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For me, it comes to a few things, which I'll arrange in the order I discovered them in.
1. This is the ONLY MMO I've ever played which isn't annoying and doesn't constantly get in my face. City of Heroes just let me play, though be it play wrongly, and simply have fun without trying to be a doting mother and try to smother me with all manner of superficial attention-grabbing gimmicks. Even in the times when I burned out, I could still play this game because almost nothing it did pissed me off, simply because it never really demanded that I do something.
2. This is the ONLY MMO I've ever played which allowed for so much creative freedom of expression. Hell, this is the only GAME I've ever played whose very design inspired me to think, imagine and create. The costume creator is a large part, yes, as is the "Description" field, but in reality, it's the "anything goes" fictional world that did the most good. City of Heroes gave me the tools with which to make my imagination real, and that is something no game has ever been able to match. The characters I made here are mine and mine alone. Nobody gave them to me. I made them, I dreamt them up, and I will take them with me. No game I have ever played can boast about this.
3. This is the ONLY MMO I've ever played which allowed me to feel "super." I've tried a lot of others, and in all of them every fight is intended to be a "challenge." I have to struggle to beat down even a single trash critter, and anything meaningful I'd have to do with a whole throng of people. Not here. Here, I could look after myself. When a villain told me "I will kills you!" I stoop up and replied "I would love to see you try!" MMOs worry too much about class balance and enforcing teaming and balancing challenge, to the point where I can never feel like I'm better than most of my enemies, and I could here.
The MMO market right now is in a sad state. Sadder than I've ever seen it, in fact. MMOs are finally starting to evolve and developers are warking up to the need for MMOs to change if they want to stay current. And yet what do we see? The same story told over and over again in the same settings with the same mechanics, just with gimmicks thrown in to make it harder to understand. I think it's time MMOs got out of the forest and stopped compulsively including a Ranger class by another name and did something unique like what City of Heroes did. That's the only way I see for the market to survive. -
I won't be boycotting NCsoft because none of their other products are, to be perfectly honest, worth my money or my time. Neither Lineage nor Aion are something I'd play even for free, Blade and Soul never interested and and Guild Wars 2, for as much as ArenaNet put into it, just doesn't have enough in it to set it apart from the pack. Sure, it has gimmicks, but it looks, sounds and smells like a Fantasy MMO.
What I'm saying is I won't be buying anything from NCsoft again, but mostly because City of Heroes was the only game they owned which was worth a crap. Smooth move shutting it down, folks. I guess shutting Aion down within... What, a year of launching it? Yeah, that might have been an embarrassment if you'd kept the 8-year-old game around. -
Well, it IS "different," but I sadly hate everything about it. Not a fan of "conspiracy" storylines, I hate the combat mechanics and I haven't seen much in the way of customization. Plus, despite having a meaty video card, I too was getting graphical slowdowns. Plus, it reminded me a lot of Hellgate London.
That said, at least in terms of style and settings, the Secret World is different. It still lacks CoH's wide-spread instancing as far as I've seen, though. That's a bigger thing than I've ever given it credit for. -
Like I said, I wonder if we can't do something, and this is doing something. I don't know if it'll help, but I'm glad to have signed.
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So I'm guessing I'll never have my Power Armour Gatling Gun Guy or my buff ladies. Well, crap... Does anyone figure another company in the gaming market will have the balls to make something as fundamentally different from the established status quo as City of Heroes was when it came out, or are we doomed to "forest and elves" MMOs until I bleed out the ears?
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Yeah, given the special circumstances, I decided to stop being a dick and take EG off ignore like I should have a long time ago. And I agree with everything he's said. Despite all my criticisms, I still appreciate everything the various development teams have done to what's probably the best game I've ever played by far. I always thought we'd simply run out of steam and out of money some day, but I never thought it would be over something completely unrelated. Sucks for the players and it especially sucks for the developers, who I know could have carried this game into the ages.
Also, Tic Toc? That's who you were before you got hired on? Holy hell, I remember Tic Toc from way back on the forums! Lordy... How did I never know that? -
Quote:Oh, yeah, and Blade and Soul, I forgot about that one. The game that a bunch of developers quit in the middle of making and went to form a company of their own that made Tera, which seems to have beaten Blade and Soul so hard I can't actually find almost any news about the latter, nor almost any screenshots. And I'm told it's another Korean grindfest MMO in a forest, and it doesn't have the "fighting game like" combat the old-old trailers seem to suggest.Between fumbling Aion and Blade & Soul, NCSoft lost $6 million last quarter.
So of course they kill City.
I obviously don't know enough about the game to hold an opinion, but nothing I've seen or heard about it has convinced me it's interesting. That's the same feeling I had before Champions Online launched. -
Quote:Well, I've looked for a "private" server, but something about CoH's server structure hampers this, since I've never found one. Maybe there was never much of a will since we are, even at the best of times, a niche community that might get a boost of motivation after the fact. I kind of sort of hope it happens, what with me willing to pay full price for a new game just to play this one in offline mode.well, i suspect that some enterprising person or persons will do something slightly legally grey, and im hoping they get the word out to enough of us so we can come there.
I guess my only other hope is that someone wises up and buys the property to revive it, like what happened to Hellgate London, even if that took... What, a year? If we're lucky, it would be someone like SOE or, heaven help me, even EA, who are never too proud to support suck every last penny off a game so long as it's generating revenue at all.
I guess that's the big problem with the "publisher" model of gaming of today - it's not a question of a game being popular, so much as how it fits into a corporate over-structure. Which is good for the corporation, I guess, but not so good if all I want out of the corporation is that one game. And I know I might sound just bitter when I say this, like "NCsoft shut down my game! I hate them!" but it's the truth: I really have no interest in any of their other games. I don't want "in a forest" fantasy. Lineage II and Aion are both trash - Korean grindfest MMOs of the purest form, and even Guild Wars 2 has utterly failed to impress me, trotting me around a forest for five hours straight with nary a hint of storyline but "Go explore and do whatever you run across!" -
Yeah, I'll be doing the same in the comic weeks. Probably even the coming weekend. All things considered, those are what I'll miss the most, because no other game can really support my menagerie of weird and wonderful characters.
I keep wondering if there isn't something we can do. I joked around with a friend of mine about "Kickstarter!" though I know that's not realistic, but isn't there something that can be done? Petitioning a corporation probably won't work, but I keep thinking there has to be some way for us to vote with our money. Just can't imagine what it might be. -
You'll find all of us as angry as you are, if this is true. The game was not doing well, and why this is happening is as perplexing to us as, I assume, it is to the development team who just yesterday were excited about the new stuff they had for us which will now never go Live.
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Quote:You'd think they'd at least look into making some kind of offline mode for the game and re-selling this to us for extra money. You'd be surprised how many people would buy that, though I've heard the City of Heroes server structure is too complicated. That's coming from people trying to host a "private server."I would guess Paragon Studios was only just told about this today. It's not the first time I've seen corporate stooges do a ninja shutdown. There was a company in my hometown a couple years ago that shut down it's offices over the weekend and shipped everything to Mexico. When the employees came back Monday they found an empty office building.
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Quote:Incidentally, I've had a cat go out like this, so I know what you mean. Not pleasant.This news is a total punch in the gut, like finding out your pet was killed in a hit-and-run. No warning, no mitigating factors, just... finality.
I'm not there yet, though. For now, I'm just confused. I'd like to have someone from NCsoft at least pass a message through Paragon Studios so we know what happened. Otherwise, all we can take away from this is another EA or UBI stunt based on "business reasons." I can't imagine that'll be very good publicity unless they can put a face on the faceless corporation. Which, being a faceless corporation, I rather doubt they'll do. -
Well this is... Confusing. So, we had coffee talk yesterday talking about the new Tech Knight set, and now this? Aren't those things typically decided in advance? And why do something like this? I thought the point of reinvesting in City of Heroes was because it had a stable player base that generated consistent income. What happened to that?
Nuclear Toast brought this up to me, and I thought it must be a joke or a troll, but it seems legit. Which just makes it all the more confusing. What, exactly, do NCsoft have that's generating revenue right now. I can't imagine it's Aion and it sure as hell can't be Lineage II. They already killed Auto Assault and Tabula Rasa years and years ago. And if they're putting all their eggs in the Guild Wars 2 basket, I've tried that game and I don't see it killing WoW. A rabid-fan friend of mine bought it on day one and I can play it on his account for free since he mostly plays on my PC anyway and I'm not that interested. I mean, DC and Star Wars got a pretty stellar start and look what happened to them.
You know what I said about the coffee talks only taking place when there's something to say? Yeah, now would be a good time to have one. -
Personally, I just feel the Fire and Ice whole arms, as well as the new Cyberpunk whole arms to come in separate upper arm and lower arm categories. Then we can use the existing Robotic Arm 2 category for this.
And I do agree with a left robotic arm category, as well. -
Quote:I mean no offence when I say this, but did you actually read my post before responding? I ask because we're basically saying the same things. I want to see more options and more versions of those pieces. Colouring differences tend to come down to colour masks, so there's no reason we can't have multiple version of each item. Have you noticed how a lot of the newer items have N/A in their pattern section? Why not include those there. Say I pick the IDF boots, and I get to pick between what they are now, and a different patter that has the whole boot coloured primary and the glow coloured secondary. You get to keep what you have, I get an extra option.But it's a limitation of the "two colors per costume piece" that is built into the game as it currently exists.
If you want a glow that's a separate color from the (boots, for example), then the rest of the boot has to be all one other color. Which would be okay I suppose, but I don't want to be limited to that either. I really like the Imperial Defense boots as they are, and to reduce them to all one color except for the tiny bits that glow would not make me happy.
Really, pattern swaps should be one of the less work-intensive parts of making and tweaking costume pieces. And if they had an official feedback thread, I'd say the same there. -
Quote:Huh... Weird. I though the merge was intended to remove those differences so that one CS and management team could manage all players. I guess the system may not be as flexible.I believe that's the case. Even though the server lists were merged, I assume there's probably still some back-end stuff that distinguishes NA accounts from EU accounts. Because you owned the US version back in The Day, that meant you had an NA account.
I think.
So, if I make a new City of Heroes account now... Will that be NA or EU? -
Oi, lordy... OK, let's go through the motions.
Quote:It doesn't offend me, it's simply wrong. If anything, it should offend you because it's a straw man, but that's your own deal.No not really, I've just simplified your very long post in a way that offends you.
Quote:You are arguing for more "Realism" in stories that contain certain things. That the consequences of actions performed conform to your ideas of what "Should" happen.
I can't believe that a man is shot in the chest with a shotgun and walks it off unless the story has a specific explanation for why this happens, and the more characters you come up with that have that specific explanation, the weaker it becomes. It's the same reason why hospital reclimators in City of Heroes make dramatic storytelling impossible and why the story ignores them so often. Because if the story didn't ignore them, then Sister Psyche would never have died from an arrow to the chest. She would have been teleported to the hospital and insta-healed.
Quote:If a gun is in the story it's more "real" (read "gritty")...
Bible Black in all its incarnations is a "gritty" story, but it's nothing at all like a "real" one, for a variety of reasons.
Quote:That your argument is drawing the same completely arbitrary line you yourself tend to draw at the idea of "unpowered" characters.
Quote:I'm going to assume we're talking about purely the action and, not, you know, the entire story being about a character's fighting methodology. Because that is ridiculous.
What I take issue with is a character who wields a lethal weapon for the sole purpose of wounding and never going for a kill shot. That's just taking a square peg and hammering it into a round hole.
Quote:Having characters engage in violent confrontation and not having them constantly being harmed in the way normal people are actually harmed doesn't seem to make the story "awkward" in your mindset. People are neither as Fragile nor as Durable as you seem to think they are. I know of just as many people who've survived gunshots to the head as have died from a tumble down the stairs.
I know people are tough, but they are not indestructible, and the end game REALLY raises the stakes of what we suffer.
Quote:When exactly are you going to grasp that the things you personally feel are neither facts nor genre/medium defining concepts?
Quote:If people aren't killed with said powers within the narrative than they aren't imminently lethal within the confines of the narrative.
People can kill each other with their bare, unpowered hands. They can do it accidentally even. You can be knocked unconscious and fall on someone smaller than you a certain way and smother them to death.
No, I'm really not. Care to carry on this thoughtful argument line?
Then you'd do well to check your reading glasses. I don't question how any of my characters "arrest" people with a rifle or a sword, because I don't give a rifle or a sword to a character who wouldn't use them for their intended purpose. If I had qualms about doing so, I wouldn't give them a rifle or a sword. How do you "arrest" someone by impaling him through the chest with a sharp length of bone? Well... You don't. You just impaled him through the chest. Either he's now dead since you pierced his heart, or the magic of hospital reclimators teleported him away and healed his wounds with fairy dust and crushed unicorn horns.
What I'm saying is that this argument doesn't need to exist unless you're deliberately bending the rules of what guns, swords and fire do. And if you're bending the rules, the onus is on YOU to explain it. And you can really only use the same explanation a couple of times before it starts dragging the whole fictional universe it's part of down a hole. You can have one person in the world armed with a magic no-kill gun. You can probably have another who's sort of linked to the first. But once you make guns with bullets that blow large holes in people without killing them, I start to not buy it.
Superman's no-killing policy is just fine. Batman's no-killing policy is also just fine. The two of them put together are about enough, however, since that aspect of their characters, slightly unbelievable though it may be, is a big part of what makes the two unique. They're non-killers in a world full of killers. That's a powerful statement. Creating a whole world full of non-killers, however, to the point where people claim any character who actually kills isn't a hero (and I've had that said to me on these very forums) just lose any impact that decision might have had. It's hard to buy and it really serves no purpose.
Ruronic Kenshin hitting people with the dull side of the blade, I can buy. It's his thing. The whole Samurai class hitting people with the dull of the blade, however, would make me question why their swords are even sharp to begin with. -
Quote:You can't, and I'm pretty sure you were around when BABs explained this. In his own words, the power sequencer requires SOMETHING to play when a weapon is drawn. He tried simply removing weapon draw animations and the sequencer started doing very undesirable things. BABs did not specify, but I've seen evidence of what he might be referring to. Titan Weapons Whirling Smash, when used with momentum, will not play its draw animation at all. You will simply spin around with the sword showing up in your hands instantaneously. However, the hit effects and damage dealt are timed to draw+animation, so ALL of this will happen with a considerable delay, usually after you've done your fast follow-up attack. That's not acceptable behaviour....or you could, I don't know, just have the new model appear in your hand.
BABs did quite a bit of work "removing" redraw so that the game worked exactly like you're suggesting. However, he ran into showstopping bugs with Shield Defence + Right-Handed Weapon, and left the company before he could find a solution. No-one has picked up his work since he left, and according to him, there was a lot of work to do and a lot of problems to figure out.
Moreover, what you're asking for is impossible for weapon sets for the simple fact that weapon customization is power-independent, at least for the most part. A weapon is a costume element that exists on the character at all time, it's just invisible when it's not "drawn." You only have one slot for a weapon per powerset, and you can't be given 9 weapons to customize any more so than you can be given 9 helmets to customize. That's just how the combat system works. There were problems with characters having too many custom weapons back in the day, when pistols Mastermind unlocked the Mace epic, so if three weapons was close to too much, 9 weapons ought to be over the line, especially since you then have to figure out what to do with Munitions Mastery.
You COULD argue that this could just be done like Claws, but you're still running into a problem - picking dissimilar claw models from power customization still introduces redraw between in-set attacks, it's just very short for Claws so it doesn't matter. Moreover, because it's power customization handling the claws, it means you can't customize their effects, meaning your "toxins" are always a dark green. You'll note how newer sets like Titan Weapons and Staff Fighting have customization both for the weapon AND the power effects. This is what you'd lose if you made weapons power customization. Having the weapon be a costume element and the actual power a visual effect grants better customization.
I'm not against the heart of your idea, honestly. I just don't think it's consistent with what the game can do and how it's set up. -
Quote:You're wrong. You can already place Trip Mines and Time Bombs while hovering near the ground, so long as you're not moving. You don't need to detoggle anything. This doesn't require some obscure new tech to accomplish, the game already has the capacity to do this. All that needs to be done is for whatever is the case with Time Bomb and Trip Mine to be done with the likes of Burn and Poison Trap.And I'm saying that this is 100% unnecessary and will cause more problems than it solves.
Or, you know, let's cut to the chase and just make those short-range reticle-based powers so you can set them down at a range of... Say 7 feet, which is basic melee range. That means you can set them down while you're in the air even if you're not EXACTLY near the ground, and it means you can set them around corners without showing your face to the enemy. Considering how impractical setting traps is these days, that's hardly a major advantage, and would serve to help Traps greatly, considering the set lacks Cloaking Device. -
Quote:If that's the "point" you inferred from what I wrote, then you inferred wrong. I'm merely saying that if you don't want to involve killing in your story, it becomes more and more cumbersome to do so the more your story goes into territory where that's unavoidable. It's like making a war movie where no-one gets killed - you could, but you can pretty much only make one movie like this since THAT will be the point of the movie.About the same number as the amount of stories of people murdering and maiming each other?
Death in writing is neither a positive or negative, it's simply a "thing". I'm not entirely sure what your point here is besides a call for more "gritty realism" or some such.
Basically, if you give your character bladed claws or a gun, then NOT having him use those for what they're designed just makes the story awkward. And again, you can - Fox Kids did it with the X-Men, and it got very silly very fast. I can see Superman not wanting to kill since his powers aren't naturally destructive, sure. Not unless he wants to make them so. But I draw the line when a man with a gun only aims for limb shots or a man with fire powers only uses "healing fire" or sucks the oxygen out of the air or something.
If you want a hero to not kill, you need to take care to give him powers that aren't imminently lethal. If you DO give him lethal powers but have him only ever use "the blunt edge of the sword," then I'm not going to buy that.
I'm not advocating "gritty realism." I'm advocating less "I'm arresting them with shotgun blasts!" arguing. -
Since this has been announced publicly, I want to repost my concerns here, as well:
Quote:This is precisely what I came here to post. Having an aura glow of any kind which matches the colour of the non-glowing object around it will always look worse than having the glow be a different colour. It makes the eye see as if in monochrome, and it's distracting, not to mention it misses the point. And the tech knight mace isn't the only thing that does this. The backpack does, as well. Here's what I'd suggest:
Add an alternative version of the mace/staff thing that tints the entire body in the primary colour, but colours the electrical sparking aura AND the glowing jewel the secondary colour. This way, you get the static parts one colour and the glowing parts another colour. We have symmetry in logic.
The backpack is also a big problem. It has a large circular glow in the big central area, but this matches the colour of the backpack around it. I'd suggest adding two alternatives of that backpack, but let me explain something first. Currently, the backpack is mostly coloured in its primary colour, with the bulk of the body and the auras being that colour. The small "capsule" auras contrast their background because the capsules take on the secondary colour, but the large "central" aura does not, because it's over the same-colour background. Here's what I'd suggest:
Alternative 1: Have the large aura take on the SECONDARY colour, but leave the three small capsule auras taking the primary colour. That way, you have primary-colour auras in secondary-colour capsules and a secondary-colour aura against the primary-colour backpack body. You have contrast!
Alternative 2: Have the ENTIRE backpack take on JUST the primary colour - capsules, body, trim, everything. Have all of the auras take on the secondary colour. That way, it's less loud and colourful, but you have exact control over the colours, and can the backpack a dark colour without lowing the glow.
Basically, I'm agreeing with the above suggestion - when a costume item comes with an aura or a glowing bit, PLEASE separate the aura/glow in its own colour that doesn't affect anything else on the costume piece but the glow/aura.
And do this to Imperial Defence boot and gloves, please. -
Quote:New geos won't solve the problem of customizing leg length to a greater extent. You really can't mess with the legs to any great extent because they're central to the animations system, and not just kicks and such. Longer-than-normal legs already cause emote flubs, specifically with the female "sitchair1" emote, where the ankle is bent at the wrong spot on a long leg. All this would do is alter the length of the legs, but not our ability to customize them.I know this is a huge suggestion....but make new geo's. *gets ready for incoming flak*
And really, if that's the cost, I'd rather keep the long legs we have now. One of the BIGGEST problems I have about character design in most games these days is short, stubby legs that make the torso look elongated. Sure, our legs aren't realistic, but then neither are our wings or our jetpacks. -
Quote:I never bought that, personally. Unless you want to go with video game logic of people getting shot with a rifle just losing hit points (or the DBZ logic of people being exploded losing "energy") rather than suffering internal and external injuries, you're just hamstringing your action. Look at the 90s Fox cartoon X-Men - you had a Wolverine who had these badass claws, which he never got to use because... Well, he'd draw blood and sever heads otherwise. So he mostly kicked people with his claws out.Also, as for 'collateral damage', that's one thing that's always bothered me about super heroes... they do these things, but their 'no killing' policy always results in more suffering, and is something I always would complain about whenever I'd meet someone obsessed with comic books.
As far as I'm concerned, if you create a story involving deadly weapons and cosmic powers, trying to come up with "creative" solutions to keep your characters from killing people is just hamstringing your narrative. Sure, if you make the story ABOUT that, you can pull it off, but really... How many stories about that do we really need? -
Quote:I agree with this. I'm a pretty big fan of symmetry, myself. The left-handed chainsword doesn't have to be a mirror image, just so long as the engine is facing out like the right-handed one. Typically, dual-wielded weapons we have access to are symmetrical left-to-right, so they look identical in both hands. Being that the chainswords are lopsided, I really do thing the left one should be flipped around.Don't get me wrong here because I love those chainsaws (seriously, day 1 purchase for me) but there's a little nagging annoyance with the Dual blade version. For the sake of symmetry can the sword in the characters left hand be flipped around so the main box unit faces out as it does on the right hand? It just looks somewhat awkward as is
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I don't want to be the curmudgeony ******* of the community (yet again...), but I honestly just don't log in to watch the development team "shoot" about tangents and off-topic banter. It's the same reason I'm really not interested in Fantasy Football and such. I want to get to know these people, sure, but through topics relevant to the game more than anything else.
There needs to be a sort of balance here, I feel. Sure, not having these coffee talks and getting information only through Marketing-approved press releases is bad, but just catching water cooler conversations just seems... Not very interesting. It'd be cool if it were one-on-one, like catching a developer at a con in-between gigs, but as a broadcast to the community? They don't need to happen that often if there isn't that much to talk about.
Maybe "something to do with the game" isn't the right way to put it. Let's go with "I'd like to see Coffee talks only when those having the talk actually have something to say." Treat them like vlogs. Maybe you want to announce a new feature, or maybe you just have something off-topic to address. Like, say, the whole studio went to watch The Room together and want to give us their impressions, maybe Matt Miller lost an arm-wrestling contest against Melissa Bianco and we just have to hear about that. Sure, it's not game-related, but it's still a broadcast with a point and I'd watch that.
But if you're trying to figure out what to say, you just don't need to do a Coffee Talk. Save it for when you're inspired to talk about something.