Oedipus_Tex

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  1. To start with, the mentality that we're building a cult game for a core group of dedicated players, as opposed to a blockbuster game with appeal to millions.

    I think too many studios set out to remake Titanic and end up making Pearl Harbor.
  2. I bought the game and tried it for a couple of days, but already cancelled. I think there is a lot of good stuff in that game, but also there was a lot of "typical" MMO stuff that I wanted to stay away from.

    I wrote in another review that I think it would have made a better non-MMO than an MMO. The atmosphere is top notch but by the time I got halfway through the third zone, the endless zombies had gotten to me, as had the WoW-ish dungeons (with "need or greed" rolls). The game's many "solo" instances make teaming really hard, and you can only have a very few quests in your log at a time. I can see why people like the game, but it wasn't for me at this time.
  3. Quote:
    Originally Posted by Angry_Citizen View Post
    I think you misunderstood the point of the movie. The news anchor from Network had legitimate anger at first, when he did his "I'm mad!" spiel. It was only after the network noted the ratings bounce that the anchor was co-opted into a corporate agenda.

    I don't think I misunderstood it. The (deranged but from the movie's POV somewhat prophetic) Howard Beale character might have been earnest when he said it, but the people repeating it are invested in it a hollow way he doesn't comprehend at first. It's entertainment to them. Not just entertainment in the sense that they enjoy watching the news anchor carry on, but in bringing that POV into their lives and echoing the line and mentality. The message was co-opted from the start because the television audience doesn't understand it; it's implied that the meaning is lost on them because they've stopped thinking for themselves and their anger is a form of parroting and ingratiating themselves to a mass media product. That's why I said the phrase has a possible double-edged connotation.

    There are other possible interpretations, but overall I don't feel that Network has sympathic POV regarding the television audience. I think a big point of the movie is an indictment of audience laziness and gullibility, as evidenced by their repeating of the "I'm as mad as hell..." line.
  4. Oedipus_Tex

    Where to now?

    Quote:
    Originally Posted by Tanglefoe View Post
    4. Last and probably least, I have a Diablo 3 account. Like I've read before in this thread, I really wanted to like this game, but I honestly don't. I played Diablo 2 at launch and stuck with it for about 3 years, but D3 was the biggest let down I have ever experienced. Every bad thing you read about it, yeah it's true.

    I hated Diablo 3 but I recently got into Torchlight 2. It's not a perfect game but it gave me the fix I expected from D3 and didn't get. The aesthetic is "sillier" (one of my recent characters wields a handheld cannon) but it grew on me. The musical score by Diablo composer Matt Uelman (sp?) helps a lot. I was really worried abou the cartoony graphics but in actual gameplay, the ambience is a bit more sinister than I expected, mainly due to the music.

    There are just so many things in TL2 that Diablo could have done but didn't. Like actual specs. An equipment drop table that works. But even little things, like the fact that your pet, who I was inclined to ignore at first, is capable of going to town for you to sell gear and pick up supplies like potions, so you can keep adventuring with your friends. I taught my little puppy some spells and now he summons undead archers and casts the occasional fireball, in between moments when I feed him magical fish to turn him into a spider or a fake chest with teeth.

    There is also fishing. I didn't like fishing very much, but I LOLed when I realized I could buy dynamite to throw in the fishing holes, which makes all the fish come exploding out at once.

    Okay I'm gushing a little. I'm not sure if it's because the game is that great or D3 was that bad. But for the $60 D3 costs you could buy 4 licences of Torchlight 2 with their "family pack" deal. Or a single copy for $20. Well worth it IMO.
  5. It might (or might not) be worth noting that the phrase "I'm as mad as hell and not going to take it anymore" is sort of double-edged. It's a famous quote from the 1970s movie Network, where a possible implication is that the speaker is buying into a corporate message that is loud but ultimately hollow; anger as entertainment, basically. I understand the feeling the OP is talking about, there just may be a phrase that has less baggage that could be used.

    The movie clip is below:
    http://www.youtube.com/watch?v=q_qgVn-Op7Q
  6. Quote:
    Originally Posted by BricksTown Thug15 View Post
    The games in game server population was pretty average even on freedom and virtue (and this was after the game went F2P!). To make matters worse a majority of people that played on my server (freedom) just farmed and a majority of the toons were lvl 50 meaning less teaming during the lower levels which was a huge PIA. The people that did play lower level toons were either complete noobs and didn't know how to play or snobbish vets who were playing an alt and felt superior thanks to their vet status. Thats a terrible player balance.

    I first played this game back in 05 or 06 (dont recall) and have played off and on since. Everytime I returned however the game just felt more dated compared to other mmos. The powersets and combat are pretty much the same from back in 05 and it just felt meh. The game has not aged well for me. Going rogue was nice but its novelty wore off rather quickly for me.

    Quoting part of the original post because it's what set this thread off. This is just a typical "this game sucks" post. Posting that a game sucks on that game's forums is usually not going to be met with applause. The "noobs" and "snobs" dig is just the mark of someone looking for a fight.
  7. Quote:
    Originally Posted by Another_Fan View Post
    Having been to far too many funerals, it's pretty annoying to hear that people had endless wonderful traits that could only be found with an autopsy.

    Chances are good there are some people there who need to hear it that way.
  8. I'm actually thought the Char were a fairly major achievement. I didn't actually want to play one (I almost always play Humans) but the design was very nice.


    Meanwhile, I'm pleased/ashamed to admit that since buying Torchlight 2 a few days ago, I have logged 23 hours of play. It's taking the sting of CoX and Diablo 3 off. I thought the cartoony graphics would be an issue. Nope. The gameplay has me hooked, and during the actual battles its hard to see how cartoonish the avatar is (especially when you smack an enemy with a hammer and it splatters gore all over the screen). It's definitely not for everyone but I was suprised a game that sells for only $20 entertained me so much.

    FWIW I am looking into the possibility of a CoX inspired mod for TL2. A lot of the game mechanics are similar (everything but being loot heavy, but depending on how much latitude mods are given I have a possible solution for that). The game supports knockback, -resist, endurance drain, -damage, -tohit and a few categories of debuffs CoX doesn't. The main one missing is Recharge but I don't think that's hard to work around (it can be replaced with +/- attack or cast speed). There is also apparent support for some really weird abilities, like Teleporting an enemy across the screen when it hits the player, or dropping random effects like giant comets on enemies as the result of a proc. Absolutely no promises but maybe one day.
  9. The setting is wrong and the game is very cartoony. But I can't help but notice how many core CoX components are contained in Torchlight 2. Even stuff like what would could be used for a Domination and Rage bar.

    I doubt we'd want to do an exact power for power remake, but I've definitely got my eye on this game. It helps that it's extremely cheap ($20).

    I haven't been able to see how far the modding tools will allow us to take this game yet. If it's like Civilization 4, that's pretty far (I actually modded the .dll files for that to radically change the game).

    Anyway, maybe?
  10. The Hasten sound effect.
  11. I guess I just question why a person who has posted only 47 times in 7 years started a thread announcing that s/he is not that interested in the game. It would be like me going to DCUO or CO and saying "I wouldn't be upset to see this game cancelled, because I dont play it."


    Quote:
    Originally Posted by Red_Raccoon View Post
    I can't think of any siatuation where I'd see people feeling bad about something and feel the need to come tell them I don't care about it.
    I actually can't think of a situation where you could go to another game's message boards and announce how much you dislike the game and expect to walk away unscathed. Talk about jumping into the viper's nest with your shoes off. Nothing said here mildly compares to the reception you'd receive in the forums of other games. Even at our most vicious, we're kittens. ++ mst cn tipe here bettr lOl l2p rr lv CASUALL!
  12. When you partner with a famous person to promote your product you take the good with the bad. That's neither fair or unfair, it just is. If you partner with Paris Hilton you do not get to complain that Mensa disapproves.

    After reading the comments from the Firefall community regarding this issue, I wouldn't feel comfortable playing that game anyway. The posts read like missives from the infamous Straight Male Gamer episode a few months ago.

    Rather than dwell on that I'll just say that CoX as a community has always been (mostly) supportive as a whole. Part of the reason it will be hard to find somewhere new is because of that.
  13. Even if worst comes to worst and CoH goes dark, NCSoft or whoever owns Water Blast should sell those graphics to another game company or even rent them to GW2. Seriously. I know different games have different graphic engines, but make it work. That is one of the most attractive set of powers I've ever seen in a MMO. Whichever developer(s) designed the SFX deserves a medal.
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    What bothers me the most is the story seems to assume my character was a regular Earth human up until magic dust mites from the future gave him or her powers and changed him. It's not the origin of the powers that bugs me, it's the implied backstory that is severely limiting. It's the same problem I hav with the Secret World and its magic bees that people seem to keep swallowing in their sleep.

    Almost none of the characters I have in City of Heroes right now started out human for any length of time in their lives, and the ones that do didn't spend their lives before gaining powers in this timeline or on this planet. Force my hand in this and I simply walk away.

    Somewhat to its credit, The Secret World actually dwells very little on the "magic bee" incident beyond the intro movie (which I actually didn't even see because I canceled the sequence). Most everything else about it involves what happens to you after that point.

    DCUO is sort of the same way. DCUO really has no reason to assume any backstory though, IMO, where for TSW I think it's much more appropriate (that game is very setting dependant).

    It's too bad TSW's character editor is so poor. I so want to like it based on the strength of its setting and quality of the atmosphere, but two weeks in its really struggling to hold my attention.
  15. DCUO had numerous issues but in addition to everything else, is just paper-cut to death by dozens of small things that make it very frustrating. Starting with a 3 color limit for an entire costume.

    But the most significant flaw in DCUO may be technical. From what I understand, the developers never could actually make the high speed combat flow once lag is taken into account. So, they put part of the responsbility for tracking animation completion in the game client. The issue with that should be obvious. The game was plagued with massive exploits in PVP in particular that allowed "animation cancelling" to generate dozens of hits on an enemy within the animation time of a single attack.

    Video of a really egregious example: http://youtu.be/Fl_S12yHFOM
  16. Quote:
    Originally Posted by Another_Fan View Post
    Always fun to see which side truly believes in free speech and tolerance

    Let's just not.
  17. Quote:
    Originally Posted by Mind Forever Burning View Post
    For quite some time I've been toying with the idea of a more lightweight hero-themed game, that had some of the social/teaming aspects of CoX but a very different structure.

    The idea is more of a board game set-up, where players would work together to "beat the map". Characters' only persistence between games would be in non-gameplay aspects (things like badges, reputation, etc); during the game you would "level up" but only insofar as the map required you to in order to achieve victory (or defeat). If anyone has played Arkham Horror, it's very similar to that in concept, although with a more online feel: custom characters, probably some kind of "classes" or what CoX calls archetypes, etc. Also, player-created missions would be a little less problematic in that kind of structure, since overly unbalanced play would only affect the one mission/map and would presumably get weeded out due to boredom.

    Anyway, bit of a tangent, but I wonder if a game like that could cover some of the better things about CoX while being a little more friendly to interruptions and mobile play.

    It's interesting that you bring up Arkham Horror. I haven't played that, but I did play Betrayal at House on the Hill recently. They both seem like cool foundations for a game.

    Here's a partial description of Betrayal for people who haven't heard of it, from the 2010 reprint press release:

    Quote:
    Betrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays one of six possible characters.

    Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game.

    Betrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play.
  18. Quote:
    Originally Posted by Tenzhi View Post
    If you just reset your *Cryptic* password and you're trying to login to the game, perhaps make sure you have Cryptic rather than PWE selected at login?

    Thanks I figured it out. It was kind of like one of The Secret World's puzzles but I got it.
  19. I tried reactivating my CO account out of curiosity, but so far only make it as far as the password reset screen. It sends the email, I change the password, then can't actually log in with said password. Hints?
  20. The best "revenge" is to treat them like what they are now: a competitor. Whether I do the game building myself (doubtful) or someone else does, NCSoft is competing with projects I would rather support.

    And that is the reality of cold, hard economics. I can't speak for NCSoft, but I certainly wouldn't want a group of highly motivated, tech savvy, largely adult people with lots of time on their hands needling at my company.
  21. The creators of DCUO appeared to believe the patron power pools made up for the the lack of a proper Invulnerability set. I think they believed the myth that developer intentions equals player reactions. That's pretty common in MMOs and especially with DCUO (from what I can gather).

    Somewhat related, IMO, are claims by various developers to have designed a "classless" or "level-less" system that actually works in an MMO environment. Many people believe removing levels and classes removes the artificial "boxes" that limit character design. To me, they just change the nature of the box, and usually in ways that squander resources. DCUO has this issue because its "powersets" unlock two trees. For example, the "Nature" powerset encompasses both Plants and Animals. What this means is my Plant concept character somehow ends up needing to turn into a giant wasp to function. Her box was reshaped by the illusion of flexibility, and resulted in something significantly less satisfying than Plant Control or Nature Affinity would have delivered.

    The Secret World is another interesting one to watch. I have a gut feeling that without major changes its skill system is going to cause the gameplay to collapse within 6 months to a year. There are other issues, but the skill system sticks out in particular. The game would work okay as a non-MMO, but MMOs require a stream of low level players. In TSW there is no reason to have a second character, because your "main" can get everything and respec into any build at any time. The only thing seperating you from anyone else is ultimately your gear, which in that game breaks down into predictable Tanker, Healer, and DPS roles.

    This issue of infinite respec-ability without consequence brings up something else. Infinite respecability means the barrier to top performance in any situation is your willingness to respec for it. The issue with that is, respeccing itself is often inconvenient from a GUI perspective. So at that point your game is balanced around a player's ability and willingness to manipulate the respec GUI to change builds as situations occur.

    [The game Civilization 4 had an interesting version of this issue. In that game, which is turn based, you move troops around and build cities and so on. You have the ability to enable mutually exclusive "civics" for your nation that granted certain bonuses, for example, Free Religion gave a happiness bonus, Piety gave another kind of bonus, etc. With most nations, changing civics caused a turn of "anarchy" where you were unable to do anything else that turn, ie there was a penalty. But a few nations had a special ability that allowed them to change civics at any time with no consequence. The result? To play optimally, the player is incented to review the benefits of civics on every turn and change them if the benefits would be better for this turn. Unit about to generate? Switch to Military Code for one turn to get the bonus. And so on. That portion of the game was literally balanced by a player's willingness to deal with the frustration of changing civics every turn.]
  22. Quote:
    Originally Posted by Flying_Carcass View Post
    I hate to say it, but the combat blows CoH and CO out of the water.

    I realize that there is a level of personal opinion here, but personally I think DCUO has stilted combat, because it forces everyone to play as a WoW Rogue. The combat was semi-satisfying initially, until I realized there is nothing else to it, no variation. There is no CoH Ice Slick, no Hurricane, no Quicksand, no Arctic Air, no Jolting Chain, no Wormhole, no Rise of the Phoenix. What is there is a pretty solid representation of a very specific type of Scrapper, perhaps one flavor of Energy Blaster, and an extremely watered down Dominator. The "healer" support toon is practically a Scrapper as well, or at least plays like one, which might be okay if every single player wanted the same thing. Masterminds, naturally, are nowhere to be found in such a game.

    I will only lightly touch on the fact that a game based on the DC Universe has no equivalent to CoH's Invulnerability powerset. I still don't know how they thought they were going to get away with that.
  23. Quote:
    Originally Posted by Tenzhi View Post
    I wouldn't say the armors are ludicrously armored at all. It's been my experience that tanker sets achieve (sometimes barely) acceptable armor-ness once pushed into the SO levels with enough slots to go around. And the rest of them are rather fragile.

    Remember I'm talking about compared to other games. In WoW and its relatives, armor just doesn't provide a level of mitigation close to CoH, let alone immunity to mezz effects. In CoH, armor powers provide a foundation to use gear (IOs) that makes it possible to build things that are outrageously more armored than what you can do in those games. In CoH, even my terribly built SO Tankers could handle 5 to 8 enemies at a time without support. Once you add optimal gearing on top of that, the CoH armored character is leagues ahead in the survivability department. The standard "tanker" popularized by WoW-like games is intended to be able to slow down damage so that a dedicated healer can keep them alive, and die if that doesn't happen.
  24. Quote:
    Originally Posted by Arcanaville View Post
    I think its more precise to say that control and debuff are almost ludicrously powerful in City of Heroes, and virtually nowhere else.

    I think that's fair to say, but also that the armors are ludicrously armoring, the melee powers and blasts are ludicrously damaging, and the heals are ludicrously heal-y. And somehow all of this works without everyone just building a DPS cannon.

    The Blaster AT didn't quite pan out until then end, but overall the game pulled off some things most MMOs never will. For me, CoH hit the perfect balance between freedom of choice and interesting limitations.

    FWIW I think part of the secret of CoX is that MMOs should be building most encounters so that defeating an individual enemy is easy. If the player can beat 3 or 4 enemies at once but not 8 or 10, it's not the most awful thing in the world. In other MMOs you have lots of characters who struggle with one monster which is just such a turn off to me after experiencing this game.