Oedipus_Tex

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  1. Quote:
    Originally Posted by DarkGob View Post
    Roger Rabbit was never quite a kid's movie. I mean, it was, but it was sufficiently adult that it could never be considered "kid's stuff".
    Going off topic and letting my fanboi flag fly, but IMO Roger Rabbit is an adult movie with asides for kids, almost the reverse of a typical Disney animated picture, like, say Aladdin. I personally consider it one of the strongest offerings in the film noir genre, in the same class for me even as classics like the Bogart/Bacall version of The Big Sleep. The classic noires depended almost entirely on innuendo, and would seem like kid's stuff today too; the tension and vice are in the subtext.

    WFRR is an extremely dark film--IMO darker than even stuff like Chinatown. It's possible I'm guilty of reading too much into it, but the film suggests to me that evil is everywhere and even the most light-hearted aspects of life are filled with possibilities of danger and betrayal. (That one scene with the animated shoe is pure sadism, for example, and IMO much more disturbing than "realistic" violence portrayed in many horror and action movies.)

    I would end by tying this back to the game somehow, but I've got nothing.
  2. I am not sure if this its true, but I have heard that the word "toon" (in reference to an RPG avatar and its associated stats) originated with a little-remembered game called The Realm, originallyreleased in 1996.

    A possible point of confusion is that when graphical MMOs originated, it wasn't always clear whether the word "toon" included only the graphical parts, or both the graphics and the stats (ie the class, build, equipment, etc). Compare the words sprite and model which clearly seperate the animated parts of the character from its--for lack of a better term--"data entity."

    [Unnecessary personal/technical sidenote: I am known to confuse the issue further in my own amateur programming. In my naming of classes, the term "Toon" is strictly the "Viewable" entity, composed of any sprites, effects, sounds, etc, and the "Character" or "Creature" is the stats, usually containing reference values for art assets used by the Toon, but not actually responsible for rendering them.]

    The word toon itself is listed in the Online Etymology Dictionary as being attested by 1985 or so. The word may indeed have originated with the Roger Rabbit book as stated above.
  3. I would edit Trick Arrow as follows:


    Entangling Arrow: Add an unehanceable 0.5 magnitude Hold, 20 second duration, no stacking with self. This small change means that Ice Arrow can hold a boss when combined with it, and allows Entangle Arrow to be used on bosses after EMP arrow as well for similar effect.

    Glue Arrow: Should either use standard -Recharge values for powers of this type or have an additional debuff. Standard values are around 50 to 70%.

    Poison Gas Arrow: Add -500% Regen.

    Flash Arrow: Add -20% To Hit, Resistable, on top of existing Unresistable -ToHit.
  4. I'm undecided. Removing an iPower, particularly Alpha, can wreck a build.

    But I don't do Masters Ofs anyways, so it doesnt really affect me either way.
  5. Here's the long version. Feel free to skip if its TMI.

    All mezz powers have both a Magnitude and Duration rating. Magnitude controls whether the enemy is mezzed, and duration controls how long.

    To successfully mezz an enemy, you have reach a Magnitude that overcomes its Protection. I believe most Minions have 1.0 point of protection, Lts have 2.0, Bosses have 3.0. If you match an enemies protection exactly, but do not exceed it, it is still unaffected. There are a rare few powers out there (like Mesmerize for Mind Controllers) that have Magnitudes like 3.5 that will mezz a boss in one shot. Freeze Ray has a Magnitude 3, so will mezz a Lt or Minion in one shot normally, but not a boss, because it is mag 3.0 and the boss has exactly 3.0 points of protection.

    When your mezz power hits the target but fails to mezz it due to its level of protection, it's not totally wasted. It's actually still in effect for the duration and can be stacked with other similar mezzes or even (usually) the power that was originally cast. For example, assume you are stacking Freeze Ray (mag 3 hold) and Freezing Touch (mag 3 hold) together. If you cast the first one with a duration of 15 seconds, and the second one with a duration of 12 seconds, the boss is Held for the 12 seconds that the combined Hold Magnitude is 6, greater than the bosses' protection of 3.0, then breaks free again (unless you or someone else throws another Hold at it).

    Note that any team member or pet throwing a mezz of similar type at that enemy stacks. So, if you are on a team, and throw a Freeze Ray at a boss and it instantly freezes, it probably means someone else already had put a Hold power on it, but hadn't hit sufficient Magnitude yet to successfully hold it. Freeze Ray's graphic has very high animation priority compared to other holds, so it can often look like Freeze Ray is the only hold in effect, regardless of whether this is actually true.

    Some enemies also have mezz Resistance. This is different from Protection in that it doesnt outright prevent mezzes but shortens their duration. Although sometimes this is the result of a specific power, its most often the working of level differences versus the target. In a nutshell, an enemy who is +4 to you cuts the duration of your mezzes roughly in half. So, a power with a 15 second Hold would be around 7.5 seconds against a +4 enemy.

    Elite bosses and archvillains can also be mezzed, but depending on their design its often difficult (esp for a Blaster). A lot of standard AVs have something called "purple triangles," during which they have very high Protection from mezzes. Archvillains that appear in iTrials have very high Protection and Resistance are essentially immune to mezz.
  6. Quote:
    Originally Posted by UberGuy View Post
    Hold on a second. Are you saying you play table top games with GMs who can't adapt to the players doing things that are innovative and force him to react to their tactics, instead of forcing them to react to his story?

    No, I'm saying that I play table top games because the GM reacts at all. IMO speed runs are an aberation of wonky game mechanics and the limitations of a CPU's inability to account for munchkin tactics, and not an "adaptation." Functionally, IMO they are no different than an extreme and improbably min/maxed build which a skilled GM would also suitably handle. They're not cheating but I don't consider them an especially broad victory for game design either.

    Case in point, if in a superhero table top game, if the PCs did something as silly as race to the final room past dozens of guards thinking those guards weren't going to keep chasing them like they do in the CPU version of this game, they'd have a nasty surprise awaiting them. Same with assuming that only 16 enemies at a time max would bother to aggro on you, and that enemies would leash after 200ft or so if you didn't hit them back.
  7. FWIW I find most Dominators go through a phase around levels 10-30 where they die a lot. The controls aren't quite reliable enough yet and the damage isn't there to kill enemies fast enough.

    For Ice specifically, my best experiences have come from Ice/Fire Assault. Fire's damage powers through a lot of possibly bad situations, and the PBAoE endurance replinishment in Consume matches Arctic Air's needs very well. Ice/Psi also seems like it would be a nice combo.

    Ice though in general is very vulnerable to getting mezzed due to using mostly soft control and a toggle. If you go permadom later the issue mostly resolves itself, otherwise IMO it's a bit of a painful existence.
  8. Call me crazy but I think ITF speed runs are really boring. I'll do them every great once in a while but I would much prefer a sweep through (not necessarily a kill-all) because speed runs feel like mechanical subversion to me, the kind of thing a CPU will let you get away with that a real life GM would shut down pretty quickly. IMO just running past everything for the reward is like skipping the "game" portion of game. It's the fighting with the all the Romans and other enemies that I find enjoyable. The ability to just run past everything is IMO a bit of a weakness on the COH engine's part, and one reason I do think other MMOs are better able to create "dungeons." If only those games had our any-AT, exemplar/sidekick design philosophy, it's a weakness of CoH that would probably get me to leave the game. As always YMMV of course.

    Incidentally, I like the element of the UG trial that has you kiting Desdemona around specifically because it makes the fight to the bosses more than just a speed through. If I didn't hate the boss enemies so much I would like this trial a lot (even more so if it were an 8 player TF instead of a trial).
  9. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Yeah, you definitely need at least a few people with Clarion to counteract the end fight confusion, but it doesn't take any excessive planning or reflex playing- Just stagger the clarions.
    Just staggering Clarions doesn't quite cover it IMO. I have played this trial 7 times. Succeeded twice, failed 5 times. Every league had several people with Clarion. That final fight is just awful, easily the worst experience I've had in a video game in years due to the ridiculous Confusion mechanic. The first time I played it my team beat it in less than a minute. But every time after that has been hell. One of the two wins happened with 2 minutes left on the timer and only because my Brute, who didn't actually die, suicided so she could go to the hospital to buy Break Frees. While I won't tell other people they should avoid it completely, I know I will. There's a lightsaber game and one that rhymes with thrift that made a few extra dollars because of how much I despise this trial.

    IMO the UG boss is a low point for City of Heroes, and possibly even MMOs in general.

    Quote:
    My experience is that the deaths in MoM have less to do with level shifts and more to do with paying attention. The pink circles of death flatten a lot of people, but they flatten those people not because they're not 50+3.... More because they aren't watching the timer in the UI and backing off before the things spawn. Level shifts are more important for the trial because you need to be able to deal a substantial amount of damage to your targets in a set amount of time.
    I have only rarely been killed by pink circles of death.

    The psychic "ping" attacks Penny and Mother use on the other hand have taken me down dozens of times, and as far as I can tell, that has nothing to do with paying attention. Either you have the HP and buffs on the team to survive them and they are easy to ignore, or you don't and you die over and over.
  10. My criticism of TA had always been that for a set that is all debuff, no buff, the debuffs aren't good enough to warrant the limitation.

    The -Recharge in Glue Arrow, for example, is way lower than what would be expected from another set. Why?

    Why is Time Manipulation, not Trick Arrow, the set with the ability to do a potential Mag 4 hold by combining powers?

    Why is TA's -Regen buried in a power with a 5 minute recharge?

    Why does it take 4 or 5 arrows, and all that associated cast time, to debuff enemies, and still end up with less overall debuff than sets that are mixed buff/debuff?

    TA just needs something more. It's one sort-of advantage is being able to AoE mobs to death with direct damage, but it isn't even particularly good at that.

    Just providing a better source of -Regen and fixing the -Recharge in Glue Arrow so that it was standard, even if not outstanding, would be a decent first step.

    I've also long wanted the ability for TA to be able to shoot its arrows without drawing aggro if they are shot at enemies who are affected by Flash Arrow. IMO that would help tremendously with TA's animation time problem. Option 2 would be the ability to fire arrows with multiple payloads at once.

    I'm not sure whether TA is the worst off of the various buff/debuff sets, having to vy with Force Field, Sonic Resonance, and Poison, but there are some real head scratchers about its values.
  11. I have just never cared for Statesman because he is very generic. When I started playing I actually didn't realize he was a character in the game. I thought he was a default avatar used on the box art to represent an "everyman" hero.

    Later on, I started to really dislike the character once it became clear he was sort of the game's Inspector Gadget to the player's Penny, except that the game never really provides that recognition. I might have been okay with him one time through, but three or four copies of him (all of them "the mightiest [insert the blank] the multiverse has ever known") really wears on me. That the character is the personal avatar of a real life developer adds an undercurrent of god moding that, intentional or not, is also difficult to shake.

    In short, I couldn't be happier that this character is dead. I only wish he had died in the most undignified, off-screen way possible, and never mentioned again. But I have a feeling that given the character's history, he will be the "most heroic sacrifice the world has ever known."

    [One not entirely related thing that IMO the lightsabre game does that City of Heroes could stand to copy is including the PC and his or her team in cut scenes, so it's not all just about the NPCs. The PC does appear at least one time, when leaving Praetoria I think. I wish there were more of that, and less banter from enemy villains about how Statesman/Cole/UniversalMightyMan is going to do such and so.]
  12. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I just hoard them infinitely until I can get a PVP IO. I also used them for the fancy, shiny armor.

    I highlighted the part that applies to my approach.

    I have never spent an Emp Merit. Anxiety about something I need getting gated behind them means I just stockpile them without actually using them.

    (FYI I also have several characters with 800-1000 regular merits stockpiled for similar reasons. Probably irrational but a hard habit for me to break.)
  13. Quote:
    Originally Posted by Wing_Leader View Post
    I found it to be a boring slogfest with everyone on the team dying over and over on nearly every mission. You might say, well, that team didn't know what it was doing, but my contention is that there should never be game content that is fun only after you've done it enough times to have mastered it (a common criticism I have towards the iTrials as well, btw). Because a lot of us will never bother with tedious content after the first time through it.

    You had a bad team. There's very little reason you should be dying over and over on the ITF. I've occasionally run into trouble against the end boss, mainly on teams that were lower than level 50. But the ITF is IMO one of the most balanced game experiences for a few reasons:

    1) Lack of large volumes of enemies with mezz keeps the ground relatively even for squishies. Everyone gets a chance to torpedo enemies, not just melee classes who are immune. (IMO the rest of the game is severely unbalanced in this regard, with some characters facing instant lockouts due to mezz while others are effectively completely immune and simply blow through it.)

    2) -Defense in the enemy attacks creates a rare situation for this game where enemies are middle ground between too easy or too hard, and have a good chance to kill IOed characters after a couple of shots if they aren't careful, without just killing them instantly with one huge hit (eg like in many incarnate trials).

    3) The enemies are difficult to mezz, but also not impossible.

    IMO the ITF should be the model for all Task Forces.

    ~~

    ADDENDUM: The "speedability" of this TF isn't unique to it. It's actually an issue related to it being so easy to bypass enemies more than anything. If they wanted to prevent that in the future, one solution to discourage it is to have all (or at least many) enemies in the instance charge toward the team once final or mid bosses are attacked, as if those spawns were ambushes. Part 2 of that is make a rule that enemies aggroed in that way ignore the aggro cap, and each enemy beyond the 16th gets a 1% bonus to ToHit. You could still power through the map at max speed, but doing that would be at somewhat more of a disadvantage.

    (This is the classic way older MUDs handled this issue FYI, since it was often easy to "run" past enemies by quickly spamming directional controls.)
  14. Oedipus_Tex

    Attack My Target

    Quote:
    Originally Posted by Chyll View Post
    Shrug. So use a targeting macro.

    That has almost nothing to do with what the OP is suggesting.
  15. Success or failure of Underground depends almost entirely on power gaming your way around a Mag 20 Confusion aura cast by the end boss. I won't call it difficult or challenging, because if you can do that it really isn't. But I won't give it up a thumbs up either, because on some leagues the only way to win is to purposely fall on your sword so you can go to the hospital for more inspirations mid fight. For this reason, for me personally, it's the worst boss encounter I've experienced in a video game in years. Good news (maybe) is the reason for this is mainly the cheezy Confusion, and many leagues build pre-form themselves to get around it (in theory, I've been on several that failed anyway).

    MOM and TPN are the kind of thing I played two or three times and don't feel a desire to touch again for a long time. Play them if you want to try them, but I HIGHLY recommend being level 53 first, especially for MOM. I've had runs where I didn't die one time and others with back to back dying. It's the latter that left an impression on me. Try if you want, but play it a few times before forming an opinion. My first few runs of MO in particular were so easy I thought the trial was simple, but the trial opened a can of auto-hit on me and I got to see the miserable side of it too. YMMV.
  16. Quote:
    Originally Posted by UberGuy View Post
    As Tex said, "hate" is a strong word.

    I am pretty sure there are a lot less things I "hate" about trials than a lot of people around here. Here's a list of things I dislike.

    • Mechanisms which contribute to league failure, about which nothing in the trial explains what to do. In the Underground, The TARGETED mechanic for the War Walkers and the "Will of The Earth" for the Avatar are my prime examples of this. The MoM trial has this issue too, especially with the 3rd phase (fight the Nightmares near Tillman). Heck, even the warning rings in the BAF aren't explained very well. I don't mind challenging mechanics if there's a way to learn how to win against them besides repeated flailing about in confusion. I read the forums, and have never had to flail. I am a significant minority.
    • I am not a fan of how intense and therefore critically important the confuse effect is in the final fight of the UGT. There are some pretty severe confuse effects in the MoM trial, but they are dangerous without being completely overwhelming. I think the UGT should have been more like this. It makes Clarion close to compulsory.
    • There are a lot of story elements about the TPN I think are weak, but my one mechanics complaint about it is the teleporting deth kick of doom from Maelstrom. As an individual, you can't really do anything about it, and he almost always kills you with it if you aren't a high HP and/or high resistance character. If you aren't in charge of the league, you can't choose whether or not there are Telepathists out making it easier for Mael to kick you into next week. So basically it's automatic death about which you have no recourse. (Note: the kick damage is going to be changed significantly in a future patch.)
    • The firebombs thrown by protesters in the TPN. These hit you when you're going through doors (including following you inside doors), which is a time when you cannot control your movements or activate powers. These can do an immense amount of damage, and there's no way to get out of it when passing through a door. That annoys me immensely. Attacks that kill you while you're "zoning" aren't fun.
    • I still think AntiMatter uses too many gimmicks in his final fight in Keyes, but the trial overall is so easy I find it hard to complain about this meaningfully. I just wish the encounter were designed differently.

    I agree with everything you said.

    To piggyback on the final point, the final confrontation with AntiMatter would be more enjoyable to me if the event window showed WHO was Disentegrating and allowed you to click them from there. This fight is in way too large a part a battle with the UI. My characters with Aid Other don't even bother using it because of the technical hurdle of finding and selecting the targetted person while still trying to dodge the various stuff going on in this trial.

    On the point of the Confusion aura in Underground, it seems to me that if ever there was a mechanic that could use a "dodge the patch" type mechanic, this would be it. Maybe something like the floor patches on the Sutter Task Force. In any case I feel like on a league without the "right" Destinies I shouldn't have to suicide on purpose a few times during the fight just to go back to the hospital for more inspirations, and until this (IMO ridiculous) mechanic is repaired I will not be playing this trial again.

    Unlike some other posters I actually enjoy the death patches in general though, especially in MOM (although really only after getting to Level 53). The patch in MOM where everyone has to bunch up to save the life of a character is cool with me, too.
  17. Quote:
    Originally Posted by Eva Destruction View Post
    I also hate the braindead badge requirements on Lambda, the "if even one of these sixteen people makes a single mistake you're all screwed" badges on Keyes (having spent every weekend for several months trying to get them, and having just that happen every single time....when it wasn't somebody who just didn't care signing up for a badge run, screwing it up, then suddenly "gtg, thanks for the trial") and the grindy nature of the nightmare badge in MoM.

    This is actually why I avoid all of the "masters of" Task Forces that require no team member dying. I've always felt the loss of the badge should be only for the person who died/got hit, not the entire team. My main reason for not doing Masters of runs isn't that I'm worried that I might not get the badge, but that I might make some mistake and everyone else wouldn't get it.

    This mindset, not incidentally, is why I do not enjoy the latest trials in general. The more trials throw fail conditions at you, the more they discourage experimentation and free play on all trials, because people worried about screwing the whole thing up become even more paranoid (for good reason IMO).

    One very specific thing I should have mentioned is that the rate that Technicians drain Public Opinion in TPN probably needs to be reduced. The way it is right now, any newbie league that doesn't know where the door is right at the start of the first appearance of the psychics will auto fail in about 5 minutes, because the Technicians drain crazy amounts of PO. That doesn't effect difficulty for top performing leagues at all, it just creates a frustrating obstacle for new-ish groups that, IMO, greatly hinders learning how to perform this trial, because you fail it before you even really get into the action.

    I also think that most repercussions for violating trial rules (hitting a civilian, rezzing during MOM, etc) should have primarily personal consequences and not league-wide ones. Hitting a civilian encases you in a psychic bubble unable to run or strike back for 30 seconds rather than just failing the whole league, etc.
  18. Hate is a strong word. There are a lot of things I don't like without actually hating. However, sometimes just not liking is enough to keep me away from something. This is the way I feel about the majority of competing MMOs. I don't "hate" them but I also don't have a strong enough desire to actually play them. IMO the problem with the "if you don't like it, don't play it" argument is that people may do exactly that. It's what I did with two other superhero MMOs and a a couple of fantasy ones. It's what I'm doing with UG, TPN, and MOM after a couple of runs. Gaming is an irrational activity anyway, so being upset that someone doesn't like your game is IMO missing the point; what would be unhealthy would be to not like it and keep playing anyway.

    There are some things I think the trials do right. I started a thread on that but it disappeared within 24 hours. Rather that post there, people prefer to come to threads like this one and complain about complainers. Meanwhile I quite honestly feel--even if its brash--that its the complainers who saved the Keyes trial from obscurity at the hands of its own cheerleaders.

    Anyway, I've already vocalized my concerns on disliked (and liked) features pretty extensively elsewhere. The biggest dislike for me are mechanics tlike the Desi rezz chopping time off the timer, there being no indicator over who is Targetted in the Underground, etc. If the UG, TPN, and MOM are indications of whats to come I have very little desire to continue playing trials more often than once or twice.
  19. Hasten also serves as effective -Recharge resistance.

    Yes, you can skip it and be effective.

    No, most of the time skipping it wouldn't put you at your most effective. Melees can probably get away with it easiest but even they have powers like Build Up or just plain AoEs. You also can't get +Recharge from an inspiration, but you can get most other buffs.

    Anyway last time the Hasten graphic was brought up I believe the statement from a developer was that they didn't want to change the graphic due to PVP reasons. I'm actually not sure whether that was intended to be a joke or not, but it's what I thought was said.
  20. I was under the impression the jump wasn't a real jump, and more like a script thing. I'm pretty sure I've seen him jump off of Ice Slick (-50000% jump height according to City of Data), but I'm not 100% certain.
  21. Quote:
    Originally Posted by Muon_Neutrino View Post
    Eh. His complaint about EBs in story arcs is one of those things that I just don't get. I've never been able to figure out how people have so much trouble soloing EBs. I've yet to meet the EB on *any* character who I can't kill by the simple expedient of a tray full of purples and reds. If you've built a character with so little damage output that you can't manage that, well, that's hardly the *game's* fault.

    Level 35 Ice/Force Field Controller.
  22. Quote:
    Only if you consider support in the classic sense of buff/debuff/control.

    Which I am, because it's how I framed the question. (Although I admit I worded it poorly in the original post.)

    Like I said before, if I had just wanted to look at characters who are "good" at trials or provide some utility, I'd have to list dozens of builds, including some characters I actually own or intend to play, as opposed to the posited character.


    Quote:
    ...it hasn't been proven if they would be more effective than a Rad/Sonic stacking -80% res on him
    This is why I listed Sonic/Therm as a possible alt.
  23. One of my favorite moments in game was the time a Tanker on the ITF flew up to grab Requiem while hoverboarding.
  24. Well, just making it so that you could use any inspiration while mezzed would do wonders. Melees already get that effectively, because in normal content they are more or less immune. Part of the reason I would go Dominator over Blaster in general is the option to eventually go perma-Dom and avoid the issue.
  25. Quote:
    Originally Posted by Arcanaville View Post
    By our standards, this isn't just hostile to teaming, this is a deliberate attempt to assassinate teaming. But that's what passes for teaming in other MMOs: its practically medieval by our standards. Its genuinely amazing how different casual teaming is in CoH compared to many other MMOs. Its actually easier to jump into our end game than it is to get onto any normal team in some MMOs.

    I 100% agree on this.


    Quote:
    Originally Posted by Johnny Butane
    This is what some games essentially do by having your character slowly waddle across the landscape on fetch and deliver quests. Travel speed is a way of keeping players from blowing through content, leveling too fast and in short, doing too much and growing bored.

    That's part of it. For a short time I was actually a not particularly successful volunteer developer for a pay-to-play MUD, and we had a lot of rules around travel. Although it was a text based game with "rooms" you could cross through instantly, we would put obstacles like ferries, gondolas, and other things you had to wait on into the game to slow players down intentionally.

    One particular set of islands was only available by a boat that came around once an hour or so, and the ride to the islands took 30 to 45 minutes, longer if your boat was attacked by pirates and you didn't bother to or couldn't fight them off. Since this was a text based game, all these "boat rides" technically just consisted of entrances and exits that only were available every so often, along with flavor text to suggest you were traveling.

    The stated reason for it was less to create time sinks specifically as it was to make the world feel large and like each zone feel like a distinct place. Part of our developer's handbook basically said we should limit teleportation and fast travel type powers because they can make the game world feel unconnected. Isolating a zone also tended to create the sense of seperate, distinct communities of players around the game world, a concept almost completely absent from most MMOs.

    But sometimes the reason it takes so long to move around is just one or more of following (some of which applied to my previous engagement):

    - lots of games brag about how "vast" they are in terms of geographic size/number of rooms, and players view this is a mark of quality

    - many games oversize their zones on purpose to give players enough room to "hunt" outdoor enemies without tripping over each other

    - multiple players within short distances of each other eats up more processing time and causes visual clutter, so efforts are made to spread them out (e.g. putting shops far away from each other)

    - developers figure that powers that speed up players can be made available as perks or spells later

    - open world PVP and instant travel do not mix well