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Quote:Any person able to carry a shield and move on a battlefield should be able to lift that shield to protect an ally more than three times per day.Regardless of real world links or a lack thereof, both involve effort real or imagined that has limitations. Call it strain, call it exhaustion, but whatever you call it in real life you get to the point where you can't do what you might've been able to a minute ago without taking a breather, though you might be able to perform lesser tasks. There's not going to be a game mechanic to perfectly simulate that and still be fun, but it's the sense behind the physical limitations and ultimately the mystical limitations as well. There are those who rail against the mystical limitations for similar reasons as yours.
I'm fine with limitations based in realism. But arbitrary limitations are a feature found in computer games because of the limits of programming and interfaces. Arbitrary limitations are what make a PnP RPG feel like a computer MMO. They should be avoided whenever possible.
I agree that it would be more fun to remove arbitrary mystic limitations. They just don't bother me as much as the physical limits. -
Quote:Because physical effects have their basis in real world physics. Mystical effects have whatever limits we say they do, because they are fantasy.If mystical efforts can be arbitrarily limited, why not physical?
I know that designers like to equate real-world mechanics and fantastic mechanics in games, but that's a foolish thing to do. It destroys immersion and eventually rots away at the underlying physics of the game. 4th ed D&D is a fine example of that. -
I don't think aggro management itself is the problem. The problem is how it's been MMO-ized. Instead of giving a fighter a 'mark' power that allows them to block an enemy, why not just say that a fighter can put their body and their shield between the evil Lich and the party's cleric? If the Lich still wants to attack give it minuses based on a large obstable (the fighter) being in the way.
And if the 'mark' can be imagined as something as simple as combat tactics, then why limit the number of times the fighter can use it? The 'daily' and 'encounter' power limits are really what make 4th ed D&D like an MMO. In real life, fighting skills do not have recharge times. You should be able to use any of your skills at any time. Obviously this isn't true for magical abilities, but there is no excuse for not letting a fighter try a power attack, a charge, or a block only once per day. Such limits break immersion and make it feel like a computer game. -
An archery instructor on Wired.com has done an analysis of the three big archery movies this year -- The Avengers, The Hunger Games, and Brave.
According to him, Hunger Games is getting it right and Brave is near-perfect, but the archery form shown by Hawkeye in The Avengers is god-awful. Maybe we should leave the archery to the womenfolk. -
Quote:Dejah Thoris was stating her *opinion*. In her opinion, a Barsoom ruled by Soldanga would be a disaster and would lead to the end of Barsoom. She held that opinion because Soldanga was, by any measure, evil.She attempts to say it to her father, but he blows her off
She tells Carter, but he doesn't seem to care.
Carter uses something similar to get the Tharks to fight which is Soldanga is going to conquer Helium and after they are done there they are going to kill you so you should team with Helium to deal with Soldanga before it's too late. This is not the same as "the end of Barsoom"
She happened to be right on another level because of the thern, but she didn't know that.
Why are you stuck on this point, when it's just the opinion of one character? How does this reflect on the film in any way? It's a good movie. I'm sorry that this one character's dialog bothers you. -
Quote:The princess doesn't trust Soldanga, and if they win then Barsoom loses. Soldanga had been destroying cities for years. All of this is in the film. Even if you didn't catch all that, it's clear that Helium are the good guys and Soldanga are the bad guys, so if Soldanga wins it's the end of the Barsoomian way of life.Spoilers...
The movie start and the Therm give the weapon to the conqueror. Ok.
The Princess says that if the conqueror wins it will spell the end of Barsoom. Ok.
And then you wait... and wait... and wait... and forget... and then realize... HOW will the Conqueror spell the end for Barsoom?
No clue. There isn't any reason that is the case so the princess is idiotically talking in hyperbole the entire time.
Quote:But wait, throughout the film we are shown that the real threat is the therm... in that they want the one side to win... for some reason and don't want the other side to advance for some reason and say all worlds are doomed to death because they suck apparently, but in the end they have equal tech and the blue power thing doesn't seem like it can do anything other than increase the speed of the destruction as we never really see it for anything that would prove useful other than a weapon immediately...
Now, I'm still a little fuzzy about why they insisted that Dejah Thoris be married and then murdered. Something to do with crushing the hopes of the last civilization on Barsoom and making it fall that much quicker, I think.
But aside from that I think the film was pretty clear in its explanations. I grokked it all. I have read the books, but that was about thirty years ago, and in any event the therns weren't in the books in this manner.
I thought it was an excellent movie. There were a couple flaws, but most of them were in execution -- I only know of one true plot hole and it was pretty minor. (The thern amulet, apparently, does travel from Earth to Barsoom and does not create a copy of itself. That's the only explanation for why Carter didn't have the original amulet when he woke up back in the cave.) -
Quote:Rick wanted to be sure that Jenner was right. It's a hard truth to swallow, that nobody can escape becoming a zombie. He needed proof. Rick was sitting with Shane's corpse, waiting and ready to pop him in the head at the first sign of reanimation, when Carl distracted him.Actually if we are to believe that Dr. Jenner told Rick the "big secret" about everyone reanimating after death then it makes perfect sense that he'd make sure he head-shoted those guys. On the other hand if we are to assume that he knows then you'd have to ask why he didn't quickly try to pop Shane in the head. Curiouser and curiouser...
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Snipes in the real world are useful because range is a defense, and because the targets can't always tell where the sniper is.
Range is not a very good defense in CoH, and that's not going to change.
Marking the sniper is the problem. Right now enemies immediately know where the sniper is and aggro on them. The only alternative is to have no aggro...but that's not a very realistic possibility.
The way to fix snipes is to fix the AI behavior so that NPCs have a third mode in-between aggroed and not-aggroed. Call it 'roaming' mode. In that mode they look around and fan out in all directions looking for players, but are not yet aggroed on a player. This lets a sniper sit back and snipe until the roamers get close to him and establish aggro. Not very useful in a team (unless the team waits while the sniper does his work) or during a firefight...but that's a realistic assessment of snipers anyway.
Of course that isn't going to happen either. AI behavior is server-intensive, and for years the devs have resisted improving it in any way. -
As a long time ERB fan I loved the film. John Carter invented the 'F-Yeah' moment, and this film gave him plenty of them.
All I really wanted to see was John Carter alone against an army, hip deep in slain foes. I was worried that Disney would wimp out on that, but they gave me the scene I wanted. Really well done. -
Quote:I chose to play the DA arcs. In order to do that, I was forced to play the personal missions.Here we go. You're not. Don't do them. Avoid DA. Nothing forcing you to go there. You are CHOOSING to play those arcs. You.
If I had known in advance that playing as an NPC was required, I might have chosen not to play the DA arcs at all. That warning was not given; it's too late now.
Quote:Get yourself a free account, spend a couple dollars to make it premium enough for SG invite. This is very very cheap. Now, you have 2 accounts that are linked to your SG. Log in one to invite characters from the other. The free account becomes the inviter to all your VIP characters. Even call the character The Butler lol.
If you are supercheap just ask people to join your SG for 5 minutes to invite your alt. I did this for 3 years.
I have people who have offered to help me consolidate my characters into a SG. I never took them up on the offer because it feels like imposing, because it's obviously counter to the way the devs want us to play, because it will take an entire day's playtime, and because I'll have to do it all over again whenever I make new characters. It's a workaround, not a solution. My price for resubscribing is a solution to this problem.
Quote:Please, I'm begging you, take a break from the game, RemusSheperd.
Not that anyone cares. I've stated my concerns and few people here seem to understand them, let alone share them. Those who did are long gone. Paragon Studios has the players it wants -- they won't get any more like me -- and the players that remain have the game they desire. I hope you all have fun somehow. -
Quote:I'm moaning that the personal missions are the latest, most blatant way in which CoH has been changed from a game into a movie where your character is not the star.Telling stories..instead of making a game. Hmm that is funny..since you could argue that every single type of game is just..telling a story. Things happen, cause other things to happen..it progresses, further, backward.
And yet..you are moaning that we have ONE zone which has 6(?) personal missions in which we are not 'us', in order to advance the game. Sorry! Not the game..the STORY.
Quote:Still not seeing why this is a problem..besides you thinking it is. And you even admit to playing a ton of single player games. Are you honestly expecting an MMO to have stories as focused on you a SP game? -
Quote:You were 100% correct, Texas. Some of the personal story missions (Heather Townsend and Mu'Vorkhan) were part of the contact arcs. Both of those contacts had the arc icon in my contact list. I did their personal missions and was able to proceed to Praetor Duncan's missions.I'm not saying you are forced to do anything. Please don't try to put words in my mouth.
What I'm saying is that it is possible that it is being treated as an open arc, which to my way of thinking would be a bug.
Since you are given the reward table before you are offered the Personal Story mission, the arc should be complete at that point. If it is not counting it as complete, I'd /bug it.
So I *am* being forced to do those NPC missions. But you're saying that it may be a bug.
Well, I've already /bugged this problem, so if they ever get back to me I'll let them know what the problem was. Meanwhile this forum has the solution -- thank you! -
Quote:No, I have only one mission active. However, I have several mission arcs active. Most of them are from content that I outleveled and never went back to finish. There's a limit to how many arcs you can have. The personal missions in DA (or at least some of them) count as arcs...so if you have arcs open, you cannot progress through the DA contacts unless you play through the NPC personal missions.Oh...I see. The limit of story arcs that has been in place since..I started playing? Which has..you know..NOTHING to do with the personal story missions at all. And..if he did have to many arcs open..doesnt that just mean he has a lot of NON personal missions active, meaning he maybe needs to take his own advice and go do arcs that are not the personal ones..
I don't mind getting backstory. I don't mind it if an NPC gets attention now and then. But I shouldn't be FORCED to play as them, in their missions, especially in the middle of my limited playtime when I was happily doing something else.
Incidentally, I shouldn't be forced to go back and play those old, outleveled arcs either. It's content that I've seen a dozen times and all the enemies are 20 levels below me by now. There should be a way to free up mission arc spots, especially if we're going to get content that monopolizes them like the new DA does. -
Quote:You've succinctly stated the root of the problem again. The devs are telling stories. They're supposed to be creating a game for us to play.Switching narratives from one person to another is a long standing means to give the reader more of the world's background.
Deal with it, because you aren't going to change anything as the principles of narration have been around since people have started telling stories. -
Quote:I used to be a big gamer, but I haven't played any other MMOs in a long time. I played all of the first generation of MMOs (circa 1997) and a few of the second generation of MMOs whose names I've forgotten. I'm not interested in the third or latest generation. CoH has spoiled me in many ways. I won't play a game without travel powers anymore; I can't.So, maybe it's just a matter of perspective as much as anything. Have you tried any other games, Remus? (I would actually recommend trying others out if you haven't. I think it's useful to see the way different games handle different design goals and different player expectations-)
Single-player and FPS games I play a lot of, yes. -
Quote:Aside from the personal missions I agree: DA makes your character the star of the show, and I was enjoying that arc until I was forced to do the personal missions.Ironically, Dark Astoria is the first time in a long time my Blaster has felt more "heroic" than "horror movie survivor." Usually, I'm proud of the fact that I blasted my way through content and am not dead yet. In DA, I can bring the full power of my Incarnate status onto content that I still get full rewards for, but can drop the hammer on. And its readily apparent that at least in the early arcs the critters are no match for me unless I deliberately crank difficulty up high.
Quote:As to the personal stories: I consider those nothing more than interactive cut scenes. I think it detracts from my own gameplay experience about as much as the loading screens of the game do, that also don't have me in them. -
Sure it is. Did you know that Maria Jenkins was my blaster's schoolteacher? Does it matter to you? Not at all. It doesn't affect your play one bit if my characters' backstories weave into the lore of the game. In fact, that's the entire point of playing a role-playing game.
If some new lore disagrees with what I've dreamt up, then I adapt and come up with something new. I assume everyone else is doing the same with their characters, if they role-play at all. Players build upon the given lore with their own stories.
But forcing lore down a player's throat where the NPC is the star? I'm not interested. They're bit players in my story. It should never be the other way around. -
Quote:No, but when I figured out how to beat them I did.It's strange you talk about the past. When was getting beat up by devil worshipping thugs heroic? When a pile of Vahzilok all barfed on you and killed you, did you feel like Superman?
But note that I'm not talking about power level. I'm talking about the focus of the game. Difficulty can be tweaked and so on, but when the story puts an NPC in the starring role -- as almost all the stories have in the past year -- then it's not a game about me and my characters. -
Quote:I'm willing to share the limelight with other players. It's not a single-player game, I get that, I don't have a problem with it. But why do I need to share with NPCs?Not sure how a MMO that caters to thousands at once is supposed to make a singular character be as special as the OP seems to desire. I hear you, and see your point, but really not sure if it's doable in COH, or any other MMO, really.
I'd love a single player 'sandbox' type 'superpowers' game that had the customization and power selection of COH (with the feature like many console sandbox game have, allowing select friends to join you in your world); I'd be all over that. Such a game could really make you feel like you are (or can become) the center of the universe, like the Fable games can do.
But in an MMO, such expectations must be tempered, I'm afraid...
I don't need their backstory; I'm making it up as I play. That's the point of a role-playing game. Many of these NPCs I don't even like. Why must I be forced to play as them, or witness their heroic deeds while I'm stuck on the sidelines? It makes for a bad, bad, bad game. -
Quote:I don't care.The personal missions are a way to bridge the gap between the game and comic books. After all, you don't see Batman in every single panel of one of his comics, do you?
In effect, they're a way to see the other half of the story as it happens while your character is busy kicking butt. As far as I know, they're all non-combat. It's not you sitting around and letting someone else be the star. (In fact, all the ones I've done so far have the NPCs discussing your character's deeds.)
I'm playing a game with a character that I created. Why should I be required to pause that in order to see content from a comic book that I have nothing to do with?
I'll try them. I have to, apparently. But I am not pleased about this. -
Quote:It doesn't have to be. CoH breaks the mold for MMOs in so many ways, why can't it break this one?The enormous groups needed for iTrials do make you feel more like a soldier than a hero, but that's just the nature of MMO end-game content (or so they tell me).
Quote:To give you the level of "star power" I gather you'd prefer, the game would probably need to be single-player, or limit teams to 3-4 players, tops. -
The part where I didn't do it?
Maybe I missed a trial. The incarnate trials all require 18-24 people to zerg into Praetoria and beat up on one or two people who *should* have the same power level as I do. I blew up the BAF, took down Marauder who was SOO much more powerful than I because he drank his juice that day, and then I attacked Antimatter who blew me up a dozen times before my 'heroic' team managed to unplug his equipment. As for the Underground trial, it's so confusing and badly-designed that I don't know what the hell the story was there, except that I'm clearly not meant to be the hero in it -- Desdemona was. I was one of twenty-four keystone-kop-themed escorts.
What part of liberating Praetoria *was* heroic? Did it even happen? I may have blinked and missed it. -
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Yes, it's a whining thread. Skip if you choose.
Yesterday I ran across a 'feature' in CoH that looks a lot like a bug, and I think it illustrates the root problem the game has been having for a few years now. Speaking only from personal experience -- although I know there are others with the same opinion -- the game has been lackluster and boring, our characters no longer feel 'super', and in general the fantastic escape that CoH used to offer just isn't there anymore.
The bug was simple to find. I'm playing the Dark Astoria arcs. Got through the contact 'Max', skipping the personal mission for each contact, when I found that next contact won't speak to me. The cause appears to be that the personal missions are all marked as part of their contacts' plot arcs, instead of being free-standing missions. There's a limit on how many plot arcs you can have open at a time. In order to finish the DA content, we are forced to play the personal missions where we are not controlling our own character.
The purpose of a superhero game -- or, really, any interactive role-playing game -- is to make the player feel like the hero. Now we're being explicitly forced to play content as NPCs to whom we have no attachment.
We haven't been allowed to feel heroic for a long time. Incarnate content blurred the ATs together and required stupidly large teams to do anything, so that the player felt like just another cog in the machine and a weak one at that. The Signature Mission arcs allow our characters to punch a few enemies in the backdrop while the real story takes place with the real heroes -- we're supporting actors, at best, in a movie about the Freedom Force. I could stretch back as far as ED as the first time that some dev mandated 'thou shalt not feel heroic'.
But now it's blatant. They're not being subtle anymore. City of Heroes isn't about the players. The devs are telling stories and benevolently allowing us along on the ride.
Look, I'll be honest; sometimes I think that there's one and only one change to the game that would make me instantly re-subscribe my VIP status. If they only allowed us to make Supergroups out of our own characters I would be happy. Because it would allow me to build a home, and tell stories with a stable of characters of my own, even if only in my own head. As it is now, however, I have characters strewn through a dozen different abandoned SGs that are all ghost towns. I'm haunted by hundreds of abandoned characters who also thought that the game was about them. This is another symptom of the root dysfunction of this game: We cannot be allowed to inhabit SGs of our own, because it might make us think that the game is about us. It's not. It never will be again.
I like to play games where I am the hero. City of Heroes used to provide that. It's a shame, and a loss, that the game no longer respects that simple element of escapist play. -
Quote:No, I didn't do any of the personal missions. I'm not interested in seeing the story of people who aren't my character. I thought the entire point of a superhero game is that *you* get to be the hero, not some NPC.The game also will not allow you to start a new arc if you have too many arcs open, even if you don't have an active mission in them or if you have outleveled them.
Did you do Max's personal mission? If not, it may be considering that a still open arc and may be putting you over the limit of open arcs.
Something to try at least.
So what you're saying is that I'm being forced to play the personal missions. TERR-IF-FIC. Thank you, Texas, I'll try them tonight and see if it helps.