-
Posts
1114 -
Joined
-
Mystic Fortune may have killed the OP's wife, but at least he was wearing a neat costume when he did it.
(N.B. This may be less amusing to those who don't play on Liberty and/or frequent costume-related forum topics.) -
That was fascinating, Tyrrano. Thank you for posting it!
As the article implies, using a combination of these automated processes and subsequent hand-editing would greatly simplify game designers' ability to create large, realistic (or "realistic," depending on the game) urban environments. My big wish would be for something like this to be made available to players. Perhaps we'll see it with the release of Issue 163 (estimated release: summer 2031) or City of Heroes 8: Return of the Revenge of the Rogue Vigilantes.
Since the thread here has developed into a place to criticize the game's architecture and building layout, I'll simply observe that while I think many of the architectural elements (textures, buildings, etc.) are quite good, the way they are assembled to make a world is imperfect. Personally, I would have gone with a more accessible city structure for mission maps and cityspaces, even the run-down areas of the Rogue Isles. Instead, probably as an inheritance from the gaming tradition of a game area as a goal-oriented maze to be navigated, the devs went with a design that sacrificed accessibility for the ability to send players along particular routes, both indoors and outdoors. It will be interesting to see if the Praetorian cityscapes are the same.
And, of course, more variety in element design would be nice. Even having the weather be set to "sunny" in one of the Rogue Isles, for instance, would make a significant improvement. I don't see this as happening in existing content any time soon, if ever, but we might see it in future games. -
Quote:Same here. This was the first City of Heroes video I've seen, aside from the custom-animated trailers for each of the three boxed releases, that felt really, really professional to me.that was pretty cool.
I like how snazzy and professional the dev segments looked.
Unfortunately, I think the comments in this thread imply that that's not what current players want. I hope Paragon Studios finds some way to get this into the hands of people who haven't seen the game. -
They were still doing it as of last Friday. The first interaction with the ally works fine, i.e., it just says its lines and does its animation, then waits there. If you reacquire it, it follows you around like any other ally, even if it's set to "do nothing" upon recovery.
-
For an entertaining view of Crowley, see the essay "The Great Rough Beast" in Avram Davidson's Adventures in Unhistory.
In my favorite section, Davidson quotes a British diarist named Elsa Lanchester, who had met Crowley, on his appearance. She describes him as having a shaven head and a yellow kilt, or "wearing a heavily jeweled waistcoat and the largest ring I ever saw on a human hand," or "with dirty hands, immense rings, presumably dyed hair, a fancy waistcoat, a fur coat, and tennis shoes." Davidson's summing up reads, "Miss Lanchester, with the British taste for understatement, describes A.C. as being 'an odd dresser.'" -
Quote:The reason they're focusing on us appears to be that the game's marketing plan is all about retention, retention, retention. I wouldn't be surprised if someone, either at the Paragon Studios management level or above, has told the devs in no uncertain terms that growing the player base at this point and bringing in new players are next to impossible on the money available. If that's true (a debatable point), then the fact that the game is marketed only to people who already own it starts to seem logical.This is what makes me bang my head against the wall. All this work and money spent on a new expansion and the only people who are being informed about updates to their website is...US? We already know about GR and the GR website. Why aren't they telling other people?
Again, I don't know if bringing in new people really is impossible, but everything I've seen over the past year leads me to believe that Paragon/NCSoft/what have you believes it to be.
Oh, and I get the "feeling" the population is down from what it was a year or so ago, but that's all it is: a feeling. I'm much more concerned about the community's attitude, which has gotten noticeably more tempermental, closed, and unfriendly in the same period of time, in my opinion, than about raw population, however it's defined. -
I see the chronology of Primal vs. Praetorian Earth continues to get more garbled. We've been told Primal Shalice Tilman is over 80 years old, while Praetorian Tilman seems to be substantially younger (or would be, if her body were still alive). Don't even get me started on how Praetorian Hamidon appeared several decades before Primal Hamidon.
These things wouldn't bother me if I thought they were concious story decisions by the devs, but I'm pretty sure that they're just more examples of not checking the story bible for inconsistencies before adding pages to it.
Still, some nice background stuff. -
Quote:To me, this is more an example of Fifth Column Ouroboros Rivet Syndrome. It doesn't mean that a connection is impossible, but it doesn't make a connection seem any more likely, in my opinion.It doesn't?!?!
That looks like a lion to me... which is what is on Nemmy's belt buckle.
Therefore:
Thomas Mane --> Mane Corp. --> Silmon --> Nemesis
(--> = Is related to, though I am not sure how)
For now, like a Scottish jury, I will pronounce this Not Proven, which has sometimes been said to mean, "Not guilty, and don't do it again." -
Quote:There may indeed be some connection here, but I'm not sure whether Silmon/Thomas Mane should be identified with Nemesis or Dr. Aeon. For the latter, remembering all the rampant speculation that i11 would be about the 5th Column because the rivets in the Ouroboros symbol looked "Germanic," I'm hesitant to say characters are linked purely on visuals, like Silmon's gloves.Both his similarity of name, as well as the fact that the Mysterious Writer's letter appears in his arc... and that he mysteriously has a clone factory? There are a bunch of unanswered questions about him and Thomas Mane, as far as I'm concerned.
For the former, while both Nemesis and the Mane types seem overly fond of anagrams, "Leonard Silmon" works out to "Lord Lion's Mane," which doesn't suggest Nemesis to me. It does, however, suggest that there's a lot more to this "Mane Corp." business than is revealed in his arc. They could be a new threat, agents of another faction (possibilities range from the Blood of the Black Stream to the Coming Storm and everything in between), or simply another lore dead end. -
I'd suggest asking in the AE forum. You will get a variety of viewpoints and ideas. Be warned, though, that one of the answers you'll get is that you're incompetent for wanting to use a special map for a finale.
-
Quote:I imagine that's the same reason companies prefer to release games in July, or even June, if they can. The fact that some of their primary audiences have the free time to play them makes the games much more likely to be purchased.Heh. Last year when Marvel VS Capcom 2 for Xbox Live/PlayStation Network was announced, it was staled "summer." People assumed June or July, and we didn't get it till August. Most people don't count August, as that is usually the month that grade-school and college students are returning to school.
I hope that isn't the case....I won't have much time to play once the semester starts. (Which is in August)
As for Going Rogue, I always assumed "July" meant "the last possible weekday of July," just because it feels as if lots of issues and updates over the years have hit at the very end of a month. Now, I suspect it'll be closer to late August or early September. That's disappointing, but if they need that time for adequate testing, better then than earlier. -
Replying to the OP:
I play my own stories on nearly every character I level past the 20's, which is about the right difficulty spot for my arcs. I've actually done all my arcs on a few characters recently, rather than just a couple per character, because the arcs' rewards have been so reduced by changes to AE. While I primarily play them as a change of pace and where thematically appropriate (using my Legacy Chain arc for magic wielders, for instance), I also use them as a means of getting through the higher levels of the game without having to do, say, Cadao Kestrel's arc for the 50th time.
I still working on writing AE stories for my own amusement, though I may never publish another. This is because of a phenomenon I mentioned in i16 beta, when AE rewards took their first significant hit, that I refer to as "artist and entertainer." Any creator of fiction, including AE arcs, does so for two reasons. As an artist, he creates them for the pure fun of making them, drawing fulfillment from the act of creation. As an entertainer, the writer gets fulfillment from having the work appreciated, enjoyed, and praised by others. (I didn't come up with this idea; I swiped it from an article by literary agent Ethan Ellenberg, which you can find by searching for his website.)
Right now, AE does an adequate, though not perfect, job of satisfying me as an artist. I can control the story and characters in a wide variety of ways, and I have a good array of choices when constructing an arc. Yes, there could always be more maps available or fancier mission technology, such as the oft-demanded ability to place a spawn at a specific point. Still, I feel that what we have is adequate. (I may be a bit more easygoing about this than some others because I like to save my most creative ideas for non-City of Heroes projects.)
However, AE does a terrible job of satisfying me and, I'm willing to venture, most other arc authors, as entertainers. Even with constant promotion, it's difficult to get arcs played by large portions of the AE community, let alone the game community as a whole. It's even harder to get a handle on an unplayed arc's quality. As this thread shows, people have different standards for what makes an entertaining arc. This results in widely varying ratings scales; many AE community members won't rate an arc with five stars unless it waxes their cars and does their tax returns while reading like a combination of Anna Karenina and that Mass Effect game everyone seems to love. This causes wild variation with the four-star rating, which in turn leads to what a lot of authors call the "four-star ghetto." (This is especially problematic if you yourself feel that four stars is about the right rating for an arc; even though that puts it in the top half of the ratings, it also means no one will ever see it.) The prevalence of farms, many now nonfunctional, and arcs broken by patches exacerbates the problem. Even Dev's Choice arcs aren't immune to the problem; I've been unable to play a favorite of mine for more than six months because its second mission has somehow become irreparably bugged. Finally, reductions in AE rewards drive away large numbers of potential arc players. The best authors can do to combat all these forces is to write an appropriate arc title and a description that determined searchers can find with the still-clumsy arc search feature. All in all, it's just too difficult for an arc to reach its ideal audience for the AE to serve an author's goals as an entertainer rather than an artist.
In this connection, I'd also like to mention that the AE community has really soured me on the entire feature. While there are some nice, helpful people there, I've generally had bad experiences with it. -
I imagine it'll be roughly another two to six weeks, just to keep things spaced between the still-new i17 and Going Rogue's supposed release in July (I take that to mean "the last couple of days of July.")
But I think you're all missing the big issue here:
-
Quote:Wow. Whenever I think Moore's jerkishness can't get any bigger, he manages to surprise me! I find it interesting to imagine alternate universes where people like that are born with the same personality but not the talent. Where might he end up?One of the possibilities is 616, which Alan Moore gave to the Marvel Universe as a bit of a sly joke.
As for the Ember Shield, it's a freakin' coincidence. Sheesh. -
Quote:Yeah, I can't really fault this, either. I don't always agree with Arcanaville, but her decisions probably stand the best chance of preserving and growing the game even when I disagree with them.Or to put it more bluntly, the devs should always listen to me when everyone else says they agree with me, me when everyone else agrees with me but doesn't say so, and me when everyone else is wrong. How hard is that?
(Note for the humor-challenged: Yes, I understand Arcanaville was kidding. And yes, I think she makes more effective decisions than me.) -
I have absolutely no idea where my hero group's base is. Not only did I inherit it from someone else, but he's someone who I'm convinced isn't even aware the game has a setting, let alone notices it. I'd guess it's deep beneath Talos Island, because I like Talos Island, and because "deep beneath" just sounds cool.
My villain group's base is in an ancient, possibly Mu-era, ruined temple buried under the Nerva Archipelago, though the furnishings were constructed by group members or stolen from other groups' bases. (The walls, floors, and ceiling are all done in one of the ancient stone styles, but the base items are all tech.) -
Quote:I agree completely with the points stated in both paragraphs. My sole point of argument is that I believe City of Heroes passed the point where the slow, slow bleed of players and accounts can't be reversed at least a year ago, possibly even earlier. Note, as Arcanaville explains, that this doesn't necessarily make the game unsustainable or even unprofitable.The more critical thing I think is actually not profitability. Its critical mass. I think below a certain critical number of subscribers the difficulty in growing the game crosses a point where, short of a miracle, the trend can't be reversed in practical terms. In other words, the game could last for years but it would be constantly dwindling downward, albeit very slowly. I personally don't think we're there yet, but I personally wouldn't want to flirt with subscriber numbers much lower either.
Personally, I would rather have a slow but sustained increase in subscribers over time than a big spike followed by an inevitable drop, even if the net effect is to end up somewhat higher. In my opinion the game needs long term forward momentum, not a quick burst of activity and cash. Of course, I'm not the one that has to manage the cash.
I, too, would rather see steady, sustained growth, but I don't see that as likely. MMO's are still a fairly new form of entertainment, and it would be unwise to say that they follow all the rules of existing media. That said, the marketing strategies and conceptual models of a game's life cycle that do exist all rest on two premises: strong release and retention. The build-up for Going Rogue is an attempt to create a strong release, while much of the game's marketing strategy over the past several years has focused on retention. Both tactics have their places, but neither is likely to generate long-term growth. Analogizing to the book world, an MMO is treated like a frontlist book, that is, a new release designed to have strong initial sales to make back its development costs. A few MMO's have graduated to become the equivalent of backlist books, those that sell steadily over a period of years (the Bible being the classic example). I'd say WoW probably fits here.
The problem is, how do we make City of Heroes a backlist seller? And do we want to? -
Quote:I'd just like to say that (1) I pretty much agree with this interpretation of Longbow, but (2) I'm one of the few who does. I've actually had players tell me Longbow is worse than the 5th Column. Sheesh. Personally, I find Vanguard much more troubling than Longbow, for reasons that I won't bother to go into here.I think you're a bit mistaken on some of that story.
It's not that the Longbow take potshot at random superpowered citizens. It's that in game, your toon is a KNOWN WANTED VILLAIN.
Sense alot of people don't like that fact or have a concept that doesn't go along with the "YOU'RE AN EVIL DESTINED ONE", they instead say "Longbow are evil"
No. Longbow don't go after citizens. They don't go after citizens with superpowers. They go after known villains.
Are the over used? Yes. But as a whole, they're good people. Even if they have some jerks in higher ranks (what organization doesn't?) and/or secret sects within the organization (my main is a product of a secret sect in Longbow...and the reason I made it a sect within Longbow over Longbow as a whole, was because Longbow as a whole isn't evil murderers).
As for the PPD, some of that was tech issues, and explained away as getting their butts kicked. Now...they're fighting back as they should.
THough I do wish they would ditch the longbow in the STF. Here these heroes are. Standing on the boat, when they could go a few feet and shoot Recluse
Of course, none of this changes the fact that Longbow is horrendously overused, precisely because of what BrandX states. They're stand-ins for "a super-powered good guy," used whenever a player villain would be facing a unique hero, if this were a comic book or single-player game rather than an MMO. Technical problems and developer time prevent creation of a unique faction every time a villain has to fight a crimefighter. The problem, of course, is that Longbow aren't unique. They don't even look very interesting. Nor are they particularly fun to fight. For those reasons, I don't think they'd be particularly fun to play.
The PPD have some nice costumes and far more interesting powers, but with the exceptions of their lieutenant and boss-level robots, seen only at high levels, nothing they have can't be duplicated or improved upon through the player costume creator and power sets.
So, I guess my answer would be, "No." That said, I end up playing nearly everything put into the game, so if the devs did it against my recommendation, I might still end up playing such an AT. -
Quote:This is one of my pet theories, too. In this connection, it's important to keep the way the game has been marketed in mind. As the Black Pebble thread strongly implied, the target population is the group of current subscribers, not potential new players. Put another way, the game is in retention mode, not expansion mode. This means that the population to which the game is being presented is getting progressively more and more blase about the product and thus harder and harder to please.I wonder if new issues are harder now due to customer expectations?
Maybe the Devs feel that we expect so much in an Issue that they just can't produce it in a 4 x a year timeframe?
And the low hanging fruit has probably already been picked.
I also agree with the posters who've suggested that DC Online and the new Star Wars MMO will deal serious wounds to CoH player numbers. I don't much care for Star Wars myself, but it has more geek-cred than any other existing fictional property out there, and it seems unrealistic to expect that large numbers won't jump ship to play a decent MMO based on it exclusively.
Similarly, and, to me, much more troublingly, people are likely to switch to a decent MMO based on a recognized superhero property. This is a greater threat to CoH player numbers because it is a direct competitor in the same genre. More troublingly*, though, despite all the praise creating an individual story receives on these fora, I argue that most fans of superhero stories don't really want to create their own story and characters. They want to be Batman or his allies, not MyOwnSuperheroMan and his. (Long, longtime players will remember how clones dominated the early years of CoH, and I don't mean the sort of clones found in the i17 story arcs.) I just don't see how CoH can compete with that. (Note that this was not such an issue with Champions Online. While it had a setting and characters from an outside source, that source was more than a little obscure.)
Finally, am I the only one here who thinks developing the current City of Heroes and a sequel at the same time is a really bad idea? Unless the sequel is essentially grafted right onto the existing game, then all it will do is further split the player base.
* Why "troublingly?" While it has nothing to do with City of Heroes as such (which is why it's in this footnote), I see the focus on established characters as one of the major stumbling blocks in the development of the superhero genre. Sure, the established characters from the major publishers are fine, but I'd like to see more people developing their own superhero stories. (CoH sort of allows us to do this, in that its setting isn't beholden to an outside source, though it still isn't the same as the creator of a character building a setting from scratch.) -
I've been going through and fixing my powers/weapons on characters who had them reset to defaults with the release of i17. So far, 81 tokens is my record, but I believe I have some older characters that I rarely play with a few more.
By the way, I suggested that the devs issue more tokens to allow for fixing that customization reset bug, just on the off chance there's someone out there who suffered it and doesn't have a heap of tokens just lying around, even though most people, including me, seem to have a substantial stockpile, even without counting veteran costume tokens. -
My favorite parts have been the new Positron task forces and the new arcs.
My least favorite parts have been temporarily having the markets unavailable, the bug that requires redoing customized powers and weapons (a few of which cannot be fixed in the tailor interface), and the rampant negativity. -
On the question of what the evil version of a good character who already has a goatee looks like, everyone knows that in that case, the goatee has a goatee.
-
-
Meet the new Ouroboros mender, Norm Isis Heese, who is certainly neither a minion of Nemesis nor a horsie.
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.