Olantern

Legend
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  1. I like Fables, which I only read in collections. (In fact, I only read things in collections, period. I forget what's going on from month to month otherwise.) I believe they're up to collection #13. The first eleven are essentially subparts of one story, if you're looking for something manageable (I sympathize with this feeling, as well).
  2. Assuming all three know about the tattoo, here's what I expect, based on their personalities and prior exploits as portrayed:

    Stark pays the woman several million dollars to strip in front of him. Unfortunately, he's probably too plastered by this point to make use of the tattoo once he's seen it. He wakes up after the time limit has already passed.

    Bond just happens to have a gadget that can "see" the tattoo right through the dress, but he decides to seduce the woman anyway. He does so, tossing off a few puns, then gets mobbed by a bunch of hench-villains. He ultimately escapes, shoots the hench-villains, and defuses the bomb a couple of seconds before it goes off.

    Bruce Wayne makes a speech to whatever character is standing next to him about how horrible and callous Bond and Stark are. (Preachy ***.) Then he goes and seduces, then cruelly abandons, the woman anyway, not because he has any interest in her, but "because my dark quest sometimes requires the sacrifice of others' feelings." (Jerk.) Meanwhile, he simply knows the code to enter because "Batman is a genius, so of course he knows it." (Writer's darling.) He goes to enter the code, stepping over the comatose Stark, whom he criticizes in passing as "insensitive." (Hypocrite.) Wayne finds Bond surrounded by the bodies of the hench-villains, just finishing entering the code.

    Wayne makes a speech about the evils of death and violence (see "preachy ***"), then beats up Bond, ending by throwing him off a ledge (a fall that would be fatal if it were any other character making the throw), breaking his arms and legs (see "hypocrite"). Then, Wayne suddenly realizes that the tattoo was just a diversion all the time! There's actually a second bomb attached to the first one, even more deadly than the last! Dun-dun-dun! With only seconds to spare (again), he makes a speech about how incompetent everyone else is (see "jerk" and "preachy ***" again), then manages to defuse the bomb for real this time (see "writer's darling"). On Wayne's way out, the writer makes Bond's and Stark's dates fall in love with him, but he decides to vanish dramatically into the night and just leave them hanging (see all those things).

    All the Batman fans out there gush about how this story epitomizes his heroism, intelligence, and the brilliance of his writers. (Inexplicably beloved by geekdom.)

    Man, I loathe the friggin' Batman.
  3. I still maintain that i19 will release in early December. Traditionally, issues have come out in early December (about a week before holiday events start), May, and occasionally in mid- to late summer.

    i19 will hit in December and i20 early in the following May.
  4. Quote:
    Originally Posted by Scarlet Shocker View Post
    I see what you're saying but the trouble is if their cost is reduced then the world and his dog takes them and the game gets even easier.
    I've been speculating on what the player base will crown as the new "you must have this or you're gimped" powers. The Leadership pool is one possibility.

    Most likely, I think, is Hasten, which is already common anyway.

    I also think there's a strong possibility that people will come to expect Superspeed and Stealth, which would stack to full invisibility, on anyone joining a Task Force, to facilitate speed runs. (This will also contribute to something I can't stand- running ahead to the end of the mission without telling anyone and/or wiping out all the enemies before the non-speedsters get there.)

    I think it's a bit naiive to believe that we'll see more build variety, though. Years of experience have shown that people won't go for variety when optimum performance (even if it isn't that much better than average) requires something specific.
  5. Quote:
    Originally Posted by TrueGentleman View Post
    Creator ownership may shield some Wildstorm titles from the fallout from DC's decision, but from a practical perspective, things could still be difficult. DC controls the printed stock of these titles as well as the film for reproduction, so taking the creator-owned titles to another publisher may turn out to be more complicated than even starting from square one. One can only hope that Astro City, Ex Machina, et al. won't see any disruption in their availability because of this, as many other books have when their original publishers go through changes.

    On the other hand, anyone who did work for hire for Wildstorm in its heydey should be prepared to see their legacies revised, recycled, rebooted, and retconned into unrecognizability.
    What Astro City availability? It may be my favorite title, but it has to be one of the most erratically-published comics of all time. (I've been waiting a couple of years now for the second half of the "current" storyline to come out in a collection.)

    As for the second quoted paragraph, at least the inhabitants of Astro City will get the wonderful experience of being told how much better and smarter than them Batman is ... (rollseyes)
  6. Setting aside things like coloring Energy Manipulation to match the default Electric Blast, here are some of my more notable efforts:

    - On Grimpen Meyer (Sherlock Holmes fan [the Grimpen Mire is the swamp in The Hound of the Baskervilles] and mud-man), Earth Assault and Earth Control are recolored with the Lava theme to look like greenish-brown swamp muck with green, tainted water or weeds flowing over, through, or around it. Incidentally, I like to pretend that this character gets stronger when standing in tainted water; Sharkhead Isle was very homey for him.

    - Drosselmeier, an Illusion/Kinetics controller, uses both the ability to monkey around with time (Kinetics) and magic that is often based on "impossible" gadgets. Most of his powers are colored a pale grey and a dark purple, to keep them subtle, but his Phantom Army is dull gold on slightly brighter gold. The Decoys are magical, mechanical automata rather than illusory projections.

    - Reefwarden, an aquatic Ice/Mental blaster, has both sets recolored to suggest sea water, though they're still supposed to be "ice" and "mental powers." A quasi-exception is his World of Confusion bubble; while it's the bounds of his short-range psychic defense aura, it's also meant to look like a bubble of water. Part of the enemy confusion, as well as their tendency to dash right out of it, is due to their suddenly finding themselves wet.

    - Stenchor, Evil-oid Lord of Odors, a DP/Rad corruptor, is a tribute to '80's cartoons. He is a humanoid skunk, and his Radiation powers are colored a disgusting yellowish brown using the subtractive palette. Essentially, he emits various stenches that weaken his enemies and sprays his allies with pheromones that speed them up or help them heal, while incidentally requiring them to wash their costumes after teaming with him.

    - I remember having a terrible time picking sets for the Dampfjaeger, a Nemesis automaton stalker, back when he was created four or five years ago. I finally settled on Claws as his primary, deciding that even though Dark Melee looked like smoke, I couldn't rationalize away the giant skull of death from the AS or the ability to pull life out of enemies. I ended up with Energy Aura for a secondary, since I wanted the concept of a skeleton that was hard to hit but folded easily if you landed a blow, and I didn't want to use SR for some reason. Once IO's came in, I regretted going with EA over SR, but when customization came in, I recolored the Energy Aura to a faint white, which makes it look like a cloud of steam, perfect for a Nemesis gadget. So it turned out to be the right choice in the end.

    - Speaking of steam, I've recolored Fiery Aura as Steam Aura on two characters. In both cases, the idea is that the fire damage (and other fire effects) come from the superheated steam rather than direct burns. One, Right Track, a Fire/Energy tank, is a crimefighting, anthropomorphic steam train. His powers are "bright steam," using Bright Flames in a dark grey color. This is one of my favorite uses of power customization ever; I even sometimes find myself calling out, "Healing STEAM!" when he uses Healing Flames.

    - The other steam character, Industrial Revolt, a DB/Fire scrapper, is a mash-up of two ideas I've been kicking around for a long time: a 19th century thug (a la Gangs of New York) and a fanatical guy in a power suit trying to wipe out capitalists. I wanted his powers to look more evil and menacing than Right Track's. I think of his armor set as "Sooty Aura." While a few powers look the same as Right Track's, some use Dark Flames, in more or less the same faint grey color, which gives the look of a cloud of soot when they go off.

    All in all, while I never really understood the appeal of power customization before it came in, it's become one of my favorite game features.
  7. Olantern

    FrankenCastle

    Quote:
    Originally Posted by BafflingBeerMan View Post
    Actually, has there ever been an Elseworlds story where Mama and Papa Wayne were killed when Bruce was an adult and how that would have shaped Batman?
    I more or less agree with your assessments of these characters.

    Much as I loathe and despise Batman, I do think there are a lot of interesting, potential variations on his background, few of which I've seen explored. To answer your question, I've never seen the scenario you describe, but there's an Elseworlds story called "Citizen Wayne" in which Bruce Wayne's father, but not his mother, is killed when Bruce is a child. He becomes a newspaper publisher (the title is, of course, a nod to Citizen Kane).

    Spoilers for this story: Wayne grows up pretty much under the thumb of his mother. He's still pompous and self-righteous, just as when he's Batman, but he doesn't go out fighting crime or believe in violence, really. There is, however, a Batman in the story, who's much more savage (physically) than the one in regular continuity. This turns out to be Harvey Dent, who's donned a mask and starting bumping off criminals after getting horribly scarred by one. Eventually, Wayne decides he has to be the one to get rid of this Batman guy for some reason (can't recall why; it's been nearly fifteen years since I read this). He dons an odd-looking, sort of medieval-style suit of armor and fights Batman. Both end up getting killed. Someone then tells this story to Dick Grayson, who decides to run for D.A. (and, it's hinted, become a masked character himself).
  8. Olantern

    The Bat-suit...

    I'm coming more and more to believe that the supposedly "unpowered" Batman's superhuman abilities include not only Plot Armor, Being Every Writer's Darling, and Do As I Say, Not As I Do, but also Ability to Inspire Horrific Levels of Overthinking in Fandom.

    In other words, it's a comic book. No one has ever bothered to think something like this through because it doesn't affect the story and need not affect the art.
  9. Quote:
    Originally Posted by Pouncer View Post
    I had lots of fun classes like that when I was in college. I'm just surprised it's an English class rather than a film studies class. There's not much zombie literature.
    I certainly see plenty of it in the bookstores. I think it's more that there isn't much established zombie literature.

    I'm tempted to see if they'll let me audit this thing, just to see if the professor or anyone in the course has picked up on the threads of zombie stories that make me dislike them so much.
  10. Okay, I'm not a zombie fan, but I teach at this school. Why the heck wasn't I notified about this, and why are they not having me do a guest lecture about "Tax Controversy and the Zombie Apocalypse?"
  11. Difficult decision. While I'm tempted to say "Option 1" to improve the look of the entire game, I know from long experience that "improvements" to costume items actually means "removing options from the costume creator." I've had too many characters stuck with costumes I can no longer edit because they use costume items that no longer exist, such as the pointed ears from the "pointed ears" face.

    My ideal solution would be to have every costume part examined on a case-by-case basis, having some entirely replaced (e.g., replace existing "body paint/patterns" with better "body paint/patterns") and some split into new and old versions (e.g., keep old Metallic as "Metallic Legacy" and add a shinier version as "Metallic Reflective"). I'm realistic enough to recognize that this won't happen, though.

    Essentially, I don't mind improvements, but I don't want the look of a character completely altered because the art team's understanding of what a piece is meant to be doesn't match mine. For instance, I don't want to log into a character with the Steampunk pants one day to discover that they can no longer be matched with any kind of boot, no matter what color one tints the boot. (Incidentally, this isn't just a problem for older sets and mixing and matching; it's impossible to get the same look on Organic Armor boots, for example, as on the gloves in the same color.)

    As a corollary of this point, while the new costume sets created over the past year and a half are excellent, I dislike the fact that they seem designed to work only as sets. For all their low-res-ness, one thing that the older pieces do well is work in a variety of combinations. Please, please, whatever you do to the costume creator, keep in mind that its role is not to give us the longest list of costume sets possible, but to enable us to pick and choose from individual pieces to create characters who may or may not use entire sets.

    So, in the final analysis, I have to choose Option 2. Based on prior costume creator alterations, I believe the art team has a much more restricted understanding of how costume assets can be used that players do. To avoid interfering with player flexibility and to avoid more "orphan" costumes that can no longer be edited due to removal of entire concepts from the costume creator, leave what exists there.

    That said, while I'm sure it'll strand dozens of my costumes, just as past changes have, I wouldn't consider going with Option 1 the end of the world, either. This is an important point to keep in mind as you make your decision; while most people probably have a preference one way or another, that preference may not be all that strong.
  12. Nightcrawler's. He may be one of my favorite supercharacters, but the ability to teleport, wall-clinging, acrobatic ability, l33t fencing skillz, and having a prehensile tail don't make up for being blue, furry, and ... having a prehensile tail.
  13. As with most announcements, I'm lukewarm about this. I just find it unlikely that the devs would make the Fitness powers available to all characters without reducing their effectiveness. That's inconsequential for high-end builds but puts a damper on play speed for non-min-maxers. I'm also not looking forward to Hasten and Superspeed becoming the new "you must have them or your build sux!!!" powers.

    As for the rest of it, it sounds "okay." I'm not complaining, though, since I got what I wanted in i18. Now, it's other people's turn.
  14. I've got a stalker who's supposed to be a Nemesis automaton, and one of his outfits looks a lot like a Nemesis Army uniform. One regular team mate in particular hates it when I wear that outfit on Nemesis missions because he routinely tries to target me.
  15. Most often, when I'm on a team where I'm supposed to buff or heal team mates, I'll shout, "Quit runnin' around, &*(^%$&*!" That, and I call a lot of people "hyperactive jerks," particularly when they run around fighting with superspeed on and expect me to keep up with them.

    I can tell when I'm enjoying myself, because I'll shout, "Ka-POW!" and, "Take that, evildoer!" when big attacks hit.
  16. Thanks for bringing this to my attention, Sho and Ironik. (Our tastes tend to differ, but I try to snag all the superhero prose out there.)

    ***

    Quote:
    Originally Posted by ShoNuff View Post
    I'm also about to crack open Ghosts of Manhattan STEAM PUNK + SUPERHEROES!!!
    Ghosts of Manhattan was not bad. It's pretty much a pulp hero story, as you might find in an issue of the Shadow or Doc Savage magazine, but with somewhat better writing and about an original character. I'm not sure why he included the steam "punk" angle, since he doesn't do much with it, other than having cars powered by coal. (I italicize punk because the book doesn't have the sort of nasty, anti-establishment edge characteristic of the first crop of steampunk stories or their progenitor subgenre, cyberpunk.) Regardless, I found it a fun, quick read. Interestingly, the most predictable parts were the ones I found the most entertaining.
  17. Quote:
    Originally Posted by Agonus View Post
    Cool.

    There was an official Transformers comic that was essentially a steampunk take on them a while back too.
    I first heard of this when I saw the president of IDW give a talk on this a couple of years back at the Association of American Law Schools meeting, at a presentation on "Comic Art and the Law." He noted that the inclusion of real, historical figures in the story presented some potential issues for the publisher in terms of rights of publicity.

    ***

    The link for the Prime itself isn't working for me.
  18. Quote:
    Originally Posted by Unknown_User View Post


    Found this when I was cleaning out the garage. Don't recall ever reading the first book, and don't even know how many books are in the series, I think three. Hmmm, wonder what ruleset this book attempts to follow.
    This dates back to the FIRST edition, ye whippersnappers, sometime in the early '90's. There were several books in this series, but most just shared the Shadowrun banner and font styling. The first three, however, were a trilogy, and consist of Never Deal with a Dragon, Choose Your Enemies Carefully, and Find Your Own Truth. I recall being fairly unimpressed with them as a high school student, but they weren't the worst things ever, either. Your Mileage May Vary.

    ***

    The thing I find amusing/interesting about Shadowrun is that, since its setting advances in time more or less in step with the real world (the first edition was set in 2050), it's constantly scrambling to keep up with contemporary perceptions of what futuristic technology and global politics might be like.

    For instance, the Matrix of the first edition, which relied on the concept of "infinite information being piped into your brain" for its "day after tomorrow" feel, is now passe by 2010 standards. With changing perceptions about what'll be "day after tomorrow" ("everything wireless, electronics everywhere" supplanting "downloading all information"), the setting's future technology has had to advance to keep up.

    More amusingly, I clearly remember that in the first edition, East and West Germany reunite in the 2040's or so. When the actual countries reunited the year after the first edition was published, Shadowverse Germany was retconned to be completely different. There was also a great deal about the Soviet Union in the original history, all of which was wiped from existence.

    This is hardly the first example of a story set in the future getting its predictions either wrong or wiped out by subsequent history, but Shadowrun is an interesting example of the phenomenon because (1) it's set relatively close to the present (always 60 years in the future) and (2) it's been updated continuously over its lifetime.

    It makes me wonder what the Shadowrun setting published in 2050 will look like.
  19. Quote:
    Originally Posted by kusanagi View Post
    What does that make Ice Mistral, then?
    She's Miley Cyrus. No, really.
  20. Quote:
    Originally Posted by Lazarus View Post
    Hell, why don't they just make that a recurring contest. "Write us some good tips, the winners get their missions entered into the CoH canon."
    This sounds like a good idea to me, but it requires two things. First, someone has to read and play through and edit all the submissions. That's probably more time-consuming than writing original missions. Second, I've had the impression for a while that the devs regret the whole creation of AE and would be happy if it just went away; like the majority of players, they seem to see it as a tool for farming and powerleveling.
  21. Quote:
    Originally Posted by Eva Destruction View Post
    Why yes, I do hate speed runs. I especially hate that they have become the standard, and if you don't do them you're weird and and nobody wants to play with you, or if they do play with you they stealth ahead and teleport everybody anyway.

    ***

    You can do one long boring TF for X amount of merits, or two shorter, more fun TFs for the same amount. Plus they're shorter, there's less time investment required, it's easier to get people to run them. Plus they're less boring, so people actually want to run them instead of just running them because they have to for the accolade and never touching them again, so it's easier to get people to run them.
    I agree strongly with the first point I quoted here, and I agree with the spirit of the second, but I think it'd be difficult to change the culture of the game this way.

    There were many factors that created the speed run culture that dominates TF runs. When discussing it, most people, including the devs, focus on the fixed rewards for all TF's (Pool C recipes) that were granted prior to the age of merits. However, there's another factor involved: many of the old TF's are so long and time-consuming that even a "speed" run takes many hours. When a TF is set up to run in six hours moving at "normal" speed, I can't really fault players for wanting to skip as much of it as possible to cut it down to a manageable two. I'm convinced that this, not the desire to get rewards really, really fast, is the predominant factor in the development of speed runs.

    This brings us to the aspect of speed running I find most insidious. Because people (myself included!) have developed this mindset that "if we don't rush, we'll be slogging through this thing for the next six hours," they try to bypass as much as possible even when it causes them to miss out on halfway-decent content. For example, in the ITF, I like slaughtering hundreds of Romans on a team like a buzzsaw, but people avoid it because they've been taught by older content that NOT FAST IS BAD.

    This brings me to the second point. I don't think there's anything the devs can do to fix this perception at this point. With a few exceptions, the kind of high-end player who runs a lot of TF's is unlikely, in my experience, to care about the quality of the content. Rather, they care about how fast it can be done (and therefore what the rewards are, since TF rewards are based solely on completion time). I have plenty of acquaintances who won't run the new Positron TF's, despite the fact that they're entertaining, because they "don't give enough merits" and "the old one was better." With that kind of attitude among players, no wonder the devs don't like to reexamine old content.
  22. Solely in terms of value-for-time-invested, I'd suggest revamping the i0 Task Forces. They get run a great deal by characters of all levels. Of course, they'd be shortened, which would reduce the number of merits they grant, which would cause screaming, whining, and ragequits.

    Next, I'd suggest reworking every single contact in the 30's, starting with CoV, then CoH. I'm tired of doing the same leveling path through there every single time. I suggest CoV come first because (1) the first thing I want revamped is the Freedom Phalanx Task Force group, and this gives CoV some parity, and (2) because, while the villain arcs are marginally better than the i0 hero arcs that dominate the level range on the hero side, their execution is pretty dull and repetitive, particularly the all-Longbow Nerva arcs.

    I think we're all dreaming if we think anything will ever get rewritten, though. Despite years of the player base screaming itself hoarse over the issue, the devs don't seem to realize that many (a majority of?) players prefer improvements and revamps to entirely new stuff.
  23. You might try asking in the Costume (Re)-Design Thread, stickied at the top of this subforum. Some excellent costumers peruse that thread regularly.
  24. I believe our next major, future content will be a raid dealing with Tyrant himself.

    I don't expect to face Praetorian Hamidon, though I do expect more revelations about him, which will encourage the devolution of Primal Hamidon's continuity into an even bigger mess. I suppose that fits; his cellular structure is pretty devolved already.
  25. My scarecrow went Rogue simply because supernatural scarecrows belong in Croatoa. Maybe I'll even switch him back to villain once I get that Witch Hat, but I'm not sure I will. I've always thought of him as kind of characterless, more a magical machine than a personality, and extremely suggestible, which explains why he does whatever his contacts tell him. The Rogue switch actually made the least sense of anything I've ever done with that character; I can't really picture him working up enough consciousness to take a stand on anything.

    My Arachnos Widow is going Rogue because he's meant to be an unknown quantity, who performs both heroic and villainous acts seemingly at random. His bio even mentions, along with six different theories about his origin, that he'll occasionally steal all the money from a bank, then replace it with different bills. This is the one character that I'd consider taking all the way around the alignment circle, but since I'd probably bring him back to Rogue eventually, I may just leave him there and be done with it.