Olantern

Legend
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  1. Quote:
    Originally Posted by Dr_Mechano View Post
    Actually when one of the booster packs was released there was a problem with the EU store where becauses hundreds of people were purchasing the pack it took so long to do an order something in the system fritzed up and it was doublecharging a lot of people.

    Still NCsoft support just refunded the money with no problems and since that moment they've sorted out the store server. Yes there was such a demand for that booster pack we managed to caused the store server to implode...go us!

    It did this to myself despite taking notice of the 'click once only' on the button and NOT clicking it multiple times (seriously it says it right underneath the buy button) I got charged twice for the booster pack.
    Exactly this happened to at least one U.S. server player, too (me). I only clicked once, I swear!
  2. Quote:
    Originally Posted by DumpleBerry View Post
    Also, when you DO purchase it, you'll be purchasing with a lot of other people. Hit BUY once. ONCE. If you hit it more than once, well...some people just don't seem to understand this concept.
    Bolded (and quoted) for reemphasis. This will make the first day the Magic Pack was available look like nothing. I will, if possible, be waiting until the second day it's available to purchase for just this reason.
  3. Quote:
    Originally Posted by Xaphan View Post
    Doing it that way makes more sense to me... and would help prevent "accidental" side swaps, which is always good (especially if the devs tie some sort of reward to NOT switching sides).
    Speaking of "accidental" side switches, that's something I've been wondering about for a while. The first mention of making a moral choice in a mission by a dev (since the NCSoft takeover, anyway) was something along the lines of "(a) kill the evil dictator and cause society to collapse or (b) let him live and continue hurting everyone." Neither of those choices seems like an obvious right or wrong to me; both seem fairly bad. Certainly, neither seems patently heroic or villainous. Maybe, since this is a comic-themed game, we're supposed to apply Batman Morality and assume that Killing Is Always Evil, And Anyone Who Does It Is A Horrible Monster, No Matter The Circumstances. If so, I'd like to know in advance so that I don't have a heroic character make the wrong Impossible Choice.

    Basically, I'm hoping that when one is doing a side-switching mission, the moral choices are obvious. Yes, this runs against the "shades of grey" concept that's being pushed with Going Rogue, but as long as the concept of "sides" exists, so does some form of absolute, in-game code of right and wrong. It would be disingenuous to create a story about a choice of evils and then, when the character returns to the contact, be told, "The evil you decided NOT to choose? That one was actually a good."
  4. Quote:
    Originally Posted by Haggard4Life View Post
    It's interesting that she said Posi's endgame system is part of Going Rogue. I assumed we wouldn't be seeing it until an issue or two afterwards.

    Maybe GR will be the first phase of endgame and Posi's team will add more to the system as time goes on.
    If the end-game is WoW-like mega-raids, as I suspect is likely, they could easily begin with one and add more over time. Indeed, this seems like a good reason for having a dedicated end-game team in the first place.
  5. I put the chances at about 5%. (I was going to say "wildly unlikely," but I remembered reading somewhere that people like to be given percentage chances when planning ahead, so there's your 5%.)
  6. All this looks pretty good. This looks like one of those long-awaited "quality of life" issues that everyone talks about periodically.

    The most interesting, though not necessarily surprising, thing to me is that the new enemies appear to be levels 20-30. This is fine with me, although it's getting hard to do everything I want to do on a character in the 20's, which makes me vary my leveling route with each one, while my upper-30's and low-40's characters end up repeating the same stuff each time through. The devs seem to like making content for that level range. I wonder if there are a lot of characters in that range, and that's why?
  7. Quote:
    Originally Posted by BlueBattler View Post
    I don't know if she could or not. (Who would take care of her body for those months at a time when she was running around as someone else?)

    And if she did, how heroic does that make her?

    Would it be very heroic of Shalice to fight crime in someone else's body, putting that body at risk while her own stays safe and sound?

    (Hm. That sort of gives me an idea for a dark fic/MA about Sister Psyche ...)
    Yeah, this was exactly my thinking. I am working on this arc now . . .
  8. Protector used to set up events where a Kronos Titan would fight three Paladins and a couple of other robotic enemies, all at once. I think they called it "robot rampage"; there are screenshots and videos floating around out there someplace.
  9. Quote:
    Originally Posted by BlueBattler View Post
    I don't think that Sister Psyche's power can work the way they say it has. She literally is close to being 90 years old, but she doesn't look physically any older than mid-30s.

    If she only doesn't age when she's mind-riding someone, then she'd have to spend at least 2/3 of her life outside her own body ....
    Couldn't she have done that, though? I admit that there's no explanation as to why; at least, there isn't any that I know of.
  10. Quote:
    Originally Posted by BlueBattler View Post
    I'm still of the opinion that someone who had a hand in game-lore had an old flame named Penelope ...

    It's not exactly the most common name and I think there's also a baddie in Croatoa named Penny you fight as well ...
    Penelope Nemmers, ghost boss. She's presumably a relative (sister?) of ghost contact Kelly Nemmers, although this is never mentioned anywhere in the story that I can find.
  11. Quote:
    Originally Posted by SirFrederick View Post
    I disagree, actually! They're badass spooks, sure - and Indigo is herself the product of side-switching, sure - but they're about the most idealistic badass spooks you could hope to meet. They're not as forthcoming with information as civilian contacts, but they're a lot more forthcoming than they could have been, and they warn heroes when things are going to get rough, and debrief them afterwards. Sure, a tetchy vigilante-type might rankle even at that, I suppose... but it'd be the last straw after 40+ levels of working with law-and-order types.
    Indigo (slightly) and Crimson (definitely!) have always given me the impression that they really, really dislike (1) my characters and (2) heroes in general. The standoffish, close-mouthed, and moralistic way they're written almost makes me think that they're bickering with Malta not out of any high-minded opposition to the group's goals, but as part of a bureaucratic power struggle in the super-powered intelligence community.

    Plus, I just dislike Indigo for being a "former" Knife of Artemis. (Forget what some prominent AE critics have said about Malta; if there's one faction I consider utterly irredeemable, it's the Knives.)
  12. Quote:
    Originally Posted by Zombie Man View Post
    No, there are more. Including more under the hood assets than what that article references (but not that much more).
    I meant by name.
  13. Quote:
    Originally Posted by M_I_Abrahms View Post
    Just ran the Hero side mission (and it is only one mission, non-repeatable) to see if it's worth it. It looks like the only reason to run them is if you want to unlock DJ Zero, but can't find someone to help with the two cross faction missions.
    The clues are also kind of amusing and include the only in-game reference to the oft-bruited-about Space Station and Moon Base.
  14. Olantern

    Lt. Sefu Tendaji

    Quote:
    Originally Posted by Prof_Backfire View Post
    ...so, who else didn't leave a single Nemesis soldier alive in *that* mission?
    I sure didn't. And yes, even on my "heroic" heroes, I mean alive, not unarrested. Torque off an emotional character like Kid Eros or a forthright one like the Knight of Gears, and you get a terrifying whirlwind of destruction.

    Capt. Dietrich's speech in that mission, along with Wretch's at the end of "Oh, Wretched Man," had me tearing up a little . . . yeah, I'm like that . . . :P Anyway, it's that speech that makes me not hate Dietrich as much as most people seem to.
  15. Olantern

    Lt. Sefu Tendaji

    Quote:
    Originally Posted by DMystic View Post
    Interestingly enough my main Villain actually liked Sefu. Sefu was willing to look past the differences and ultimately do what's best for everyone. Yes he had his orders but he also found ways to work around them. And when we were forced to fight Sefu questioned it, but couldn't find a way out of the situation.(game mechanics wise this is one of the worst fights ever conceived, but story wise it's one of the most powerful, if not THE most powerful moment in the game)
    This, a million times this. Sefu is probably my favorite supporting character (he's a great character, not such a great in-game foe).

    I don't have the all-out hatred for Longbow that so many players, especially villain specialists, seem to have, either, so that helps. Instead, I tend to feel sorry for characters written as antagonists; I feel like the author is pushing them around.
  16. New question: is there any sign that enemies with the Grant Cover power are actually using it? I have an encounter in one of my missions where a group of "bodyguard" enemies with this power (from the Shield Defense set) are supposed to use it to protect a debuffer-type boss.
  17. Something's bothered me about those two contacts ever since their initial introduction. Their names are obviously anagrams, probably of a phrase with "love" in it, but what's the rest of the phrase?

    Maybe this means they work for Nemesis, who apparently hasn't realized that "anagram" is an anagram for "a rag man."
  18. Add another one for AE arcs. I generally write them to be "insertable" into the game, though, of course, my interpretations of the characters are my own.

    If I had to choose just one of my five published arcs, I'd choose "The Key and the Chain" (#193451), which gives the Legacy Chain some, in my opinion, much-needed heroside presence. It also explains why Virgil Tarikoss ended up recruiting villains in the Rogue Isles and features a chance to fight Mr. Bocor, a character I've always felt would make an interesting in-game opponent.

    My Croatoa arc, "The Love Talker" (#30242), adds a bit of backstory to the Tuatha and even gives them a leader (as well as explaining, sort of, why you never see him elsewhere in the game). If I had to explain how this one would improve game canon, I'd say that it's because it expands nicely on the fairy-lore of Croatoa, creating some unique menaces to liven up the "generic" Red Caps, Tuatha, and others.

    My (serious) Nemesis arc, "Urban Renewal" (#255713), is actually an extensive reworking of the "Stop Nemesis Macro Assembler" mission from i0, an interesting concept that I've always felt cried out for its own map (it's about a machine that eats buildings) and better implementation (the original mission requires clicking three glowies simultaneously). While I consider the arc well-written, it's a fairly unsubtle, straightforward story about a standup fight with the Nemesis Army. I actually consider this a strength. I wanted to create a story to suggest that Nemesis has the muscle to back up all that plotting. It is, after all, the Nemesis Army, not the Nemesis "Gang with Strange Pseudo-Victorian Technology." Finally, I just enjoyed creating uniforms and powers for a few additional kinds of Nemesis troops (the Freakshow who switched allegiance to Nemesis work for "boiler-grade coke and racy engravings of Ada Lovelace" are my favorites ).

    My Warriors arc, "The Heart of Talos" (#175660), might make a good addition to canon, since it provides at least a partial explanation for the Warriors' artifact trade, a plot thread that simply vanishes in the mid-20's. It also provides what I consider a natural connection between the Warriors and Cimerora, as well as some background on the hero, Talos. That said, there really wasn't space within four missions to develop all those threads and have an action-packed, task force-like series of challenges, which is the feel I wanted (I wrote it after watching a Ray Harryhausen movie). If I were making this into a dev-made arc as opposed to an AE one, I'd break it up into a few more missions, to develop things a bit more thoroughly and less frenetically.

    Finally, to close with what I'd consider another great addition, not so much to the canon but as an event, there's "The Wentworth's Thanksgiving Day Parade" (#347683). I'd joked for years about a "Thanksgiving Event," so last November, I decided to create my own. This is a Nemesis arc as well, and while it's serious enough to take place within the context of the rest of the game, it's also got a lot of intentional silliness in it. My major regret is that I couldn't find a good way to create the balloons for the parade, so the characters just talk about them. But imagine if this arc became canonical! Heroes could be awarded the "Grand Marshal" and "Baster" badges!
  19. Quote:
    Originally Posted by Scarlet Shocker View Post
    I did 12 points of damage to a Skul once. Does that count?
    Ah, but did you solo it?

    N.B. This post may be less funny than it ought to be, given that boasting about soloing things is more a 2008 thing.
  20. Quote:
    Originally Posted by Golden Girl View Post
    I wonder if that's going to be something for Resistance members to use to move around Tyrant's city?
    Well, technically, probably not move around, since the power apparently doesn't give you stealth when you're moving.

    I can't think of any other powers that take effect based on whether a character is in motion or not. Can anyone else?
  21. Quote:
    Originally Posted by DumpleBerry View Post
    You're right, a complete graphics overhaul and entirely new content doesn't take any work and won't constitute any change to the game.

    Wait. No, no you'd be wrong.
    Sorry, the sarcasm didn't come through in the post. What I meant to imply was that a complete graphics overhaul and something-to-do-with-content were a fair amount of work and that people were being silly for expecting more.
  22. I predict a lot of outrage, burst bubbles, and pointless ranting. Oh, and, I suppose, Ultra Mode and a couple of arcs or Task Forces or something.

    Restrain your expectations, people.
  23. Quote:
    Originally Posted by Arcanaville View Post
    Curiously enough, this is also the motto of the Accounting industry and Stalin.
    As a former bureaucrat, I can also tell you that this is also the motto of every part of any government.

    ***

    I must be one of the few people who isn't irritated by the lack of Going Rogue information. My attitude is that I want to play the expansion, not read about one of its features that I won't be able to experience until it's released in another four to eight months. And I really don't understand all the hatred of the marketing department.

    I am, however, alternately surprised and mystified by the approaching taken to marketing the game in general. For at least the past two years, the main marketing targets for the game seem to be (1) current, long-term subscribers and (2) MMO fans.

    The focus on the first group is surprising to me, but after much thought, I've come to understand it a bit better. The idea seems to be that because City of Heroes is an old dog in the MMO world, it's better to focus on retaining customer loyalty than to try to gather new customers. Put another way, it's more realistic to try to keep the player base from shrinking than to try to grow it. Yes, this does make sense for an older game. It's also extremely flattering to me as a longterm customer for the game and makes me feel even more invested in the product.

    However, with a boxed expansion coming out, I wonder if it might be worthwhile to consider potential customer segments other than those who are already loyal to the product, as well as those loyal customers. If it is worthwhile to do so, the game's positive features (visuals, setting, casual-friendly nature, flexibility) need to be presented in ways other than announcements on this website.

    Now, of course, most additions to the game are presented on MMO news websites, which brings me to the second group of marketing targets. I question whether this is the ideal target audience of new players for this particular game for two reasons. First, as a previous poster pointed out, while it's fine to market to MMO fans, City of Heroes has potential appeal well beyond the traditional MMO fan base. This is especially true with a boxed expansion coming out, which will create shelf presence and make it easier for those with a casual interest in the game to learn more about it through the simple expedient of picking up a copy.

    Second, City of Heroes succeeds in providing quality entertainment by being different from other MMO's, not by copying them, as most of the industry does. The game is forgiving to casual players, emphasizes customizability and uniqueness, and has relatively little "grind" or "uber-loot." This is the polar opposite of many MMO's out there. Fans of those MMO's, the same people who are being treated as this game's potential new audience, often criticize City of Heroes precisely because it flouts these MMO conventions. It is counterintituitive to expect, for example, hardcore World of Warcraft players to switch their entertainment dollars to City of Heroes simply because City announces the ability to recolor one's powers on an MMO news site. Indeed, such gamers are likely to laugh at City of Heroes for spending the time on such a feature.

    I argue that instead of (or at least in addition to) marketing to these individuals, City of Heroes should market itself to non-MMO fans who form communities similar to MMO fans. These would include players of single-player games, comic book fans, and even movie enthusiasts. These are the segments of the population that are most likely to be impressed by a game with the general features I described above. Non-MMO communities are an untapped resource for the game that I believe its marketing should strive to reach. Of course, reaching these groups may be so costly or otherwise difficult that the marketing department has elected to forego trying.

    To put things in simpler terms, we're pushing the game to the wrong group of geeks. It's easier to gain the loyalty of someone who isn't committed to any MMO at all than to fight another game for that loyalty.

    At least, those are my theories. If you read this far, I hope you enjoyed them!
  24. Thanks. Those are good to get me started.