Samuel_Tow

Forum Cartel
  • Posts

    14730
  • Joined

  1. Quote:
    Originally Posted by Zwillinger View Post
    Also, if every single fight was against Galactus, it would get a little boring after awhile .
    Z, please understand that I'm trying to be constructive when I ask the following:

    Everybody always says this, but has anyone actually tried it? I keep hearing people say that you can't always fight gods and goddesses because it would grow old. Will it? How do we know? I've never seen a game which let me do that. People say that it's no fun to be incredibly powerful because if you're not constantly threatened, the game is no fun, but that hasn't been my impression.

    The way the Incarnate storyline is being written, it comes across as being afraid to put us over and show us as being powerful, as if to budget its empowerment storytelling. But are we really so confident that people would grow tired of being gods nearly instantly? Because I strongly suspect that's one thing which I, personally, will never get tired of. It's just a pity I don't know of any games that let me do that.

    Quote:
    Originally Posted by Siolfir View Post
    I object to the silliness of everything Praetorian (except for Praetorian PCs, but mysteriously including Malta operatives who just happened to be there) being Incarnate-empowered by Tyrant. There have been some good stories come out recently - and if the trials were a regular story arc I'd say that they're recommended material. I actually like the Minds of Mayhem trial due to being able to talk to people (afterwards, if not during). But none of it makes you feel like you're getting stronger - which is why people object to the presentation.
    And then there's this. I agree. Being empowered by the well loses its lustre when everyone else is ten times as empowered. Promoting this power as desirable because without it we would suck even more just isn't a great motivation. Achieving greatness is a far bigger motivator than staving off embarrassing failure.
  2. Quote:
    Originally Posted by BrandX View Post
    There are much worse Mary Sues than CoH's version of Superman, who seeing as how he is CoH's version of Superman, was always going to come off as Mary Sue, even if he wasn't the head developers moniker.
    Of course they are, but that doesn't make the Statesman any better. He was written to be the bestest, greatest, heroiest of us all, the pinnacle of majesty we could never actually reach. He's been trashed, and big, in recent years, and to be honest... I feel it's made for a more compelling character. Seeing the Well of the Furies take over the Statesman and leave him wheezing actually made me interested in the character for the first time since... Ever! I had to wonder how that could have felt, I had to wonder what his reaction would be once he regained his senses. It got me to thinking that Marcus has been living with this parasite in the back of his mind for a hundred years, shaping his whole persona around it, striving for a virtuous, moderate life as his only real option.

    Seeing the Statesman as a tragic but determined hero as opposed to a god-modding GM's avatar was, honestly, quite compelling. I'd have wanted to see more of this story. Hell, both Marcus and Stephen should have been a big part in the Incarnate storyline. A Mary Sue becomes compelling when the character stops being "above" all others and when other characters catch up to them and start assisting the Mary Sue with his or her own problems, as opposed to always being assisted by them. Just imagine a story that reads like the story arcs in Faultline, only instead of Jim Temblor, we're cooperating with the Statesman. That would have been awesome.

    But, whatever. Why bother flesh him out as a character when we can just kill him and finally get rid of Jack Emmert once and for all. Meh.

    Quote:
    Originally Posted by BrandX View Post
    Also, there's no way they can make so many people actually care about the signature characters, because whatever they do, will have many complaining.

    "What? Why take time to explore this character's background and story, when this is about ME ME ME!"

    "What do you mean my character isn't the center of the universe?"
    That's a straw man and you know it. People care about NPCs in this game, and care greatly. I blew a gasket in my head when I saw how Katie Douglass was treated in First Ward and swore off the whole storyline just because of that. Or how about Vernon Von Gurn? People laugh at his antics, yes, but he's also one of the most memorable characters out there. Or, hell, Faultline himself actually counts. We see him grow up from an "angry young man" into freedom fighter and responsible adult. I just wish more of his War Zone appearances could have had story behind them, as opposed to "Oh, we're determined to put helpers in all missions, so why not toss Faultline out there?"

    Signature characters become interesting when you involve them in storylines. When we can actually see these characters first hand, when we can see them act, hear them speak, observe how they act and react to circumstances, then we begin to know them as people, rather than as mugshot icons. I recall someone's story - I think it was Samuraiko - which had Positron become embarrassed at a meeting by something Synapse said, then storm off and rush for home, only to discover Synapse sitting on his couch, grinning and asking for details. That genuinely made me laugh out loud, and it put their relationship in perspective. It made me care for baldy, and it made me care for Synapse, and that's saying something considering I HAAATE Synapse the way he's written in-game.

    Familiarity breeds comfort. We know these characters, we know what to expect from them, and we're interested in them. When we expect these characters to save the day, we're excited. When we expect these characters to mess up big, we're concerned. We have accepted these characters into our world, and when something happens to them, we care. Whether we like or despise the characters isn't really important. If a character I care for is hurt - like Katie Douglass - I feel bad about it. If a character I hate gets hurt - like Malaise - I prance around my room singing "Ding dong! The witch is dead!" In either care, I care.

    ---

    I don't get the feeling that the writers really care about the characters they toss around in their stories, to be honest. Not the villains, not the heroes. I can get a sense from the way a story is written that the writer really cared about the characters in that story. And when the writer cares, I care. When a character's actions or fate get an emotional rise out of me, be it one of happiness or sadness, then the story has done its job. It has made me care.

    But this manipulative, shallow, sensationalist approach to throwing in a shock death with the mistaken belief that it's the death and the shock which sells just bugs me. That's not what makes for a good, memorable story. OK, it makes for a "memorable" story, in the sense of One More Day, but that's not something to shoot for. What makes a good story is a narrative which makes us care enough to consider certain things unthinkable, because when that story finally does force us to face the unthinkable, the effect is significant.

    When we barely know these characters and barely care about them at all, that just doesn't work.

    *edit*
    Something just occurred to me. For the longest time, I've had a problem with the game's writing, and I think the problem is that whoever is "writing" the story is actually thinking more in terms of how to make a decent Architect arc rather than how to make a good story. The encounters in the missions work, the story is written around them well and it makes for decent action. But there doesn't seem to have been any actual STORY written down as such, just an Architect user writing an Architect arc focused on gameplay and not story.
  3. Quote:
    Originally Posted by Dante View Post
    Alas, by the time they get to those kind of encounters, they could well have burnt through every last bit of goodwill I have left to give the game. The Dark Astoria revamp is really their last chance to retain my interest in anything Incarnate and potentially anything worth my subscription.
    What Dante brings up is a very basic truth in storytelling - your audience doesn't know nor care what you've planned far ahead. What they care about is what's happening now. What this means is you can't afford to waste their time. Everything you create HAS to in some way inspire or entertain, such that your audience will have a reason to bother checking out what comes next. If you have to tell an unpleasant story to set things up right for a more exciting conclusion, that's fine, but you have to make it clear to your audience that you are, in fact, going somewhere with this. They don't have to know WHERE you're going, just that you're going SOMEWHERE.

    I simply don't get a sense of this from the Incarnate system. To me, it feels like just raid grind with ever more ridiculous excuses for why we're the bottom feeders who need a zillion other people to accomplish anything. That, really, is a step DOWN from the pre-Incarnate storyline, and this is the mistake that just cannot be justified. Even if I were inclined to believe that there's a grand storyline in the works - and given this team's track record for self-consistent storytelling, I don't - having what amounts to a hard reset of our standing in the world just has no place in it. You don't go from fighting gods and saving a thousand worlds to fighting civilians... And losing.

    Planned long-term storylines are nothing more than an excuse. Whether they exist or not is irrelevant in the face of the fact that the storyline has to entertain players NOW. Because if it doesn't entertain players now, they'll stop coming back, so what happens later isn't going to matter.
  4. Quote:
    Originally Posted by Venture View Post
    They appear, for no clear reason, in a villain tip mission (30-39 bracket, IIRC.)
    OK, so maybe not JUST as a cameo But there are more stories we can tell about them just the same. They're an interesting concept, and it's one of the few that every NPC seems to be sickened by. It's worth more than just Croatoa.
  5. Titan Weapons has turned out to be my favourite set in the entire game, by far. I've been wishing for one for so long now I don't even remember when I first got the idea. Something like 2006 or 2007, at least. Creating a character with that set has revitalised the game for me to such an extent I can't stop myself from playing it, and the ideas I have for this just keep on coming and coming and coming.

    Obviously, the set has some animation problems, but I hope the Paragon Studios animators will do the responsible thing and fix those some time soon. But aside from those timing issues, the animations are AMAZING. Yes, they clip with walls a lot, but that's just because of how big they are. They take up a lot of real estate, and that's a good thing.

    Issues and "other" characters aside, however, what made this game great for me all over again was Xanta:



    She is in danger of becoming my most favourite character I've ever made, and Titan Weapons is a big reason why this is.
  6. Samuel_Tow

    I want a scythe!

    Guys, there already is a scythe in the set. We're all aware of this, right?
  7. Quote:
    Originally Posted by DreadShinobi View Post
    TBH, they would need to fix redraw across power sets for this to be worthwhile (ie: you wouldn't have to redraw your weapon for any reason (such as activating healing flames) except for perhaps drawing a seperate weapon (like a nemesis staff)). In addition, aside from purely conceptual reasoning, power pool attacks are worthless aside from being set mules, these powers would have to at the very least be as good as tier 2 attacks to be worth taking (this would include buffing already existing power pool attacks). The only pool that would be numerically competitive to existing sets is the shield pool, however AFAIK it would be a nightmare to implement due to all the animation work needed and/or would be mutually exclusive with alot of things.
    BABs was working on removing redraw from all weapon powers, such that you would never have to play the draw animation if you could use a weapon power. You'd only ever draw the animation if you were out of range, out of line of sight or had no power selected. He managed to do this for quite a few sets, but ran into problems with Shield Defence. He was working on that, but said it would have to wait until after Going Rogue.

    And then he left.
  8. Quote:
    Originally Posted by Blood Red Arachnid View Post
    This spells out a very big problem for the whole trial system itself, and explains why it is that, despite the best efforts of league leaders, many trials fail miserably: at least a third of the players have no idea what is happening! When commands like "check your powers" are given, they don't know where to look, what they are looking for, why they are looking, what they do, where to use them, when to use them, why to use them, when not to use them, their distance, if they are re-useable or not, and how necessary it is that they be used. All they know is that the clock is ticking down, Marauder and his minions are kicking their butts, and it is possibly their fault but possibly not. Normally experienced and good players can compensate for the bad ones, and bad ones expect this.
    I recently did a Winter Lord's Domain Trial for the first time. The instructions I was given were to the effect of "Kill the guardians first, then the WL." That's it. Asking "What do these guardians look like and what are they called?" Were met with bemusement and confusion. I was told they'd be called "Guardian" (they weren't) and that I should look for them.

    So, we go into the instance and I see snow men around me. I see snow men around me, some of my team-mates start fighting them, and I figure that's what we're supposed to do. Then I realise it's just three or four of us from one team, with the other 10 people on the League fighting the Lord of Winter. I ask what we're supposed to do and I'm told we should all attack the Lord of Winter and ignore the other enemies in the are, assuming that this should have been obvious. But the draw distance in that place is so low that I didn't realise the giant snow man was the AV we were supposed to fight. Call me crazy, but I honestly thought the Lord of Winter would have a unique model of his own. No such luck.

    So what happened to these Guardians we were supposed to kill first? I don't know, but I'm told to fight the Lord of Winter, so I am. At one point I start wondering if the Lord of Winter was always this transparent and wait! Where did half the people go? Someone starts yelling something about Guardians and I'm told I'm not doing any damage to the Lord of Winter. I hadn't noticed because I can't tell my head from my *** in a multi-team mosh pit, but I take the leader's word for it.

    So we start looking for this "Guardian," but my draw distance is about 5 feet from the bridge of my nose so I can't see. I start tabbing through the enemies looking for a "Guardian," but since we hadn't killed any of them, I'm just tabbing through minions. I'm told "Here!" so I follow the reticle to the person who said it. By this time, my draw distance is loosening up a bit, but all I see is more snow men, and none of them are called "Guardian." I see what my team-mate is attacking, and it's a giant monster called a "Winter's Guardian." Oh, so that's what we were fighting. I was tabbing through enemies looking for the one whose name starts with a G.

    OK, now I'm starting to piece together what's going on. We fight the Lord of Winter until he becomes intangible and summons a Winter's Guardian. My draw distance decreases dramatically when this happens, which is my cue to look for said Guardian, who is a giant snow man. We defeat this Guardian, then return to fight the Lord of Winter some more. I ask about it, and I'm told that, no, he does not regenerate when he's intangible. Right, so there's no reason to hurry.

    Then someone says we have 10 minutes left. Wait, what? Ten minutes left to do what? And only THEN do I realise this is actually a timed mission. Wow. I never even looked at my Nav window, what with the confusing cluster-hug happening around the Lord of Winter and all this business with the Winter Guardians. So we have 10 minutes left, but he's pretty damaged. At first I'm worried, but then we bring the Lord of Winter down to almost nothing and we still have something like 6 minutes on the clock with another Winter Guardian left to kill. We won this with time to spare, but I never wanted to set foot in one of these again.

    Look, I'm not a dumb guy, but this Trial was confusing to me as a first-timer. At no point did I ever see any instructions about anything at all. I had to go by what my Trial Leader was telling me to do, and he was explaining it like I'd already done the Trial before, which I hadn't. I thank my lucky star I was able to sort of think on my feet and that I have a compulsive need to comprehend what it is I'm actually doing and why I'm doing it, but that was not a fun experience. And I'm told the Lord Winter's Realm is a simple Trial. Ugh.

    And you know what the final joke was? For all its complexity, this was STILL easily the most boring thing I've done in my entire seven years on this game. It was so boring as to be comparable to the old-style Hamidon which took 4 hours and 150 people to beat and the Dr. Khan TF Reichsman fight where I spend 45 minutes pressing attack buttons with one hand and supporting my chin with the other, occasionally chatting about how boring this is. That's some epic level boredom here.

    I do not want to run this Trial again. Putting the team together took forever and was boring, the trial was simultaneously boring and confusing and at the end of the day, it just wasn't a cool thing to do. A mosh pit is not my idea of a fun time.
  9. Quote:
    Originally Posted by Electric-Knight View Post
    Bah... beaten to it!
  10. Is there any point to doing any mission at all, really?
  11. Ironically enough, killing off the Statesman might be the smart move here, because he's pretty much the epitome of everything that's wrong with the Freedom Phalanx in general. The Statesman is the Mary Sue of City of Heroes. He's the greatest that ever was, the greatest there ever will be, he's the one that shows up as a level 54 AV when you rescue them, he's the one we'll never be greater than... And yet he has all of ONE appearance in the entire game.

    Well, that's how he used to be. He's showed up a few more times and been brought down a bit, but the point is that these characters are the development team's babies. Almost every Lead Something has a red name named after one of them. Matt Miller created Positron himself, I believe. These guys are favoured, but like the Statesman, they never get any characterisation, and when they do, it's pretty much the worst comic book angle of a group of jerkasses who can't stand each other and have more character flaws than a parody of the game would.

    We don't know much about these characters, and what we know about them is not endearing. Manticore kidnapped his future wife naked out of her bath tub and handed her over to Arachnos as part of some ridiculous Batman gambit. And yet we're supposed to care that these people could die? Meh. Kill 'em all. Get them out of the game and replace them with someone who has background to him in the actual game. Alexis was probably the best example of why this is a problem. Prior to her getting killed, I didn't even know she existed.

    I don't like emotionally manipulative sensationalist storylines to begin with, yet it's somehow even worse when they involve characters that players have had no reason to care about.
  12. Quote:
    Originally Posted by Wing_Leader View Post
    Personally, I don't think eliminating the citizens as a physical threat to characters would be deleterious to the trial experience, so they might as well change the rock throwing to a purely cosmetic/graphical representation of low popular opinion, and just eliminate the damage component. It's only a band-aid, to be sure, but it would be easy to implement and would at least insure that future Incarnates don't walk into the trial expecting to feel like, well, Incarnates of the Gods, and leave with the same WTF feeling we all have.
    The funny thing is, they've already done that once. There's a mission where the Resistance Crusaders cause the Clockwork on the Magistrarium to go insane and start attacking people. When you arrive, basic civilians are fighting with the Clockwork. If you watch, you'll notice that the civilians are not doing any damage to the robots, but the robots can more or less two-shot them with flamethowers and energy weapons.

    Personally, I LOVE the idea of a low-popularity hero being stoned, but the stones doing nothing at all. That'd actually make for a pretty dramatic scene, not because of the physical danger, but because it shows just how angry people are that they'd attack someone the clearly have no chance of defeating just out of sheer frustration. "Get off our world!" Having them actually defeat the hero just seems... Goofy.

    Quote:
    Originally Posted by Dante View Post
    Which just proves that they don't really understand the original complaint: that a god-like super-powerful being brought down by citizens throwing rocks just isn't 'epic' or 'cosmic' no matter how depressed the Seers make you.

    Giant robots, Earth Avatars, Cosmic beings, Hellspawned Demons and Dimensional Entities... these are the things Incarnates of the well should be pitched against, not an office worker with a rock.
    That's why I say presentation, presentation, presentation. I think we need to say that enough times until it sinks in with someone, because presentation has been a running problem of our development team for some time now.

    And really, presentation is all it's ever been about. Villains didn't want to be other people's lackeys, but that was a question of presentation. Contacts just had to treat us like bosses, rather than like minions. Dean McArthur proves this can be done. SOME villain players wanted to do more repugnantly villainous things. Presentation was the key, as the new Mercy Island storyline proves. People wanted a to have their biggest heroes challenged, so in I2 we got the Shadow Shard. Its size, scope, scale and backstory make even the most egotistical among as admit that we shouldn't be able to walk all over Rularuu the Raveger. That's presentation for you.

    Presentation is always the key. The mechanics behind an event are wholly secondary to how that event is presented. I can watch a movie and leave pumped up and excited over its amazing final battle. That's not even interactive, but it was presented to me in such a way that it excited me. Games don't have to be "like" movies, but they have to have the kind of representation which can get us excited like a movie can.

    And Incarnates wholly lack presentation. Let's hope Dark Astoria will change this.
  13. I'm not sure pools would work very well because AT balance would likely force them to be weak. If you make these things into Epics, you have greater control over what each AT gets because it doesn't have to comply with the balance of any other AT but the one which gets it.

    That said, pools/epics are just one way to go about this. It's entirely possible to go a different route. Perhaps by creating a new AT entirely. Speaking of which, I have a new idea about that:

    I spent so long talking about Crey Eliminators and the "slow-walking minigun power armour guy" that I have to wonder if that's not a possible AT gimmick we can use. So, here's an AT that has an Assault primary, a proper defence secondary, but has the following gimmick:

    To ever use its ranged attacks, this character has to be in Firing Mode, which slows the character down to Walk speed. Said character can still melee if enemies are in range, but if he wants to fire his minigun or rifle or what have you, he has to slow down and walk and fire. Essentially, the Team Fortress Heavy, come to think of it.

    I'm sure this is broken or probably underpowered, but I also think it has the potential to at least be a meaningful thought experiment.
  14. Quote:
    Originally Posted by ketch View Post
    Perhaps you should take it up with the original poster of the snarky comment (preferably in PM's rather than this thread) rather than rail against Sam's rejection of being included in a majority that may or may not represent him. The origin of the comment aside, I think Sam's position is rather apolitical and more philosophical. After all how many times do you see people speaking for the "majority" here on the boards about what should or shouldn't be in the game? It's more a point that those who claim to be representing a majority often are espousing their own beliefs under the banner of the "majority". See the feedback thread for the Coyote travel power for a prime example, in which, someone speaks for the alleged majority and how they fear the Coyote power will draw furries to this game.
    Precisely. While not a nation under law, our community here still operates on the basic mechanics of a society. Every once in a while, a person or a group of people get it in their heads that they represent all or most City of Heroes players and being telling us what's "good for the game." Incarnates are a prime example. "People" want raids and "people" want challenge and "people" want elitist exclusivity. And just like the argument in question, this group will give you the "you're either Nexus or against us" choice of either we agree that this is what "people" need or we should go play another game because we're clearly in the minority and don't belong in this community.

    Radicalising a community is always a bad thing, because it ends up trodding all over people who are content with the current situation. In general, I have a problem with people who foist their rebellious antics over my peaceful life and insist that I take a side in this conflict when I want no part of said conflict to begin with. Kitsune is correct - my position is entirely apolitical. I don't want to be drafted into a picket sign mob or demonised as a "pawn of the oppressor." Leave me out of your political activism.

    Quote:
    Originally Posted by ketch View Post
    Also, I doubt (and I may be wrong) Sam would align himself with any party in the United States as he does not reside here.
    This is true. I really have no vested interest in US politics. Right now, all over the Internet, sites are giving me popups about "Stop SOPA! Call your local senator!" Whether I'd like to help or not is irrelevant before the fact that I HAVE no senator of my own. I really have no stake in any of this, nor any interest to involve myself long-distance. My stake really mostly extends to Paragon Studios' continued prosperity and possibly Valve, so that Steam continues to run.
  15. Here's the thing, from where I'm sitting: We just recently got done with a thread about gender parity in costume design and the representation of women in the game, but "prudishness" isn't what I thought we were asking for in it. I was one of the people "outraged" at the... "Unfair" costume allocation, but like many others, it wasn't what women got and how they were represented that bothered me, but rather what they DIDN'T get and how they WEREN'T represented that did. What they got isn't bad nor immoral.

    I actually have a particular problem with people crying "porn" on pics of real or fictional women posing sexy. When we were talking about the animal pack, I posted a pic of a literal cow girl, and got at least one poster to scream "POOORN!!!" at me because she was sitting with her arms up over her head. At some point, I feel that we're being far too sensitive. We have "Suggestive Themes" right there in our rating banderole. That IS consistent with T for Teen, and I see nothing morally questionable about it.

    Moreover, this speaks to me of people associating sexuality with pornography in a way that I can't imagine is very healthy. A girl posing, a girl in a skimpy outfit or a girl with large breasts is not something to be ashamed of or something to hide your children from. It is not, most of all, immoral, at least not from where I'm standing.
  16. Quote:
    Originally Posted by Tenzhi View Post
    I never argue on the internet.
    Yes you do.
  17. Quote:
    Originally Posted by Captain-Electric View Post
    I have no explanation for this other than chalking it up to me being really bad at Internet forums. In the past two years since I subscribed, these forums have increasingly represented my only significantly negative experience with City of Heroes. The less I lurk, the more I post and interact, the more negative my experience is. Why use a service that you don't find enjoyable? In the past few days, I have deleted several posts right after making them, just to avoid discovering myself in the middle of another petty quibbling match.
    Being inexperienced at Internet forums is actually the best explanation you can get out of this one, and that's not really something to be ashamed of. Online communication is drastically different to face-to-face conversations, and not because of the safety that anonymity presents. As you've noticed on these forums here, most of those of us who have attitudes are far from anonymous. On the contrary, we have a "reputation"

    Here's the thing, though. In face-to-face conversation, there are certain "obligations," especially if you're a nice and sensitive person. You can tell from people's body language and tone of voice how they're disposed towards certain subjects and it's fairly easy to work around what you know will set them off and focus on what they'll want to work with, slowly working them into a line of conversation that's "safe" for everybody. Here on the forums, you only have the words people say with no secondary cues, and that makes it hard to "read" people, ironically enough.

    Furthermore, most people SUCK at expressing themselves. In real life, you can sort of get what they want to say by the way they say things. On the 'net, all you have to go on is what they say, and if they're not good at saying them, they end up saying things they didn't mean to, or in a way that implies something they didn't. That's why I, personally, have such a big problem with people "reading between the lines" and inferring what a poster REALLY meant even though he or she said nothing of the sort.

    Finally, you're generally speaking with strangers here on the forums, and not just one or two strangers but dozens of strangers at a time. You can't know them all, so you're forced to rely on face value. It's very easy to see them less as individual people with their own feelings and emotions and more as a crowd of strange beings who say stupid things and irritate you. I've been around these forums and I know most of the more frequent posters pretty much by the character quirk and even I'm often left out in the cold as to quirk someone is acting on and whether he's being insultingly sarcastic or actually serious.

    In general, you're speaking with a crowd of people you don't know in a medium where it's hard to express yourself and easy to misunderstand and where many aren't very good at expressing themselves on top of that. And if that weren't bad enough, you have to account for the fact that, like you say you have been, many others will have been transformed into rude, insolent people on top of it. That's just the danger of the medium.

    The good news is that experience and solidarity can solve almost all of these problems. In time, you'll learn the people and, moreover, learn the archetypes that people fall into and be better able to wade around the forums. In time, you'll learn to just not let people's asinine nonsense bother you. I know exactly what you mean when you say that the forums are often the worst part of the game. They can be. For me, nothing in City of Heroes has pissed me right off more than other people. No change, no game system, no "nerf." It's always the people. That's why you can't let that happen to you.

    ---

    I have a few suggestions when dealing with people who you feel are doing something wrong:

    1. If you think a person is implying something bad, ask him directly if that's what he's saying BEFORE you assume he is. If the person confirms, go with it. If the person denies, work on clarifying his intent.

    2. Never be afraid to say "I disagree." That's the cornerstone of a good discussion. Just make sure that you present your side of the argument how you see it without trying to dismiss the other side as outright wrong. Even when it is.

    3. If someone's posts consistently bother you, put them on ignore. Don't try to just deal with it, it's just going to make you pissed off every time. It's easier to just put that person on ignore.

    4. If at any time you feel the forums have started bothering you, then don't go to them for a few days. Just do something else until everything which happens on them clears your head and the threads in question sink from the first page.

    5. Only ever argue the topic, never the poster. A good discussion is one where people work on a subject and try to come up with a consensus about it. A BAD discussion is one where people sling insults at each other. Make sure you're arguing the former.

    6. Be as clear and unambiguous as you can be. People WILL misunderstand, but make sure it's hard to do so. When reading people's posts, try to understand what idea they're trying to convey and don't get caught up on asides and word choice.

    That's all I have, but ultimately, experience is what you need the most. Sometimes the forums suck, but every time you feel like they do, they teach you something more. Walk away, cool off, then come back and try a different approach.

    Quote:
    Originally Posted by Captain-Electric View Post
    Making this thread is kind of selfish: it's a public reminder to myself, to avoid reactionary posting in threads (feel free to link me to it). But I'm also hoping to hear advice or stories from fellow "newbies", or Veterans. Some people around here truly impress me, because of their ability to avoid the tastiest troll bait, or to trim the fat and cut straight to the chase while maintaining civility. Really, that is all I ever want to do when I communicate textually; but time and time again in this environment, I let myself down.
    This isn't selfish at all. That's actually the beauty of our community - if you ignore the few dissenters, you actually CAN feel safe in being honest with the people here, and you WILL be treated with respect. Mind you, sometimes a thread just won't get much interest and sink off the front page right quick, but we'll still support you as best we can
  18. I'm sorry if I'm bumping my own thread, but I just realised what one of my original inspirations in City of Heroes was, and it just happens to be a non-squishy NPC with a big gun.

    I'm talking about the Crey Eliminators. You know the ones. They're the Crey power armour soldiers who have cyan armour, a big backpack and a minigun. This is something I've wanted to have for years and years now, but the game simply doesn't permit it, because the powersets necessary to depict power armour and the powersets necessary to depict a minigun just don't occur in the same AT. Hence, my original thread.

    But this gets me to thinking - the slow-moving power armour "heavy" is not a recent concept, nor a rare one. The original power armour minigun guy that inspired me when I was a kid are, of course, the Brotherhood of Steel soldiers. Thinking about it now, the Brotherhood soldiers from the original Fallout bear a probably not-coincidental resemblance to the Crey Eliminators I mentioned above. I think before even that were the trenchcoat-wearing, minigun-packing enforcers. More recently, there has been the Heavy from Team Fortress, and though he's not actually armoured, he's still damn tough to kill.

    Time and again, the concept for the character with a big gun and big armour shows up, and it usually seems to be limited by its mobility, being heavy and all. And yet I've never been able to make that here. I mean, I can make a big Blaster, but I can never play that like I would a heavy - opening fire walking forward and breaking the enemy lines.

    And that's just one thing I'd like to make
  19. Looks like a box by her knees to me. Considering how petite the elf is in that pic, I imagine her crotch is about where her belt is. If you want something to be outraged by, look at how she's squeezing her breasts with her elbows.

    Personally, I like this pic. It caught me off-guard when I got it in the mail just because it has nothing to do with City of Heroes, but eh. The game can use more pics like that. It looks like a playboy trace? Possibly. I see nothing wrong with that. The more naughty stuff we can slip into a T for Teen game, the better as far as I'm concerned.

    Besides, having a sexy green lady is a step up from just having a sexy lady, as far as I'm concerned. At least that's different.
  20. Quote:
    Originally Posted by MrCaptainMan View Post
    Ghost hits you with a rock for 9999000 points of damage.
    Quote:
    Originally Posted by Johnny_Butane View Post
    I have never seen this done as a direct, word-less visual gag. Now you owe me a new ***, because I laughed my old one off at this.
  21. That's something the engine doesn't currently support, I'm afraid, so it's neither. You're talking about firing your powers out of a weapon, and weapons come with their own activation sequences that alter your basic run, jump and idle animations. All of the animation customization we've had so far has always stayed within the power's native activation sequence, and I'm pretty sure the tech to swap to a new one doesn't exist yet. I certainly don't know of any precedents.

    That said, I'd like that, personally. This is one of those "last big things" that the game could still reach for, but which would probably be a hell and a half to make. In general, being able to fire non-weapon powers out of weapons, fire weapon powers out of your hands and fire one weapon's powers out of another weapon's type is a great idea that I will always support.
  22. Quote:
    Originally Posted by Zemblanity View Post
    But if the argument drifts into "Malaise had it coming," I'll be baaack.
    Does it count if I've always hated the ****** both in-game and in the comics and wanted him dead for reasons unrelated to this story?
  23. Quote:
    Originally Posted by Kitsune9tails View Post
    What Sam is saying here is that the presentation should reinforce the numbers, not undermine them.

    Per the mechanics, we are effectively being de-powered by the Seers. The presentation should support that. Someone who doesn't even play, just looking at the screen should be able to say, "those rocks are hurting because you are being de-powered by those creepy floating ladies".

    Not "how are those rocks hurting you when you are a giant robot?"
    Yes, I want both this and the reverse. If the mechanics are intended to make us numerically weak, then the artwork, writing and animations should support this. If we're supposed to be weakened and the civilians strengthened, I should be able to understand this by a casual glance at the situation without having infer what the conceptual intention was behind the numbers.

    The reverse of this is also relevant. When we have a certain concept, writing and presentation in mind, then the numbers should reinforce this. If the concept here is that people are supposed to win the hearts and minds of the people of Praetoria, who are weak in mind and body, then the numbers should reflect that. The people should be easy to kill and mostly harmless, and it should be impossible to win without having their support.

    Computers are based on numbers, yes, but then painting is based on chemistry, sculpture on geology and television on optics. But objectively speaking, computers are just a tool for the creation of art, and it is this artwork which must use the mechanics of its chosen medium to create a greater concept than just "numbers." Ultimately, mechanics are not the game. Mechanics exist to give life to the concept behind the game, and to make the player enjoy the process. One of the coolest things I've done in Portal 2 is to physically hand a cube to my co-op partner without employing any complex tricks. Just a simple handover. I'm sure the "numbers" to make this work were complex, but they were done well enough to make the exchange both immersive and satisfying.

    And when the "numbers" become a limiting factor, then the concept should work around that. In Silent Hill, the old PSX couldn't support the kind of draw distance that would be needed to render the actual town. Instead of trying to hide that, the developers used the limited draw distance to represent the oppressive fog that permeates the town and actually gives it the creepy atmosphere the franchise is famous for.

    "Numbers" are not an excuse. The entire point of the business of game development is to use numbers to create something more. When developers fail to do so, that's a failure of game design.

    Quote:
    Originally Posted by Bubblerella View Post
    They do, they're just not smart about it.
    Let me rephrase that: I have a big problem when people claim to represent ME when they never asked for my opinion or even know who I am.
  24. Incarnate Trials and the whole Incarnate system in general strike me as a case of wanting to eat your cake and have it, too. It's like the development team wanted something with no progression, like Inventions, where you're just doing "other" things and possibly spinning our wheels, all the while getting components to make something which doesn't fall into a linear sense of progression, yet at the same time they wanted some kind of progression where people would feel they're accomplishing something, getting stronger and being able to take on tougher challenges. The problem is you can't have it both ways, and if you try to have it both ways, you can't have it either way.

    OF COURSE people will run the lowest-level Trials over and over again. When there's no rigid hierarchy to the Trials and people can progress just as much off BAF as they can off MOM, but MOM is harder (to please), then why NOT do what's easier? Why, indeed, not level up to 50, or at least all the way to 20, on nothing but DFB? This is the problem - if you let people rerun the easier, lower-level content yet gain progress to their high-level status, they will rerun it. Because it's easier, because it's faster, because they've done it.

    As far as I'm concerned, every Incarnate slot should come with a level shift up to a total of 10, and each Incarnate task should have its own level shift that it gives to its enemies, and that includes the solo Incarnate path, as well. If you're playing with a (+3) level shift and you're (+1) Incarnate content, then you get reduced rewards at task completion and reduced rewards at enemy defeats, like like you would if you ran a level 1 mission at level 3 or a level 48 mission at level 50.

    The problem is that they've designed their Incarnate content to be SO complex and SO time-intensive to create that they can only make one task per three months or so. Obviously, there isn't enough content to go around in order to "tier" it and lock people into a specific path of progression, but I consider that to be an error of methodology, not a problem of human resources. The fact of the matter is raids don't need to be this complex and they don't need to take this long to create. Hell, STORY ARCS don't need to be this complex. I would take an Issue which had 50 or 100 very basic "defeat boss and guards" missions provided they were written well, over one three-mission arc that includes every mechanic the game has to offer.

    ---

    Sideways from that is the question of progress. People have complained about long forced-teaming tasks because they don't have enough time to play them. Quaterfield and Moore come to mind. However, behind the problem of "not enough time" lies a much simpler room - these tasks can't be split or staggered, because the whole team must coordinate to do this. The problem, therefore, is not these tasks taking too long, but rather these tasks taking too long IN A SINGLE STRETCH. Personally, I feel that spreading these tasks into subtasks and letting people get progress that way would be far superior.

    Think of how Portal 2 does it. The game has five large test tracks, each split down into eight or nine test chambers. Each player has his own record of which chambers from which tracks he's done, and he gets progress for any chamber he completes with any player, provided he hasn't completed it yet. So why can't we do that? Why can't our "trials" be broken down into multiple missions where any player joining a team at any stage will get credit for any of the missions he hasn't done yet? That's even better than how story arcs work, because for story arcs, you still have to run the story in order and you can't get credit for a stage you haven't reached yet. Sure, it might break continuity a bit, but it's not like "narrative" is a big part of these trials anyway.

    Let's talk about TFs for a second. What if TFs could be broken down into different missions that you get credit for when you're on a team which completes them. If you leave the TF before the end, you retain credit for all missions that were in the TF. If you join another run of the same TF mid-way through, you retain credit for all missions that you did last time and start getting credit for all missions you didn't run. Then when you get to the end, you get a reward based on how many missions you have credit for.

    So let's say a TF is 10 missions. You run 4 then leave. Then the next day, you join another run that's already on mission 6. You get to the end with credit for 8 out of 10 missions: 1-4, 6-10. You get 80% of the Merits.

    This gets into the "granularity" of progress. If you can break progress down into micro units such that no matter how minuscule your action is, you still get SOME progress, then you can scale rewards based on participation. When your TF has just one monolithic reward at the end - like a component - you have to force people to be present all the way through, because you can either get it or not get it. You can't get half a component, or 63.173% of a component. When, on the other hand, your TF gives you 100 000 units (like TFs do with experience), then you very much can get half or 63 173 points of experience if you've run less of it.

    Chance at drops, therefore, is a mechanic I hate. People often praise this game because they can log in, run a mission for 15 minutes, leave and feel like they've accomplished something. Well, I've logged in, played for 8 hours and not gotten a single Incarnate Shard. I earned NOTHING. When my play session may not as well have occurred, when playing the game was exactly like not playing the game, then I don't feel like I made progress. I feel like I wasted my time. And all because the development team can't make their minds up whether they want the Incarnate system to be a form of progression or a form of drops.

    In my opinion, progress needs to be broken down into as fine a granularity as possible. ANY action, no matter how small or insignificant, should generate progress that I can see. It doesn't have to be a lot of progress, but it should be SOME progress nonetheless. As long as I can watch a bar rise or a number increase or a pie chart fill in, I know I'm making progress and I'm encouraged to do more of what's giving me progress. I know my time isn't wasted. It may not be used to its fullest, but it's not being WASTED.

    I'm honestly not sure what the design specification behind the whole Incarnate system is, but I just it could be so much user friendly without necessarily taking any shorter a time to progress in it.