's unlikely enough as it is with the devs focused on GR and new zones).


    RAID DESIGN:
    There are a number of phases to the raid:

    MONSTER PHASE
    I would keep Devouring Earth Monsters as the Hamidon-spawning method - once one Monster in The Hive is defeated start a timer until they all respawn (like Rikti Pylons do) - once a dozen or so Monsters are defeated spawn Hamidon and his Mitochondria (6 of each colour, same as now).

    MITOCHONDRIA PHASE
    Mitochondria would be less annoying than they are now with only minor attacks, as their purpose would be more to do with directly buffing/protecting Hamidon. The Mitos would each have a point-blank area of effect (PBAE) toggle buff (or a very short duration PBAE buff that was click-refreshed often with no self-stacking) that overlapped on each other and Hamidon like some crazy Venn diagram with Hamidon in the intersection of all the circles.

    Each Mito would provide a different type of protective PBAE buff:
    Yellow Mito = +defence (all)
    Blue Mito = +resist (all)
    Green Mito = +regeneration

    At the start of this phase each Mito would be buffing 2 other mitos of its own type, plus itself, plus 3 each of the other Mito types - so each Mito would have 3 buffs of each type*, with all 18 buffs affecting Hamidon. On top of their base regen/resists/defence this would make Mitos reasonably solid at the start of the phase (pitched somewhere between an EB and an AV in difficulty), but once you had taken a few Mitos down, the Mitos adjacent to them would drop in difficulty as they'd lost some of the overlapping buffs (down to EB difficulty).

    Hamidon himself (itself?) would be made completely invulnerable by all of the buffs at the start of this phase. The more Mitos you defeated eventually Hamidon would become vulnerable - depending how many debuffs you had of a certain type, Hamidon might become vulnerable sooner to your specific raid.

    (Sorry for lacking numbers - I'm not sure what quantity to set for the buffs and base resists/defence/regeneration in order to make the raid possible but also no pushover - it would probably need lots of testing/tweaking)

    Now defeating a Mito would spawn a Devouring Earth ambush on the raid, scaled in size according to how many people were near Hami. This would be in addition to random ambushes. So you'd have to defeat Mitos under continual ambush pressure and would have to decide between either carefully defeating the big ambush after each Mito kill (potentially taking longer on the raid and running the timer close), or gamble and take out loads of Mitos quickly (spawning lots of ambushes), hoping you could survive long enough to take down Hamidon (easier for buff-heavy raids, perhaps).

    Mitos would also be controllable (perhaps a 30 magnitude base, plus buffs as below) with hard controls suppressing their buff. A control-heavy raid could lock down a few of the mitos to make Hamidon more vulnerable without spawning the extra ambushes that defeating those Mitos would bring, or to make other Mitos easier to take down (controls being useful at a GM fight/raid? Imagine that!). In addition to their primary protective effect the Mitos' PBAE buffs would add mez protection so controlling Mitos would become easier once nearby Mitos had been defeated or hard-controlled - to add extra strategy each Mito would provide protection against a different type of hard control (the ones that would shut off their PBAE-buffs):

    Yellow Mito = +10mag hold protection
    Blue Mito = +10mag stun/disorient protection
    Green Mito = +10mag sleep & intangible protection

    Probably best to make Mitos immune to Confuse though, as it might make the raid too easy if the players were Mito-buffed

    Mitos would award a reasonable amount of Hami-Merits, 10 perhaps.

    HAMIDON PHASE
    Once Hamidon was vulnerable to the raid the players could either attack him, or continue wiping out Mitos to make Hamidon even easier to defeat, bearing in mind that the extra ambushes would slow the raid down further, perhaps making it impossible to complete if they were too slow or suffered a wipe. If you took out all of Hamidon's Mitos he would be as easy to defeat as any average GM-level foe in terms of toughness, but the more Mitos left up the tougher Hamidon would be. I would envisage him being almost completely invulnerable with at least 3 Mitos up of each type unless the raid force was packing an awful lot of buffs/debuffs.

    Hamidon would do decent damage with a hold effect, so that having at least one Tanker/Brute/Mastermind tanking him would be desirable (not sure about PA... as much as I love Illu/, the PAs can really trivialise things). To make multiple tanks stack better Hami could have a chance to shed much of the taunt aggro built up on him from the player at the top of his aggro/threat list, making multiple taunters useful.

    Once defeated Hamidon would give more Hamidon Merits than anything else among the Devouring Earth mobs (50 perhaps).

    HAMIDON BUD PHASE
    After Hamidon's defeat lots of fast-moving Hami-buds would spawn and try to flee in all directions. These would be easily controllable (to give control classes another job to do) and would not be too tough to defeat (EB-difficulty). Defeating Hami-buds would again spawn DE ambushes scaled to the raid size.

    Hami-buds could be worth maybe 10 Hami-Merits each as a post-Hami bonus.

    JURASSIK DYNAMIC EVENT
    As a random dynamic event, to make the raid more unpredictable, for each minute of the raid there would be an increasing chance of Jurassik appearing to defend/avenge Hamidon. If he had not appeared by the time Hamidon was defeated he would immediately spawn and attack the raid.

    In this situation Jurassik could be worth perhaps 20 Hami-Merits.

    TIME LIMIT
    The time limit before Hamidon despawns and the DE Monsters respawn could be gauged to be tight for an average raid that tried to take out every Mito plus Hamidon and his Hami-buds plus Jurassik, maybe allowing time for one total wipe if the raid re-assembled swiftly.

    RAID WIPE RECOVERY
    I would advocate having some respawn location inside the Hive, near zone-in - maybe at a Hero Corps + Crey outpost (something temporary-looking, like some tents surrounded by sandbags with Crey guards walking perimeter) - to allow defeated players to return fairly swiftly, without needing to traverse the full length of Eden and undergo a zone-transition (with the possibility of being locked out of the raid if zone caps were necessary).

    STRATEGIES
    As mentioned a control-heavy raid could lock down some of the Mitos instead of defeating them and a buff-heavy raid might kill Mitos a few at a time, triggering several ambushes and not worry too much about the danger they presented while the DE were AE'd down by Blasters/Corruptors etc. Raids with lots of +ToHit buffs and/or -Def debuffs might be able to ignore some of the +Def buffing yellow Mitos, raids with lots of +Damage and/or -Res debuffs might be able to skip defeating some of the +Res buffing blue Mitos, and raids with lots of damage dealers and/or -Regen debuffs might be able to leave up some of the -Regen buffing green Mitos, to save time.

    Of course if players just wanted to take the simple-but-long option, which would probably be the most rewarding in terms of Hamidon Merits, then they could defeat all of the Mitos, handle the ambushes spawned by them, and then mow down Hamidon and his Hami-buds, dealing with Jurassik whenever he appeared. I could see this being popular for larger raids and as mentioned there would be time for it as long as the raid didn't have multiple wipes.

    I could also see a strategy where having one tanking group on Hami, one group of single-target damage dealers (and maybe a group of controllers/dominators) on the Mitos, with everyone else (especially area damage dealers) handling the ambushes as they came in.

    This gives a few variants, but allows the raid to be done in quite a vanilla/straightforward way if that is what the raid wants.


    CLOSING WORDS:
    Sure, these changes to the Hamidon Raid do make it more akin to the Mothership Raid in style, but I think there are enough quirks to make it interesting. I do maintain that I10's RWZ revamp was one of the best issues this game has ever had - if something just works then I don't think there's any shame in using it again to fix underused old content.

    Lore-wise this design also makes Hamidon seem more like some kind of mastermind-type villain that needs protecting by his hordes of Devouring Earth creatures, and is much more dependent on his Mitos in some kind of symbiotic relationship, rather than just a powerful monster in his own right - I think that suits his appearance as a big jelly-blob too. Also, somewhat like fighting a mastermind in bodyguard mode, the more of Hamidon's pets (i.e. Mitos) you defeated, the easier the main mastermind would be to defeat, which I think would be a nice progressive feeling for a raid, as you could feel that you were making progress as a group (much like the gradual journey to the centre of the Mothership on Rikti Raids).

    Also lore-wise Hamidon and his Devouring Earth are a global threat at least as serious as the Rikti, so I have no qualms about heros and villains teaming up to fight them, even if they have to work for organisations that are somewhat outside of their usual remit.

    I do love the chaos of big brawls (despite the lag, the Mothership Raid is still incredibly fun) so maybe I am biased, but beating on one target at a time is just too EverQuest/WoW-ish for my tastes anymore. Multi-mob fights have always been CoH's major signature difference to the old style fantasy MMORPGs. Vive la différence! I think all raids here should embrace it and do what CoH does best.


    * Not sure if this works out exactly - I can't draw it at the moment to see if it works as I surmise, because I've injured my main hand. I think it should work though, maybe adjusting a few mito positions.
  5. I am glad I never read Emerald Twilight - I've been enjoying all of the GL/GLC storylines in trade form from Rebirth onwards. Geoff Johns may have made some terrible mistakes in the past, but he's doing ok at the moment for my money (which DC has been getting quite a lot of - certainly more than Marvel recently).

    I was aware of most of those 15 dumb moments though - they make me glad I don't (and can't) get comics here. Trade collections ftw! You can just pick and choose the best bits and avoid all the dross - well, providing you can work out which books to buy to get the whole of the story you want - I do find DC easier than Marvel in that respect.

    The main continuities of DC and Marvel are so tortuously twisted after all these years - and the terrible attempts to fix them - made worse by having too many titles that just compound the problem with quantity over quality - that I do avoid the main universes most of the time unless it's for a crossover event or something equally big (like the Rebirth / Sinestro Corps War / Blackest Night trilogy). Instead I've always bought lots of self-contained series, plenty of DC Elseworlds stuff, and alternate universe series such as Marvel's Supremeverse, Zombieverse, bits of the Ultimate universe, and 1602 (and I really miss the pre-DC Wildstorm universe too). Good or bad, they don't really have time to outstay their welcome and you don't get drawn in to buying consecutive titles just in the hope they'll get better and back on form.
  6. Quote:
    Originally Posted by MrQuizzles View Post
    Rebuild is going very well so far, I must say. There is, so far, less moping going on. Also, Ramiel is all kinds of awesome.

    The original series end was very abstract. Fans didn't like it since nobody could understand what actually happened (the last episode happened inside a character's mind). Anno said he'd redo it (after much complaining and even some death threats), but that we weren't going to like it. It then went from abstract to outright weird and left us with an ambiguous ending to argue about. Seriously, YOU try and make sense of this (spoilers, not that you'd understand what's happening). Yes, that song actually plays during the ending.

    I don't expect that Rebuild will end in any less of an ambiguous fashion, but I am hoping it'll make a bit more sense on the whole.
    I'll definitely wait for Rebuild then. I was vaguely aware of the death threats and the dissatisfaction over the finale of the original - I had researched it and read some reviews, but that can be hard to do without running into spoilers - that's why I find this thread so useful.

    Usually reading of widespread dissatisfaction like that is enough to put me off buying an anime (or movie, or game, for that matter), but NGE just gets recommended so much that I've been trying to discern if it was being recommended because it still stands up as a very good story, or if it was purely because of its historical importance to the genre.

    The story/characters are all I care about because I'm not in love with anime as a format. I like anime mainly because I can experience storytelling that has different sources/touchstones and themes than our Western mainstream entertainment does, so it seems very fresh to me - especially with Western TV drama, movies, comics and even videogames being in such a creative slump lately, with so many remakes/sequels/clones.

    Plus I'm fairly fussy because there are things in anime that irk me, such as face faults, cross popping veins, sweat drops, etc. - I understand these are conventions from manga, but it just seems like a lazy animation style to me when emotion can be portrayed better by more realistic animation plus the voice actor's performance. Not being an anime/manga afficionado I just find such things distracting. They were a major reason I really struggled to get into Full Metal Alchemist, though I persisted (due to it being recommended so much - I had borrowed it from a friend rather than bought it) and eventually the story and characters won me over.
  7. Quote:
    Originally Posted by Jabbrwock View Post
    There are very few sets that actually suffer for having a snipe, and some people really like them. For some reason. I don't have to like them myself to see other people liking them as a good enough reason to keep them. It's a different issue if a set, thanks to power order or trying to do too many things, or whatever reason, actually suffers from having a snipe, but I can't think of any blast sets that are bad, but would be fine if you replaced the snipe with something else. If it's not broken, don't fix it. If it is broken, make sure that what you're planning to change will actually fix it, then fix it. Only on Dominators are the snipes truly anywhere near broken, because only on Dominators is their utility so tiny and their presence in sets when something of greater utility could be present instead so damaging.

    IMHO.
    ^This.

    I do think Snipes are broken/useless on Stalkers too - even though they might be thematic (i.e. the whole assassin vibe) - but as they're in a PPP and thus wholly optional (and avoidable with Leviathan Mastery) I don't think they're really wasting a power slot there like they clearly are in Dominator secondaries.

    Quote:
    Originally Posted by Techbot Alpha View Post
    Never had problems with Crey, Arachnos, Nemesis or Carnies with my Tank. Rikti hurt, but they hurt whoever you are on, espoecially Chief Soldiers by dint of doing ungodly ammounts of sword damage. Longbow res grenades I concur with, but they are at least locational.

    Dark armour Brute, now...that was flawed heavily. Got to level 32, DB/DA. Get slaughtered by absolutely everything.
    I was in awe of Invul on an ITF I did where the Tanker just did not get hurt - sure, it was mostly S/L damage, but Invul is so godlike against it that I think being weaker than other sets against non-S/L damage is to be expected.

    I've never felt Dark Armour was particularly weak on Brutes, though - slightly weak to energy, sure (which can hurt against Rikti), but I count my SS/DA Brute as one of my more solid L50 Brutes (see sig) even though I'm aware that SS/ is giving him a lot of mitigation. Sure, my Axe/WP and my Mace/SR are more survivable (the /SR wasn't before I got him def-softcapped, though), but they get just as much mitigation from their primaries. /DA has decent resists to all damage types except energy, Oppressive Gloom is fantastic for mitigating minion damage and there's that incredible heal. Certainly more solid than my squishy Fire/Fire Brute or my EM/Elec (who excels against Rikti and even did the RWZ Challenge, but he's average at best in most other situations). But if your other brutes were /WP, /Stone, etc. then I could understand /DA feeling weaker - it's all relative.

    Can't speak for DA/ on Tankers though, but then I suspect any set without +HP (from Dull Pain or otherwise) is going to be slightly lacking on a Tanker.
  8. Quote:
    Originally Posted by brophog02 View Post
    Why stop at Doms? We made this case above. Snipes just don't fit in the game.
    I could probably go for getting rid of them on Stalkers (I'd always lead with AS, or LRod/Tstrike on my Elec/, never a snipe), but I like snipes in Blast sets mainly because I do use them on some of my Blasters (especially solo), either when pulling or just for an alpha-strike on an awkward mob (like Sappers), or for killing a runner at a distance (if I'm too lazy to chase - it is fun in Cimerora shooting enemies that jump off the wall while you're still on the wall - Snipe + Boost Range ftw!).

    On Corruptors/Defenders I only tend to play debuff-heavy sets, so I'd always lead in with a debuff or control and have little need of the snipe - but you can't really drop snipes from the blast sets for just certain ATs, as whatever you replace it with might cause problems (look at the disappointment over Psi Blast for Blasters being different from the Defender version). Besides Corruptors/Defenders tend to take more powers from their non-Blast set than Blasters would from their secondary, so it's not like having a less useful power in the blast set is really hurting Corrs/Defs that much.
  9. I'm going to have to agree with EvilRyu on one thing - Dominator snipes need to be ditched - I just don't see how they're supposed to fit the Dominator playstyle. Give some sets another area attack, give other sets another single target attack, anything but the snipes. The only times I take the snipes on a dom are for set muling.
  10. Quote:
    Originally Posted by Dark_One_NA View Post
    You might also try looking at Right Stuf (no, not a typo, rightstuf.com). They're an anime store. I've gotten a LOT of anime from them, particularly their bargain bin stuff. It's region 1 stuff though.
    I very much doubt they'll deliver here. I live on a small island between the UK and France that even UK websites refuse to deliver to - I can't get comics delivered here, I can only get certain items from Amazon (most Amazon Marketplace sellers won't deliver here - fortunately Amazon do have a warehouse in our sister island for VAT-free DVDs/CDs though, so I get those quickly), and when I've tried to order stuff from the US in the past it has proved a hassle. Plus I only have a Region 2 DVD player at the moment

    Living here can suck, but then I remember that I barely have to pay any taxes and nothing seems so bad

    Quote:
    Originally Posted by ketch View Post
    The series' end is pretty sketchy and it doesn't sound like it would satisfy you. However, there was a good bit of material added afterward with Death and Rebirth and the End of Evangelion and then revised into the Revival of Evangelion. It seems like Anno has really struggled to bring his vision to fulfillment, but I think he may succeed with Rebuild.
    I'll probably wait for the rebuild then.
  11. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    An SOE MMO? After the SWG disaster I literally swore never ot touch anything they make, as the rule of thumb suggests they'll end up killing it because they'll feel inferior to WoW in some way (and why the hell does that matter? A larger subscriber base than yours doesn't mean you've gotta cry about it and try to copy aspects of the other game entirely).

    Until they fix SWG to a greater extent than I've witnessed I'll consider anything with SOE on it the plague.
    Maybe I'm fortunate in that I disliked SWG pre-CU, disliked it post-CU/Pre-NGE and never deigned to try it again afterwards - I do think what SOE did there was terrible (I have friends who loved SWG pre-CU/NGE who like to tell me how much SOE suck far beyond my own bad experiences) and I did witness SOE mismanaging game design almost as badly when I was playing EQ, EQ2 and Planetside (hence my vow not to play SOE MMOs again) - ultimately I just lost faith that any SOE game I liked would be the same game the next time I logged in - iteration needs to be done with surgical changes, not SOE's sledgehammer replacements.

    I also don't agree with the subs+RMT shenanigans they've pulled with EQ & EQ2 either (RMT of the worst kind - you can buy items - something that doesn't belong in a P2P MMO and should stay in F2P MMOs, imho), though funnily enough I do hope that Planetside 2 is F2P with either a Guild Wars model (buy box & expansions, no sub, minor RMT for character slots and the like) or some kind of "cosmetic items only" item shop, otherwise I fear smaller scale MMOFPSs like APB and Global Agenda will steal all its thunder (although I am looking forward to APB too, I just don't think it will have Planetside's epic-ness).

    As the years have gone by my feelings towards SOE have mellowed - I've seen so many other MMO companies mismanage things, I still have fond nostalgia for EverQuest, during Pirates of the Burning Sea beta I ended up under SOE auspices again (and things ran smoothly, as all their beta tests do - better than most post-release MMOs I've played - I can't fault SOE for their technical management of their MMOs), and then SOE announced Planetside 2 which softened my view of them considerably. So yeah, I'll give them another chance, is PS2 appeals to me - especially if they remain the only "true MMOFPS" purveyor on the block (and yes, I'm bitter at how small scale the combat in Huxley and Global Agenda sounds, when I originally had high hopes for them).
  12. Lord Mayhem

    Pylon soloing.

    Quote:
    Originally Posted by Roman_ View Post
    I was curious to know which AT/Powersets can solo a Rikti Pylon the fastest.

    The top contenders that came to mind are a Bot/Traps MM with all the nasty -regen, -resistance and DPS.

    Then, I thought about a Fire/Rad controller or a Ninja/Poison MM. Sure, for a Ninja/Poison, survivability would be an issue but with the right build, and with Taunt it is more than possible.

    I know that a well built Fire/Shield scrapper can solo a Pylon in roughly 4 and a half to 5 minutes, but where do you guys think the AT's and powersets I mentioned rank in? Has anyone killed a Pylon solo in less than 4 minutes?


    ~ Roman
    I'm curious why you'd think a Fire/Rad Controller would be any good at this - the pets wouldn't last long under pylon attack, even with the pylon debuffed (they hit so hard that even debuffed they would hurt), and I doubt the controller would last long either unless they were def-softcapped to ranged (or lethal) and were lucky enough not to get hit much. Radiant Aura isn't that brilliant as a heal when it comes to keeping up with the level of damage a Pylon can do. Also Fire/ controllers are more about area damage than single target damage.

    An MM with taunt, debuffs and a decent area heal is probably a good option - I'll have to give it a try with my Bot/Dark sometime (I'd have to respec him into taunt though) - it's not like a pylon can run away from the mini-Burn patches the Bot AEs lay down, nor the Tar Patch. I suspect any flavour of /Dark MM could do it (Dark has lots of -regen, that nice -res, and a good area heal), with Bots (aforesaid reasons) or Ninjas (single target specialists) probably fastest, but time-wise I'm not sure how they'd compare to a scrapper/brute/stalker. I've not played my MM in ages, but tough single targets always seemed to take longer to defeat solo than with some of my melee ATs.

    /Traps is probably viable like you say (if Triage Beacon can keep up with healing the damage you take, but def-softcapping should be easy enough with the FF Gen to build upon - especially with Bot primary's ProtBot bubbles too), though I very much doubt /Poison's heal could keep up plus you couldn't heal yourself - sure, the Poison debuffs are amazing on a single target, but even debuffed I suspect a Pylon will hurt a lot more than you think it will. /Thermal might be another option for secondary, but I don't have any experience with it to comment - slower at this task than /Dark or /Traps though, I reckon.

    An Ill/Rad Controller could do it fairly safely - not sure about speed though, as mine is only in the low 30s - but that's generally the controller combo you want for really tough single targets (they can solo GMs) - sure the psi resists would be bad as the Pylon is basically an object, but the pets mainly do energy damage and they'll be doing most of the work. You'd need perma-PA though (or close to it) or it could get very painful.

    My Bane Spider can solo a pylon, but it seemed to take a lot longer than 4 minutes (never timed it - just wanted to know if it was possible). He has Aid Self and is def-softcapped to all positions, and of course has hard-hitting attacks (albeit slow) and lots of -res and is very end-efficient - but if I'm unlucky enough to get hit twice by the Pylon in consecutive attacks then I die, even after firing off Aid Self between the attacks, unless I use an inspiration (which I believe technically breaks the rules of the Pylon Challenge, as it does for the RWZ Challenge with triple-boss L54 spawns).

    My Night Widow struggles despite having an expensive build - she can certainly damage the Pylon fast enough to beat its regen, but she runs out of end when the Pylon is at around 50-60% - an end-balanced widow could probably do it in scrapper-level times though.

    A def-softcapped brute/scrapper/stalker with a high dps primary is probably your best bet for a fast take-down - Fire/ for sure (Fire/SR and Fire/Shield are often touted as AV/Pylon-killers), maybe Claws/ (perhaps not the weaker Stalker version), probably Dark/ too (though you'd lose the benefit of Soul Drain after the first round unless you had someone dragging Rikti Monkey spawns to you - Stalker version of DM would work better with BU + Placate-crits). Other than /Shield and /SR, a Brute (or maybe Scrapper) with /Invul might work too for secondary - get as close as possible to softcap for lethal def (probably best not to have a Rikti Monkey spawn boosting Invincibility considering the psi weakness ), plus you have all that lethal resist, and Dull Pain for when necessary.

    Few of my brutes/scrappers/stalkers are built for Pylon take-downs though, so I haven't really tried (had a brief attempt with a few before realising it was beyond them) and have no idea on times - the only def-softcapped ones in my sig are the Elec/Nin stalker (more focused on area damage) and the Mace/SR brute (ditto) - not really optimised for the task.

    A def-softcapped Blaster with Aid Self would likely take a Pylon down fastest, if the build was end-balanced and had a high single-target damage primary (especially Fire, Ice or Sonic) teamed with a secondary that had good single target damage too (Energy or Electric). But again with the lower HP you'd be praying you didn't get two pylon hits consecutively. If you could def-softcap a Fire/, Ice/ or Sonic/ Corruptor with /Dark or maybe /Rad then they might have a shot too if Scourge works on Pylons (I can't really recall - ages since I used my Fire/Rad on a Rikti Raid - I tend to take my Bane or Widow as I like having mez protection and decent defences on MS Raids) - actually with Darkest Night on the Pylon and Dark Servant sat next to it you wouldn't even need def-softcap to floor the Pylon's ToHit chance (not sure on the numbers though - I suspect Pylons have some resistance to debuffs like AVs do).

    Being softcapped to ranged (or lethal) defence is advisable whatever AT you use (except obviously Ill/Rad as the indestructible PA will be tanking) - and you really do need a means of self-healing (or a lot of luck) because even with just a 5% chance for the Pylon to hit you I think you'd be surprised how often you get hit. Admittedly I don't have a massive amount of experience at the Pylon Challenge (I prefer the RWZ Challenge as I find it more fun), or any definitive answers for you, but those are my thoughts.
  13. As others have said, Gravity Control is the obvious set that needs a rebuild. It needs at least one more form of useful area control that comes earlier in the set (L12 preferably - maybe as a replacement for Dimension Shift with the set's order being changed) and/or maybe some soft control too (maybe turn Lift into a Targeted AE knock-up that also has a chance to stun). Propel also needs to have its animation time reduced, and maybe a stun and/or knockback effect added (even if it means increasing the power's recharge - I'd rather that than reduced damage).

    Though if I was only allowed to change one power instead of one powerset it would be a tough choice between turning Dark Miasma's Black Hole into something useful (preferably a reverse-repel that draws enemies towards it - maybe using a Taunt mechanism like Omega Maneuver - then perhaps has a chance of applying a hold or stun to them while they're within its area), or alternatively turning Storm Summoning's O2 Boost into a PBAE heal rather than a targeted AE heal (preferably without losing the secondary effects) - though the latter probably skirts the edge of the cottage rule.
  14. Quote:
    Originally Posted by Dark_One_NA View Post
    In looking at Amazon, they all pretty much say 'Discontinued by the manufactuer', so take that for what you will.
    Different Amazons, I suspect - I'm guessing you use Amazon.com, whereas I use Amazon.co.uk - linky - where Trigun is in stock and only became available recently (ditto for a lot of region 2 anime box sets - 6 months ago hardly anything was available).

    I guess I'll grab Trigun next, once I finish watching Cowboy Bebop - probably sometime in the next 2 weeks as I'm trying to watch a couple of episodes per day on average, and I just saw "#11. Toys in the Attic" (which amused me greatly).
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    At some point, you're going to have to expect from people to just do better. You can't let players play as poorly, as sloppily and as stupidly as they choose and still expect success. At some point, the game has to say "OK, you failed. Try this again and DO BETTER!" It doesn't have to be via a "game over" screen, but you're going to have to go there eventually.
    This is one of the reasons I loved Planetside. When I started playing my defeat/kill counter tended to be something like 60/20 at the end of every night, but by the time I left the game it was 20/60 on an average night more often than not. There was no gear, not much vertical progression (but tons of horizontal progression - i.e. instead of advancing levels giving you more power, they gave you more flexibility and tactical options), but as a player you always felt like you were learning something.

    Also, even when you died 60 times a night, you didn't feel too bad - it was a war! You could die running across a courtyard to a bomb dropped by a player in a liberator bomber 500 feet above you who couldn't even see you. You could get run over by a buggy driven by someone on your team driving around the corner, with no chance to dodge or even see them before they hit you. You could get caught in the blast zone of a grenade that bounced the wrong way and missed its intended target. It was war and unfortunate deaths just happened... and often. And often it was hilarious.

    But in time you learnt how to minimise the silly/unlucky deaths (they still happened, just not so often) and if you teamed with the same players regularly, especially in an Outfit (i.e. clan), you could focus your disciplined tactics to the point where 20 of you could easily defeat three times your number of solo players who were just zerging with the herd.

    But many of those soloers didn't care - it was epic just to be there - and often it was worth being killed 20 times in an hour - even being continuously mowed down in a "charge of the light brigade" style advance - just for those moments when you managed to sneak up on someone and stab them in the back of the head, or fired a plasma grenade into a corridor full of injured enemy soldiers and got several kills and turned the tide of an assault on your own, or you and a pal in a buggy managed to take out some tanks by firing rockets into their rear armour "hit & run" style before they could target you.

    Battlefield 2142 gave me some of those thrills, but it just lacked Planetside's scale - I'm still waiting for an MMOFPS that will replicate it - I just hope SOE do a good job with Planetside 2 - it's perhaps the only franchise that will make me break my vow never to play an SOE MMO again.

    Quote:
    Originally Posted by Bookkeeper_Jay View Post
    So long as its fun and interesting I could care less about the "deeper aspects" of the game as a whole. It's here for my entertainment and that's about it.
    ^ This, at least to a certain extent. In an MMO you need depth for longevity, but the core gameplay has to be fun and interesting - this is the sole reason I'm in CoH rather than any number of other MMOs I've played - combat in EQ/EQ2/WoW sent me to sleep, but I find CoH's combat fun. Every other wonderful thing about this MMO is just gravy - if I didn't find the core gameplay fun I wouldn't be here.

    Games don't need to make everything easy, or protect players from defeat due to their own ineptitude/ignorance/newness - what games need to do is make the core gameplay so fun and epic that even if you are being defeated a lot you are still enjoying the game and feel driven to keep coming back and improve your own personal performance.

    And grindy timesink-heavy MMOs just won't do that for me, nor will the unfinished dull bugged disasters that so many dev teams release these days and wonder why they have a bad launch.
  16. Quote:
    Originally Posted by Dark_One_NA View Post
    Do you mean a consistent drop off or just a 'bad' episode or two?
    Consistent drop off.

    I can handle the occasional bad episode - there are very few series of any TV show that don't have weak episodes.

    Quote:
    Originally Posted by Dark_One_NA View Post
    Code Geass has some WTF and eyebrow raising moments, but it is quite masterful, IMO. Oh, be aware. There is a touch of nudity in it (just a couple of scenes iirc, nothing too bad as it was still aired on [as], but blurred).
    Nudity doesn't bother me, though I prefer it when it's necessary for the story rather than just thrown in for adolescent titillation - probably because I don't find animated nudity titillating. With live action it's a different matter - I thoroughly enjoy True Blood, and Rome before it, and both have plenty of "nudity-for-the-sake-of-having-nudity" moments

    Quote:
    Originally Posted by Dark_One_NA View Post
    NGE...watch it while drunk. To me, it's drunk logic. It'll make more sense.
    As long as they don't obsess over technology explanations too much (like Star Trek with its horrid technobabble) I'll be fine - I can handwave the dubious explanations - heck, as a Star Wars and Dr Who fan, I'm used to it - I like science-fantasy - and I can always fall back on Clarke's Third Law. Oh and sorry for costing you a few hours with those TV Tropes links

    Quote:
    Originally Posted by Dark_One_NA View Post
    Edit - Oh, you may want to pick up Trigun sooner rather than later. I think but am not sure though, that it's now out of print. I'm having a hella time finding discs of Kimagure Orange Road (not the same series, I know, but it too is OOP). One has been going for $80!
    Thanks for the heads up - Amazon here still has it in stock. I still wasn't sure if I'd like it - another poster did tell me it had quite a lot of silliness at certain moments, but that they did contrast with darker moments - I liked Trinity Blood and Full Metal Alchemist grew on me over time, and they mixed silliness with serious themes, so if it's similar to them in tempo then I'm sure I'll get some enjoyment from it. It has been recommended a lot so I'll probably give it a try.

    Quote:
    Originally Posted by ketch View Post
    I like NGE and many people consider it one of the essentials in anyone's collection. It's heavily steeped in the mythos of Christianity with some existential overtones. Due to time and money restraints and a lack of direction they final two episodes veer off into a very strange limited animation. It left a lot of unanswered questions, which many find unsatisfying. To me, the unanswered questions are what made the series so thought provoking.

    It may also be of interest to know that Evangelion is currently being recreated. However, the rebuild will differ from the original and is said to have a different ending. Evangelion 1.0, which covers the events of the first few episodes of the series, is currently available in the U.S. Evangelion 2.0 has been released in Japan, but hasn't made it stateside as of yet.
    Thanks for the info. Although I don't like a lack of closure/resolution, I can handle it if the ending is done well (e.g. Angel's TV ending I was happy with, but The Sopranos left me feeling empty even though I knew why the writer ended it that way - sorry I don't have anime examples). Having an ending forced by budget constraints doesn't sound hopeful though, especially if it involved a change in the visuals in any way (it always bugs me when comics change artists mid-arc) - I may wait for the remake.

    Oh and MrQ, I'm a hopelessly obsessive completist - I even watched the Highlander sequels - so I really wouldn't be able to resist watching all of it if I started in on it.
  17. Lord Mayhem

    Ninja Run

    Quote:
    Originally Posted by Schismatrix View Post
    What a coincidence; i resonantly herd stories as well.

    Why just recently i heard that it's becoming quite the popular thing to do while on holiday. Where do you herd yours?
    And when you take a brake which aria do you visit?

    Such a cruel caricature...
  18. Quote:
    Originally Posted by Lady Arete View Post
    Can only speak from Union.
    Since the new hamidon I can count on the fingers of one hand how many times there has been a Hamidon raid.
    Quote:
    Originally Posted by Liz Bathory View Post
    Yes... For the lower populated servers getiing 50 +45 together is an almost impossibility. Getting them selected in groups and AT's is even harder.

    I think that Hami should be co-op and make it possible again for UNION and all servers with a lower population.
    Yeah definitely. I've seen very few Hami raids on Union (or Defiant for that matter) in my 3+ years playing since I5. Admittedly I only have villains on Union so I've never been to any Hami raid, new or old, there. My few heroes on Defiant weren't high level enough when the old Hami Raid was being run and I've never seen a new one being run on Defiant when I've been online. From what I've heard I don't feel like I missed much - I put in enough time standing around for ages, not doing much except perhaps using one attack/spell when required, back when I used to raid in EverQuest in 1999-2002. Thankfully most MMOs have moved on from that "playstyle".

    I find the Mothership Raid lots of fun because it's still chaotic (thanks to the number of foes you face) even when the raid is operating as an organised group (which it needs to, at least in the pylon and bomb stages) - it feels like those panels in comics where you see tons of heroes/villains fighting, many having their own 1v1 battles, but all mixed together and still pitching in and helping each other - to my mind this is exactly how a raid in a superhero MMO should feel. Notably on the MS raid the GM is more of a speedbump than the sole target, and yet the raid still feels epic due to the setting and the number of Rikti involved. Plus you're potentially being rewarded for every enemy you take down, not just for the main "big bad".

    The MS Raid is fun, popular, co-op, involves some strategies but not so many (nor so complex) that new players struggle to learn them, and I've seen it done with as few as 3-4 teams (important for servers with lower populations) - that should be the model for raids in this game, imho. Everyone can join in (levels allowing - super-sidekick makes that less of an issue), just have fun and be rewarded.

    Quote:
    Originally Posted by Golden Girl View Post
    I think the Atlas statue is sort of a like mini version of an old Hamidon raid - you get a lot of players just hanging out together and chatting, although it can also get quite quiet sometimes too, as there's no actual reason to be there except to hang out.
    I agree with GG - we need the Atlas statue turned into a huge GM that periodically awakes and attacks all of the people gathered underneath it.



    Actually that would be a pretty fun raid...
  19. Quote:
    Originally Posted by Dark_One_NA View Post
    Death Note, up to episode 25, is pretty good (if a bit boring though, as I previously said - it's just not my cuppa, but I can recognize that it's 'good'). You don't need to watch anything after that.
    I would need to, because I have this bizarre overriding need to find out what happens at the end of stories. I really wish I didn't - it would have saved me so much of the time I've spent watching Lost or reading The Wheel of Time - but there you go. So I think I'll spare myself the bad latter half of the story, no matter how good the (incomplete) first half is.

    Thing is I wouldn't call myself an anime fan anymore than I'd call myself a live-action drama fan or a printed text fan - I just love well-told stories and interesting characters, whatever media form or genre I experience them in and sci-fi anime is one of the sources I have drawn such entertainment from in the past (albeit one I'm not really immersed in enough to seek my own new material, hence seeking recommendations).

    Going back to the remaining titles on my wishlist - Trigun, Code Geass, Neon Genesis Evangelion and Mobile Suit Gundam 00 - and I do like mecha so I'm leaning towards one of the latter 3 as my next purchase - are there any of those I should be wary of where the quality drops off suddenly at some point during their run? I've heard that NGE has a slightly... odd... ending, but I've been wary of trying to nail down if that's personal opinion from some reviewers or a commonly held qualitative judgement (mainly because I didn't want to hear any spoilers). And it probably bears repeating that my own personal benchmark for anime excellence is Ghost in the Shell: SAC - not expecting anything to surpass that tbh, but getting close in quality of storytelling/characterisation and themes would be nice.
  20. Because I forgot to list it in my original recommendations:

    Appleseed (+1)

    Quote:
    Originally Posted by ketch View Post
    It seems like you have a distaste for "wheel-spinners", the wheels are spinning but the plot goes nowhere. From what I have seen it's a description that fits Bleach, Naruto, and DBZ pretty well. Death Note does have a plot, albeit a bit slow; it just happens to take an incredibly bad turn in the second half. At some point I think it got caught up in trying to outdo its own twists and failed pretty hard.
    You just convinced me to take Death Note off my Amazon Wish List. I have a distaste for any kind of drama with glacial pacing (and "wheel-spinners" sound like my personal version of hell).
  21. Quote:
    Originally Posted by Mental_Giant View Post
    Planetside did have a mechanism that locked a zone once it reached a certain amount of players. I forgot what the number was but it was in the hundreds not thousands. I think the reason for this is theoretically everyone in the zone could be fighting in the same base so there were some technical challenges.
    400 players per continent was the hardcap. Iirc with all 3 Empires present on a continent the last one to reach 100 players was capped at that, the second one to reach 133 players was capped at that, and the most populous empire could have up to 167 players present on that continent - but don't quote me on that, as it's been a while.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yep, CoH was the first MMO I played seriously and it spoiled me rotten. I tried playing WoW and while I did level a character almost to 80 and greatly enjoyed the storyline coming back to CoH was a relief (especially being able to Super Jump across a zone in no time and being able to fight multiple enemies at once). Also teaming tools in CoH are wonderful compared to WoW, I can search for characters without regard to where they are and I don't need to worry about their spec.
    I think CoH has spoiled us all - any level is able to play with any level, any team composition can work for most tasks, you can log in for 15-30mins and still feel a sense of achievement and get something done, one player is equivalent to multiple enemies so we feel powerful, customisable difficulty levels for missions, almost everything is soloable but grouping is made very easy, more tactics than most "tank & spank" MMOs have, lots of replay value with alternate characters (not only do archetypes play differently, but powersets within the same archetype can play differently), incredibly customisable characters (costume/power/weapon appearance, plus power performance fully customisable with slots/enhancements), user-creatable content, travel powers, etc etc. Very few MMOs have even a few things off that list, and lots have none. I'm still totally mystified that this MMO doesn't have at least half a million subscribers.

    I've given up hope of ever finding another MMO I'll enjoy as much as CoH - I've almost reached the point where I don't bother looking anymore - I've been disappointed by too many drab MMOs that raised my expectations too far beyond what they could deliver. I used to sign up for dozens of beta tests (and got into loads too), but I've more or less given up unless the features list really intrigues me, which is rare. I currently have the shortest list of "forthcoming MMOs I'm looking forward to" at any point since I left my first MMO, EverQuest, in 2002 (after playing it for 3 years) - it consists of just two forthcoming MMOs: SW:TOR and APB. And even if I enjoy and play both of those, I won't unsub from CoH.

    Quote:
    Originally Posted by Slashman View Post
    Here's a case in point. Tabula Rasa actually had a few nice nice ideas. The control points that could be taken over by either players or the enemy and fought over. NPCs fighting each other and sending in reinforcements etc. The Logos stuff.

    But, and this is just my opinion, they sank those ideas into the framework of a very traditional RPG type of combat system. It still came back to how you built and what gear you had rather than your actions in the midst of a fight. And THAT is what felt so wrong about it. Instead of lightning quick battles like you'd expect from a high tech war on a distant planet in a sci-fi universe, you still had to burn a whole clip of ammo to take down one or 2 enemies. Player combat vehicles were absent and this lead to more a one sided feel because your enemies had huge freaking mechs and fliers.
    I agree with you about TR - I beta tested that game and it just didn't feel right to me. I love FPS games as well as RPGs and I wanted it to be an FPS in combat and an RPG out of combat - a successor to Planetside's legacy - but the game just fell between two stools and for combat we got some weird hybrid of both gamestyles - it didn't please mainstream RPG fans, it didn't please mainstream FPS fans, and it didn't please me even though I love both styles of game. Battlefield 2142 gave me a much better experience with no sub.

    I think the biggest disaster for those of us wanting innovation in the MMORPG industry wasn't the success of WoW, it was the dismal failures of games like TR, Auto Assault and Pirates of the Burning Sea (all games I beta-tested in closed beta for at least 6 months, for what good my feedback did - or any tester's feedback, for that matter, judging by the forums). All of those games had innovative ideas - both AA and PotBS had really fun combat that would have been fantastic in a single player game - but for all of their good ideas they just didn't hang together as complete MMORPGs worth paying for - they were lacking in content and things to do, and gameplay became somewhat samey. And when innovative games start failing (and PotBS may still be running, unlike TR/AA, but it's hardly a success) then it just deters investors from backing other innovative games.

    So sure, WoW set a new benchmark (taking EQ's place, for Western audiences anyway - I'm aware there are still a few Eastern MMOs that make WoW look small), but TR/AA/PotBS set a trend for innovative MMORPGs crashing and burning - I would argue that has more of an impact on investor confidence than WoW's success. I think the Western MMO industry is now probably the only industry more risk-averse than the Hollywood movie industry - and in both cases, aversion to risk has just led to a surplus of predictable mediocrity that smothers the innovative ideas long before they can reach the market.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    OK, so far I'm seeing basically "persistent world with many players in it." I can kind of go along with that, but where does all the other stuff come in to? Mind you, I'm not saying it's BAD, but where does this idea that that is what EVERY MMO should have come from?
    Good old fashioned stupidity I guess. Or just "me too"-ness - considering how bad Crimecraft is supposed to be, I'm guessing they said all that because they were hoping to con some WoW players into trying it.

    What those devs said was probably run through marketing first, and in all forms of commercial media most marketing departments are very fond of the phrase "the same, but different" (especially in novel publishing and the film industry) - they can associate their product with other successful forerunner products to hopefully drag in their audiences, but with a minor twist to set them apart so their product has its own identity. Sadly the similarities are usually hyped up over and above the differences - one USP is all they really need/want.
  23. I tilted my head on one side and it does look a little like the buildings in Boomtown, but then it also looks like some of the cheap concrete piles in the inner-cities of Russia... or Birmingham/Wolverhampton

    Probably a coincidence.
  24. I doubt the web/forum team have spare time to do more than switch the rep comment display on or off, but if they do then the easiest way to bring back visible rep without increasing their moderation duties would be to:

    1) Get rid of comments on rep altogether, or alternatively offer a list of selectable pre-set comments - e.g. for good rep: (a) I agree with you; (b) very well said; (c) I agree with you and that was well said; etc. - e.g. for bad rep: (a) I disagree with you; (b) I can't understand what you mean - please phrase your posts better; (c) no need to be so rude; etc.

    2) Get rid of the anonymity - when you get positive or negative rep, show who awarded it (although this might potentially increase moderation if some posters feel they are being stalked/victimised).

    Quote:
    Originally Posted by EU_Damz View Post
    I feel naked without my comments and its too cold to be naked!
    I'm offended by your nudity and demand its removal!
  25. To me there are three things that make an MMO:

    1) Persistent character progression - you can continue to use the same character and develop their abilities/equipment over time.

    2) Persistent world - the zones exist, even if there are no players in them, and the world continues to evolve/change/continue even if you don't log in

    3) Massive numbers of players - certainly more than the 64 player cap you run into on most online FPS games/servers, and you can interact with those players in large gatherings.

    You need all 3 to be an MMO, in my opinion. Diablo 2 had 1) but didn't have 2) or 3). Battlefield 2142 has 1), but runs into the FPS cap with 3) and doesn't have 2) at all. Guild Wars had 1) and 3) but didn't have 2) (at least it didn't when I tested it). But EverQuest, WoW, etc. have all three.

    Beyond that there are no limits to the game designs/playstyles that an MMO can support.