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Posts
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Oh, man, how could I forget that one? I remember Asking the Newbie in the summer of 2006 or so what the devs were REALLY hiding in the then-sealed area at the back of Faultline. His answer: "Villain Epic Archetypes. Wearing trenchcoats."
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I'm liking the way the reactions to it seem to be mostly negative.
Wait, I don't like that at all!
Personally, I think the new graphics are nice and all, but I was perfectly happy with the old ones. I have most settings cranked up pretty high, and I'm not seeing much lag, even though I'm not using a top of the line video card. From what I've seen of the new missions, they're fairly entertaining. The new powerset seems "all right." I haven't had much chance to go looking for badges yet.
Still, the feedback I'm seeing from most people is similar to what's coming out in this thread, about 70% negative, 30% positive. Looks as if the new issue has given even more players excuses to quit, which a six-year-old game can ill afford. -
Here's something that I haven't seen noted anywhere as yet. Since i17 went live, some of my characters' costume pieces' colors have been reset. For example, a pattern on one character's shield went from white to black. Similarly, some powerset colors that were customized have been changed to the default colors, but only on certain costumes.
I've communicated with one other person who experienced the same bug. Apparently, these are "real" costume changes, not graphical display issues (i.e., the white shield really did get changed to black, it doesn't just look black due to graphics settings). It looks as if yet another round of free costume tokens may be in order.
Has anyone else experienced these costume-related bugs or determined any rhyme or reason to them?
New issues spotted, 4/30/10: As with the Spines user below, some of my weapon-using characters have had their weapons reset, seemingly at random. For example, a pistolier had one of his pistols, a Tactical Sidearm with Laser Sight, reset to a plain Tactical Sidearm.
Perhaps more troublingly, the character whose shield pattern was recolored not only cannot recolor that pattern in the tailor; he can't get a pattern to appear on the shield at all. So far, this is the only problem I've seen that can't be fixed with a simple costume change. -
I don't bother to explain that sort of thing, but I'm not really a roleplayer.
However, I can tell you that my characters use server downtime to use the restrooms. Less frequent downtimes have been a problem for some of them... -
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I liked "How Deep Was the Spartan Pit?" from Comic Book and Hero/Villain Culture, at least the early part of the thread that discussed things like Spartan diplomat training, which was said to involve kicking a heavy weight back and forth while yelling as loudly as possible. In my daily life, I occasionally refer to Hate Pits.
Jock Tamson's "In the Beginning" thread of defender mythology is good, too, but I believe that has been stickied.
I, too, have enjoyed the Sister Flame thread. -
I've had fairly good experiences everywhere.
Victory, my original server, seems to have a lot of experienced, effective players and a strong Task Force culture.
Liberty, my current home server, has a lot of nice people, regular mothership raids and task forces, and multiple, highly active global channels.
Pinnacle, on which I played some years back, seems to be one of the smallest populations, but the people I met there were almost universally interesting and friendly. Plus, of course, it's the drunken server.
Justice, my current back-up, seems pretty active, with a fairly large number of players.
And yes, all the servers took major population hits during the free transfers as people moved to Virtue to be with their friends. That said, I've found it easy to join teams nearly anywhere and fairly easy to form teams most places. -
I've been kicked for lacking powers in the past, although it's been several years. In nearly every case, it's been while playing a defender, controller, or corruptor, and it's gone like this:
Tell: Would you please join my team?
Me: Sure.
(Join team. Leader enters same zone as me.)
Leader: Sorry, I wanted an Emp [or a Kin, if I'm playing a corruptor].
(Kicked)
Back in i4, this also happened to me on my first tanker, who was kicked for not being Stone Armor.
Maybe it's just me, but I'd think that most people who wanted some specific powerset would ask potential teammates if they have it before inviting them, especially if they're sending tells first, anyway. In fact, this is what I've generally seen. Back when the second-tier servers were busier and pick-up teams were more common, I'd routinely get tells when playing my support-set characters asking what sets they were. I assume people were looking for empathy and radiation emission, since my kinetics controller, the only support character I played frequently until recently, always got no response and no invite after telling them he was a kineticist. Everyone knows kins are teh gimpz anyway... (rollseyes) Ditto on my storm corruptor.
My Traps defender wasn't created until after the age of the pick-up group, so he hasn't had to deal with this.
Edit: I should add that I used to get yelled at routinely for knockback on my Archery blaster (Archery has one, count it, one power that has a chance for knockback). The same person who did this refused to try to manage his knockback when playing his Illusion/storm controller with my dark/dark scrapper. Finally, I stopped teaming with him with that character. I've gotten complaints about using Shockwave on my Stalker and Crane Kick on various Scrappers, too. So the idea that "players hate KB" is definitely rooted in actual player behavior. -
I'd don't actively hunt for badges unless they give some mechanical effect or they contain a title I really, really want on a particular character. However, I do accrue them just from incidental play. I'm not sure if that counts as "using."
I love Architect. Unlike (apparently) a substantial demographic, I don't use it for farming. I use it because (1) I enjoy writing arcs and (2) it's nice to play through some stories that I haven't seen at least 3 times already, as I have nearly all of the dev-created stuff. That said, I've cut back significantly on AE play since the last patch, though I suspect that'll change. I used to participate in the AE "community," too, when it was new, but I've come to find it incredibly frustrating. It tends to be dominated by players with what I consider excessively eccentric standards, though there are plenty of nice people, too. All in all, I devote about 15-20% of my play time to one form of AE-related thing or another, sometimes more if a new feature has just come out.
I occasionally PvP with a few people I know, but I find it dull. It's just a matter of dying fast and often, then rushing back into the fray to get killed again, punctuated by occasionally beating down an injured enemy. I consider it an exercise in futility. Overall, I'd say I devote about 2% of my play time to PvP.
This seems to be the pattern for most people posting here.
It looks as if the implication of the OP is supposed to be, "PvP has a bigger community than AE and badges, so it should get more development than they do." I don't know if this is empirically correct, and I don't agree with it, even if it is. Yes, that's unfair to PvP'ers, but as a player, I don't feel any particular need to be fair to PvP'ers. I might feel differently if I were a developer, though. -
I can't help admiring someone who answers his phone not with "Hello?" but by shouting, "FEAR ME!" (I think this may have untapped potential as an answering machine message, too.)
Welcome to the wonderful world of dev/player interaction. -
Ah, "One of Our Fifty is Missing," the best part of Albuquerque magazine. How I miss it ...
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Having just read part of the Marketing thread, I'll just chime in here to say that I suspect one of our biggest problems in reaching out to non-gamers who might be interested in this game is how complicated some of the systems are, including the enhancement system. I remember when my father set up his account that he found the way these things work to be very unintuitive and hard to remember. And this was back in 2005, long before the age of IO's.
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You actually get them as soon as you create your account, but they've been cow-nerfed so badly that not only are they invisible and untargetable. Further, this particular nerfing was so powerful that it also erased the very knowledge of the cows' existence from everyone's mind.
Incidentally, I see open beta has begun, which has already produced the gnashing of teeth I mention, as well as a nice Samuraiko video. Thanks for that, and special thanks for noticing the cow thing ... -
So far, the best comment I've ever gotten was, "Loved the turkeys."
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I expect a badge (still not account-wide, though), some kind of one-off mission, and endless player complaints about how it's poorly written, too hard, too easy, uses a group people hate, the devs nerfed their pet cows, etc.
In other words, the usual stuff. -
Quote:Decimator, Destroyer, and Destructor appear in the "Bonefire" arc, along with one of their Skull counterparts, Marrowsnap. All three Hellion leaders are just named Damned bosses, and Marrowsnap is a Bone Daddy. To my knowledge, Marrowsnap's brother, Marrow Drinker, doesn't appear anywhere, though he might show up in Bonefire if you do it with a large enough team.He isn't their leader.
Actually, I wanna see these guys.
Tempter, however, doesn't appear anywhere. -
Quote:When sonic blast was released, I made a character called the Singing Mikado, who gained superhuman powers after seeing The Mikado 1,000 times. Unfortunately, he also fell under the delusion that he really is the Mikado, and now patrols Paragon City seeking to let the punishment fit the crime. I have a Drosselmeier (from The Nutcracker) character as well. Those characters are unambiguously in the public domain and ought to be okay.I had a WP/SS tanker called Ralph Rackstraw. I ended up deleting him because I didn't enjoy the powers (and because there is no staw boater available in the editor).
I'd be more cautious with something like "Thor" (if it were available; see upthread). The GM's, like most people, aren't concerned with how a court would rule on whether a character infringes a trademark or copyright; they're concerned with how likely it is that someone will get the idea to sue after seeing one, since defending a suit successfully is nearly as draining as losing one. It's frustrating, but I can't say I blame them. -
Mr. Bocor (I put him in an AE arc).
The Lord of Frosts (I see someone else put him in an AE arc).
Talos and his kid "sidekick" whose name I can't remember (I mentioned them in an AE arc).
I'm detecting a pattern here...
Oh, and definitely not Terra. While I like the high adventure stories as well as anyone, I also like the idea that there's a character out there who can't be saved; it adds a touch of realism to the setting. -
Quote:Sure, Freedom Force also benefited from having a preset cast of characters. The game's designers knew it would be not just about some superhero fighting Nuclear Winter, the Soviet Snowstorm, but about Minute Man fighting him. This contributes to the player's sense of "immersion" as much as or more than the fact that the heroes can throw barrels or knock down walls. It's an actual story with an identifable protagonist.My point is that for those of us who can actually 'stand' to play a tactical RPG, it very much nailed the look and feel of a superhero game.
This doesn't work as well in an MMO. Any good RPG game master knows that the most important characters in the story are the protagonists, the players' characters. An MMO needs to obey that same dictum, but the writers of MMO stories need to deal with knowing next to nothing about their protagonists. (Witness all the wailing and gnashing of teeth when a mission dictates even the smallest thing about how our characters act or feel.) It's possible to get the same feel from a well-written single player game in an MMO, but it's much, much, much harder. (Incidentally, using a preset group of characters makes visual design and animation much more predictable, which I think also makes things like throwing barrels easier to program.)
This isn't even considering the importance of setting and tone. Another reason Freedom Force works is that it isn't just a superhero game; it's an animated '60's superhero comic. That makes it easy for the writer to create characters that instantaneously resonate with the audience's expectations (impetuous ex-gang member, tragic guy imprisoned in armor, super-smart alien, communist agent, etc.). This can be and has been done to some extent in City of Heroes, but it's prompted little but hostility from the player base; I see routine complaints that "Nemesis is too cartoonish because cackling evil masterminds are dumb" and the like. For the most part, though, City of Heroes doesn't stick to any single tone, theme, or comic book influence. Instead, we fight magical cults, comical cyberpunks, evil corporate suit-guys, and pseudo-Napoleonic armies, all in the same game. This adds some nice variety, but it also makes it difficult for the game's writers and designers to impose the unified vision of setting and tone that makes a world really come alive.
So, in conclusion, I enjoyed Freedom Force, but I think people tend to credit too much of its success to things like destructible environments and throwable objects and not enough to the fact that it's a single player game with a fairly coherent story and look.
Oh, and I wouldn't mind more maps, more variety in objectives, and more stuff to do outdoors, but if the comparatively limited number of them that exist haven't made me quit by now, they probably won't in the future, either. For whatever it's worth, comments the devs made at PAX East suggest that some of the new, upcoming things in Going Rogue will place a renewed emphasis on having to do things in the outdoor game world. Zone events were specifically mentioned. -
One obvious error: aren't all children in Paragon City required to be named Penny, even the boys? Or that just what they're called within the city limits, similar to the way all people, places, and things on the planet of Marklar in South Park are known as "Marklar?"
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Trying to compensate for exactly this phenomenon, in a comedic AE arc where Nemesis soldiers are posing as members of a marching band, I had a patrol say the following:
First patroller: Isn't someone going to notice? What about the Jaeger?
Second patroller: Quiet! Just march around and pretend to play an instrument!
The first time I tested the mission, both lines were spoken by, you guessed it, Jaeger. -
Quote:This is assuming that Going Rogue both is and is meant to bring in significant numbers of new players, as opposed to bringing back veterans. Given the past marketing strategy of the game, I find this unlikely.Isnt this all a bit worthless really? The only thing people would want to see regarding numbers are the ones after GR launches wouldnt they?
Since that is the biggest release in the last 2/3 years.
Personally, given the increasingly negative climate on these forums and in-game, I think it's unlikely that any increase in subscriptions from Going Rogue can offset the continuing, slow bleed of subscriptions.
Indeed, things have been so gloomy lately that I'm considering just giving up now, rather than going through several more months of cheerleading for a game no one else seems to want to save. -
Two additional ways to expand your gameplay are PvP'ing and playing the market. I'm not really into either one, so there isn't too much I can say about them. Both have dedicated subforums here that can tell you more about them, though. I will warn you, though, that PvP is fairly quiet on all but the busiest servers (and maybe on them, too; I don't know since I don't play there), probably because it depends on interacting with other players.
If you haven't tried both the hero and the villain sides of the game, you definitely should do both, too. -
Quote:Exactly.Every time, and I do mean every time a new powerset or costume piece or buff or nerf or...basically, when something changes in the game, someone will inevitably take it as a sign. If it has a noun form, someone has posted bemoaning it as the x in "City of x". Even when it wasn't an overreaction, when there really were a few examples of x, the novelty faded within a month at most, and people went back to the same thing they always did.
Also, B.A.B. just dealt me 812.4 points of bonus Sarcasm damage! 8)