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Yeah, kind of puts the Popeye Windup Punch to shame, doesn't it? Not that that's saying much, but DAMN
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I haven't finished the arc yet, but there's something... Odd about the Numina pinup on the loading screen. Now, this might sound like open criticism, but I'm just trying to express what throws me off about it. Feel free to correct me on any and all counts.
The first thing I notice is that her face actually looks decent. No O-face in sight. I can respect this greatly. She does have something of a large nose, but that's really not the point. It does seem odd that her lipstick comes FAR below her lower lip almost until it meets her chin, but I don't really know the specifics of female makeup, so maybe that's done to make her lips seem fuller. How DO you put makeup on a ghost, anyway?
I really like her hair. It's both sensual and reserved, which is quite hard to pull off in artwork, but what is that vertical "rim" at the back of her head intended to represent? Is her hair from the left somehow twisted and wrapped over the top of her head and coming down on the right? If that's the case, then why is it as long as her hair on the left? Wouldn't you need a very uneven haircut to pull that off?
The next thing I notice is that her right hand REALLY stands out. I'm not sure what it is, maybe the way the bottom of the palm juts out makes her hand too big for her tiny wrist, or maybe her fingers are a bit too long. I can't quite say. What I CAN say, however, is that her index finger seems unnaturally short, much shorter than her ring finger. Now, I do know that some people's ring finger is longer than their index finger, but I'm not sure if it's usual for it to be longer by THIS much.
I immediately start comparing it to her left hand holding the skull, which appears larger larger than her right, despite being in the foreground. Maybe it's just me, though, I can't be sure. I really have no complaints about the left hand, other than that her index finger feels like it shouldn't be visible, obscured by the skull if she was supposed to have an even spread of her fingers. Certainly it should have been obscured by her middle finger. In fact, if you go by where the picture suggests her index finger knuckle would be, then she has a HUGE gap between her index finger and her thumb, clear on the other side of the skull. Upon reflection, he pinky looks as long as her ring finger on that same left hand.
What really catches my eye even more, though, is... Why does Numina have fingernails on her gloves? And I'm not talking about pointed fingers as though the hands beneath the gloves had long nails, I mean she has actual pink fingernails AN TOP of her gloves. It's like she isn't wearing gloves at all, but instead has her forearms and hands body-painted pink. That can't be right, though, because her right wrist shows fabric wrinkles, and I can't see a reason why she'd paint her hands. They're not very obvious on her right hand, but that has fingernails, too, just not as long as on the left hand. Surprisingly, this reminds me of Wagner's artwork, a little bit.
Then I notice that... Wow, she has large breasts. Not a bad thing. Not a bad thing. I like it. But as I'm looking at them, I start to notice that her right shoulder seems to be very far away from her rib cage. At first I thought it was just because her hair hides part of her neck so things just look off-centre, but that's not it. The middle of her throat goes over her centreline, which her clavicles radiate away from. However, whereas on her left shoulder the clavicle goes over the actual shoulder (which I'm not sure it should, but I don't know enough about anatomy), on her right shoulder the clavicle seems to end a good inch before her shoulder even begins, which is odd considering what the clavicle is supposed to link up with. Now, at first glance it looks like part of the collar bone may be hidden by her hair, but if her right clavicle did go all the way up to her shoulder, it would be much longer than her left one. And, yes, I know her torso is at an angle, but that rotation should have retained the length of her bones. I don't know, it just feels like her right shoulder is jutting way out.
And while I'm looking at her neck and collar bone area, I start to wonder... Is her outfit made of sticky tape on the inside? I though Numina wore sort of a long sleeveless coat, so why am I seeing her clavicle bones through it to begin with? Why is it dipping down into the indentations of her body and between her breasts to begin with? It feels like that coat is made of shopping bag nylon or something equally as thin, while I would have expected a coat to be made of a thicker material, especially with that high collar. I know that in comic books, you essentially draw naked people then trace tights over them, but I honestly thought that Numina wore a coat?
Finally, her eyes. They're pretty, but what is she looking at? At first I thought she was looking at the magical skull she's holding in the "oh Yorick poor Yorick" stance, but no. The way her head is tilted up, the skull is actually below her full forward line of sight, so her eyes would have to dip down in their sockets, but instead they're as far up as they can go without opening the eyelids wider, which makes her gaze actually point straight up into the sky. It almost feels like she's looking at the moon, but that can't be as the moon is in the background. Then I thought she may be looking at something forming from the pink ectoplasm that the skull is evaporating, but it would have to be just out of frame, so... Can that be it?
Also... Where is Numina's back? The panel is sort of leaning towards her back, which makes her look like she's leaning back and holding the skull up in the same fashion that a doctor would look at an x-ray against a ceiling light, but then it occurs to me that I should be able to see part of her back or at lest part of her side below and behind her right arm. The only explanation for why that's invisible that I can think of is if her torso really does end where her coat sleeve suggests it should and that her large breasts just make her torso look much bigger than it is, but that means her right arm is REALLY sticking out.
Finally - and this may be a stupid question to ask, but which set of her teeth are we seeing in her mouth? Looking at where her mouth is in relation to her jaw actually suggests they should be her upper teeth, but then doesn't that make her mouth shifted somewhat high up on her face, or does it just suggest she has a very sturdy lower jaw? Those can't be her lower teeth, as it seems a bit too high on her own skull for it to be them, and it would make her face kind of... Weird if they were. The reason I'm asking is the way her lower lip droops forward and down, we may actually be seeing both rows of teeth where they interlock with each other. That's pure curiosity on my part.
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Again, I don't want to come off as bashing on the artwork. Compared to Tutorial Sister Psyche, Numina is AMAZING. But there are just some things about that pic I can't quite grasp visually. As I said, it's very possible I just don't understand how things should be proportioned and directed, so if you can correct my misconception, I welcome the clarifications. -
Quote:Now, I'm not saying I hate missions that have anything other than fighting in them. Far from it! But like any good thing, you really can't string a whole arc of these things, or even mostly these things along because it ultimately starts to feel like a waste of time. For instance, bringing Jim Donner (or Jim Donner's Badge) to Noble Savage is a whole instance that has nothing but a conversation in it, then you leave as soon as it's over. That's a GOOD mission, because it's a break in the action among much more action-packed missions on both sides.I agree with everything you've said apart from this; I actually *like* having non-combat parts of story arcs that aren't just "Go talk to this contact". In fact, Leonard's arc is probably one of my favourite in the game for exactly this reason.
What bothers me is when story arcs start involving mission after mission of overly-elaborate triggers and only a handful of weak encounters to speak of. I can deal with one or two, but after a while, I want to just go out and kill stuff. In fact, after running all of Twinshot's missions, I REALLY needed that Atta cave full of Warriors that Mercedes Sheldon hands out, just so I could recharge my batteries, and that huge outdoor instance of Freaks stealing liquor from the Freaklimpics soon thereafter really hit the spot
That sort of thing is to be expected, really, and to my eyes it's the sign of a good thing - people are actually buying the swerve. In modern-day storytelling as seen in many movies and games, the "plot," such as it is, is obvious pretty much from the start, and when it isn't it's because it pulled a 2001: A Space Odyssey ending. It's very rare that a story manages to build a red herring of any size and importance clever enough to have the audience actually buy it and be genuinely surprised when it turns out to be false.Quote:Now, to be fair, and to play Devil's Advocate a little, I'd need way too many hands to count the number of characters I encountered with backstories that indicate the player still thinks the Rikti are space aliens. Being open with information leads to less /e facepalm when reading my team's biographies while waiting for a TF to start.
Honestly, to my eyes a good mystery is the key to any story worth sitting through to the end. It doesn't always have to be a big thing, like the beginning of time or the nature of the gods or anything like that. Something as simple as who was behind it all is enough to keep a plot interesting overall, and if the reveal isn't stupid right at the end, it leaves the story being satisfying, all told.
Hell, by far the biggest reason First Ward held my interest for so long (about 3/4 of the way through before all mysteries were revealed with still a full two arcs left to run) is exactly because I wanted to know what was going on. What is causing the rift in the sky? (I still don't know) What is the deal with the Apparitions? (Cool reveal!) What happened to the Midnight Squad? (Cheap joke) Why is the Monarch acting weird? (REALLY cool reveal!). In a lot of ways, not only is First Ward a great mystery, it actually tries to give you just enough information to piece things together on your own if you paid attention before it actually gives you the answer. It's just done very well, aside from towards the end where the story kind of pulls a Human Revolution.
So... Yeah, if new people get the plot wrong, then that's the price to pay for an engaging story
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After listening to so many people complain how expensive the set is, or what numbers it has or what AoE it has and whatever else I missed out on in the last few days, I kind of felt compelled to write a good thing or two about Street Justice. Let me just say that on its own:
I LOVE Street Justice!
I honestly couldn't tell you what it is about the set that gets to me so much. In part, it just looks damn awesome, better than I remember a new set looking in YEARS, but that's not all there is to it. This set actually plays well, too, or at least plays in a way that really motivates me to want to play it. See, most of the time when I play a set, be it new or old, I kind of go through the motions. I know what I'm supposed to do and I'm just shooting for DPS or whatever stat is meaningful at the time. Not with Street Justice. With this one, I have a few attacks that I instinctively sort of WANT to do. It's not really about damage or about utility, or even about looks. Something about some of these attacks just "feels" right.
Now, granted, my one Street Justice Scrapper is only just now reaching level 30, so I don't even have the whole set, but even so, I already have my favourites. I love Spinning Strike both because of its backhand swing, and also because it's just a damn potent power. I love Rib Cracker because it looks so painful and because I kind of learned to rely on it. I even like Shin Breaker, the one attack which looked the most out of place as a heavy damage dealer (especially against things with no legs, like Spectral Demons), I love as it's the PERFECT attack to use on an enemy you just knocked down. I've always wanted a sort of "stomp on downed enemy" attack in City of Heroes and this is essentially it. Score!
The set is damn stylish, but I don't think it suffers in performance, at least not from my experience. I know much was said about its damage numbers and AoE and whatnot, but in my hands, it does about as well as any other set I've tried. Oh, sure, I haven't tested it against Pylons, largely because I don't get ambushed by Pylons in my missions very often, but I'm really not sure how much I'd care about those results one way or the other. The bottom line is the set WORKS. If anything, it's Super Reflexes letting me down, because ancient legacy has banished my AoE defence to level 35. But Street Justice? I can't get enough of the thing.
And that, really, is why I felt the set was awesome enough to talk about - because I can't get enough of it. Cards on the table: I've been playing this game for over seven years, more or less a quarter of my life. I've seen it all, I've done it all and I really haven't been able to find anything to really fire me up in this game. Sure, from time to time I'll make an amazing new concept character and "fall in love," but that's fleeting, in the long run, because I'm still playing the game like a jaded vet.
Not with Street Justice. Playing this set makes me feel like I did when I'd just picked the game up back in 2004. It's exciting, and not just the numbers or the performance or the getting new powers. The whole set itself is just fun to play. Very fun to play. I'm lucky my workplace is undergoing renovations and I'm forcibly off work, or I'd have been SO slacking off these last few days. It's weird, because when I sit down to play, I always feel reluctant. "Man, I don't want to do this any more." But as soon as I fire up the game and plant a knee on some poor schmuck's face, it's instantly the best thing I've ever played. Funny how that works.
I guess it helps that I did, actually, make a pretty cool character to top it all off, or remade, to be precise. A long time ago, I made teenage girl character who dreamt of growing up to be a hero like her parents. Originally, she used Martial Arts - little girl, so she had to be fast and fragile. That's always been kind of "done," though. So when Street Justice came out, I couldn't help but put this kind of amazing, vicious brutality in the hands of a little girl, who went around putting the hurt on big chunky mean bad guys. It's simultaneously cute and amazing to watch, and it's twice as much fun to play. I'm actually thinking of snagging powers from Fighting at some point, just to add even more hurt to the equation.
I can safely say that if that's what Freedom promises to bring in the future, then HELL YEAH I'll pay for it! If Street Justice is this awesome, I dare not try to imagine what Titanic Weapons is going to be like. Oh, my! -
Quote:That's kind of my point. The more the game becomes fractured into sub-games, the more redundancy new content needs, lest some people feel forced into other people's experience. Going Rogue took the tough call and made four whole paths through the game, and to the writers' credit, they present fairly unique experiences. I had a sneaking suspicion that this would be unsustainable in the long run, and it looks like it was.Either they would have gotten nothing, or Freedom would have taken twice as long to release since they would have needed two zones of the quality of First Ward.
I don't think you're taking into account that this is a paid-for zone. "New players" in the days post Freedom means something quite different than it did back in the day. "New players" typically means "Free players" because now that the game has that option, it's only natural that's what people would try first. New player VIPs are going to be extremely rare in the future, that much I can bet money on. So you have new players trying to game for free, and their purported new player experience is in a paid zone that's not exactly cheap. Of all the things they could buy, "more content" when they have mountains of FREE content they haven't run yet just isn't going to fly.Quote:It was designed to extend the new, improved starting experience even further into the game to impress new players, not just new players who want to go hero.
Which would work, if I couldn't just walk back through the door I originally came in from and screw the lot of 'em. There is nothing in the slightest to be gained by being in First Ward. There's no pot of gold at the end of the rainbow, as it were: No large treasure, not hidden knowledge, no secret weapon, no favour with anyone at all. Saving First Ward is its own reward, and if just saving things isn't an appropriate reward for your character - which it rarely is for villains, then the whole place is not appropriate.Quote:Rather, your character helps people because the zone is itself a hostile entity and only through collaboration can anyone survive it.
This is my whole point. At its core, First Ward is a hero's journey, which is dressed up in shades of grey only after the fact. It's like taking a Carebears movie and trying to inject moral ambiguity into it - sure, you can, and I'm sure you can make it pretty damn depressing, but it won't really make it any more "realistic" and will simply end up ruining the mood for everybody. Which is what First Ward does. It's not right for heroes, it's not right for villains and it ignores Praetorians.
City of Heroes is exactly the wrong kind of game for that sort of plot. Being a survivor requires several conditions that City of Heroes cannot meet. It requires seclusion and being cut off from lines of supply and support, which can't happen because you can't trap people in first ward without having players throwing a fit. It requires constant, unavoidable danger, which First Ward cannot deliver because the game's combat is still subject to game balance and because no-one likes overpowered enemies in this game. It also requires a degree of attachment between the player and the world, which the apathy and melancholy of the narrative's attempt at moral ambiguity simply don't permit.Quote:You might be the zone's eventual savior, sort of, but only by making the best of a terrible situation.
A survival story is only meaningful when survival is actually meaningful, and when you can turn around and head back to town, there's no "survival" to be had. In fact, I often wondered why I couldn't just lead the lot from the Gumbo back through the door and out into the sewers of Imeperial City. A level 25 Noble Savage would have eaten anything in there for breakfast and asked for seconds.
The First Ward story is good in concept, and it's definitely good in terms of writing, but it's trying to tell a story a way that the game really doesn't support because basic game architecture hamstrings what writers can do. And you're right - they could have just delayed and accounted for everything, or they could have ignored those limitations and just made a good story. They kind of did it half-and-half. -
A number of people have been asking for this for probably seven years now, and I don't remember so much as a single developer comment on it, though I may have missed some. Honestly, I'd like to see elite bosses getting a proper reward, but that just never seems to be a priority. Hell, if MALTA still don't have increased rewards despite being one oft he meanest enemy factions out there...
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Malta helping the Sky Raiders is supposed to make sense since they're trying to have a "minimal presence," but what's funny is... They already do that. By having super-efficient commandos pull off a quiet operation before anyone even knows they're there, they leave a minimal presence. That's exactly what's supposed to happen to that young heroine whose reputation they're supposed to ruin.
Malta helping Maelstrom... Not so much. He's not covert at all, to the point where everyone, both in-fiction and actual players, refers to him as a Praetorian, when he's actually NOT. He's a Primal Earth jerkass who went to Praetoria, shot his best friend and is now working his emo fringe off for Tyrant and his lackeys. You're not doing a good job being covert when you're better known as a Praetorian affiliate than for who you actually are.
OK, granted, Malta spawns have been showing up in Peregrine Island for no real reason since I2, and since I7 they started publishing taunts for heroes in the paper, but we can chalk that off to a just a misunderstanding of who Malta are, like someone learned all hew knows about Malta from coming across them in the streets of PI. However, this is the symptom of a much deeper problem:
City of Heroes no longer has any mystery in it. At one point, the game went out of its way to keep secrets, misdirect players and build up to great reveals. The Cimerorans, the Rikti, the Clockwork, all of these start off looking like one thing on the surface and end up being something completely different when you learn the truth. At some point, however, the game's writers seem to have said "**** it, the players already know everything!" and dispensed with any sort of tension or mystery. Everyone knows who Malta are. Roy Cooling is more than happy to chat about them openly. Everyone knows who Vanessa DeVore is, and she shows up in person just to mess with heroes. Everyone knows Crey is evil so their facilities are fair game for unsanctioned raids. You have to wonder how they get any business.
There's no subtlety in the game any more. Your contacts don't even pretend to need a warrant for you to raid an otherwise legitimate business. You can just show up at a Crey office and start shooting people and it's A-OK because they were probably evil anyway. Malta make TV ads announcing their badassitude because... Well, everyone knows about this super secret world conspiracy already. The Rikti have become chatterboxes, even though they're never supposed to speak, ESPECIALLY with each other.
These days, most enemies are treated as pallet swaps of each other. This one time, I went to save the Faultline dam from my double, who had taken it over with a group of Freakshow. I asked my friend why the Freakshow were helping my double, and he sort of shrugged it of. They're probably for hire. Then my good double shows up helped by a bunch of Warriors. Why? I have no idea, but they're presumably also for hire. You could have easily swapped who shows up with what enemy faction and it would have made as much sense, because the old days when story arcs explored the world and the factions that populated it are long gone. The enemies don't matter. They're just stuff to kill, and one faction is as good as another. All that matters is whatever NPC the writers made up on the spot. The enemies are just obstacles in the way. They're not part of the story, the game just needs enemies in it because it's sort of about fighting, mostly.
I guess that's why some of the newest story arcs try to involve actually fighting actual enemies as little as possible and instead focus on new tech gimmicks, like empty missions that you enter, have a conversation and leave or huge warehouses with all of five people in them with lots of inanimate objects to converse with. The game has this rich, nuanced world that Rick Dakan and the old team built from scratch, but that's boring! Let's have more jabbering Rikti and Freakshow with leet names. Because it's funny.
*edit*
To the game's credit, First War is probably the first place in a LOOONG time that actually seems to have been built with a shred of backstory and with a storyline that had both mystery (enough to keep me playing till 4 AM on a work day because I wanted to know) and exploration of the source material to a significant extent. Sure, it goes a bit batty-nuggets towards the end when it feels like the writers ran out of ideas and started putting in chicken leg women to up the stakes, but even then, it's a consistent story with enemies that behave according to their concept and an interesting plot that doesn't rely so much on gimmick characters (Circe the Sorceress notwithstanding). We'll see if that keeps. -
Well, I used to report text errors, way back when. But when you see the same text errors year after year... What's the use? I don't know if the bug reports ever get read, but the text errors simply don't get corrected. I don't think anyone cares any more.
And, seriously, why are text errors so hard to fix, even with precise instructions as to where they are? I've written a few Architect arcs and, of course, had no editor. When players played them, they sent me their final thoughts and pointed out text errors in there, usually half a dozen of more. Within 15 minutes of reading the report, I would have the text errors fixed and the arc submitted for a republish.
I sincerely believe that Paragon Studios need at least one person whose whole entire job is to play through new arcs before they're published, read every line of text and write detailed reports as to what's wrong and where. Said person should also have text error bug reports forwarded directly to his mailbox for him to verify and document. In-between doing that, when no new arcs or bug reports exist to be read, said person's job should be to just play the game and read all the text it supplies.
If that's what it takes to weed these things out of the game, then that's what it takes, because having 7 years of bad spelling and grammar is was funny, then it was sad, then it was funny again and now it's starting to turn sad once more. -
Quote:And that's the big problem. When you shoot for giving players the illusion of choice, the WORST thing you can give players is ACTUAL choice, because then you end up developing five separate games on top of each other. People talked about CoH and CoV as different games while CoV was still considered an "expansionalone," but even then, THE GAME had only one actual storyline, in that there was no way to branch in one direction and make large chunks of later-level content incompatible.I can see why First Ward doesn't have as much choice as Praetoria: it has two factions instead of four, and they can't assume that your character came there from Praetoria because it's highly likely that it did not.
Now with Praetoria, the studio actually IS designing two separate games, because any storyline which involves Praetoria HAS to account for whether a character was Praetorian or not, and what faction in Praetoria said character belonged to. Or, they could do what they did in First Ward and write the zone and its arc like an extra hero zone and let villains and Praetorian run through it if they really wanted.
This, of course, has the problem of "half-hearted inclusiveness" that the Rikti War Zone first demonstrated. See, because the War Zone was co-op, you couldn't have straight up hero work as villains wouldn't make sense, but you couldn't have outright villainy, either. So you end up doing straight up hero work, but your contacts are all complete jerks so it's written like a villain story. Rather than being inclusive to both factions, it ends up being largely inappropriate to everybody.
Same with the First Ward - it is, at its heart, a hero story, but it couldn't be JUST a hero story because this is Praetoria and it had to make sense for villains, too. To fit Praetoria, the story is depressing. To fit villains, you're given something like four chances to be a dick. In the end, it's not a villain-appropriate zone because much of the story is straight-up hero work, it's not a hero-appropriate zone because one HAS to do too many morally-questionable things, and it's not a Praetoria-appropriate zone because accounting for that would have been too complex and costly to account for the "Loyalists vs. Resistance" clash, so your prior alignment doesn't matter.
Last night, someone mentioned in general chat that "villains were a failed experiment." No, they were not. In fact, with their newer arcs, villains are getting better than they have ever been. The writing and subtleties are often suspect, but the game accommodates them quite easily. If anything were a failed experiment, it was Praetoria, because to make that side of the game work means essentially two of practically every new storyline. Either that, or simply an abrupt END to the Praetorian storyline so that characters can shed their Praetorian affiliations and conform to the old world content.
And I honestly don't see a way around that. -
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Quote:Those are two of my favorite missions. Go into the big caves and destroy EVERYTHING! Ah well, to each their own...Quote:Besides, for the exact reason you dislike it, there are many players out there that LOVE it.I'm with these people. I LOVE this mission. I try to run it every time I can, but Mercedes Sheldon is too easy to outlevel (seriously, why not just extend her range to 20-30?). It has no annoying dialogues, no glowies I have to speak with, no cutscenes, no overbooked fights, no miles of empty corridors with nothing to fight, no bosses that I have to speak with after I beat them up. This one and the couple of bigger outdoor cityscape maps are easily my favourites, because they're essentially City of Heroes in its purest form: The plot requires you to go to this location and defeat everything you run across. What's not to like?Quote:Played this yesterday. Hell of a scrap, loads of fighting and a map that's not the same office again. What's not to like?

I love clearing that mission. Sure, it takes an hour and a half, but so what? I'm only on for a couple of hours, and if I spend most of that time killing stuff, as opposed to spending that time speaking with people or stuck at the market, then that's a win all around. I mean, so what if I get done with the mission in half the time? That just means I'll grab another mission and be killing stuff in an instance for an hour and a half anyway, it'll just be in two small missions instead of one big one.
Frankly, I like huge missions. More than anything else in the game, those give the best feeling of making progress. Sure, it's miles of tunnels, that one, but when I open the map and see I've explored around 3/4 of the map square's total area and I'm already 45 minutes in... That's satisfying. "Man, did I do all that? Awesome!"
CoV and GR's tendency to give me missions that complete in 30 seconds and missions that consist of 90% dialogues is actually really ruining my fun of the game. Overbooked fights are interesting for the end of a long arc (and I LOVE those 25-mission ones), but when every mission is overbooked, it just ruins what would otherwise been a good scrap. Both Atta and Mercedes have the right idea, as far as I'm concerned. -
Quote:Welcome to every elite boss ever. A while ago, I fought an even con Nemesis elite boss, then fought a +1 Fake Nemesis boss and got almost 50% more experience FROM THE BOSS.Which is fair enough, but 200-500 XP difference between boss and Elite boss doesn't seem right to me.
Elite boss experience has always been laughably low, and honestly... I don't know why that is. I really wish elite bosses would be given reward comparable to their power level. They almost always give pretty much the same rewards as bosses, sometimes even LESS than some bosses, yet they are considerably harder to fight.
This has been going on for pretty much as long as elite bosses have existed, and it needs to be fixed one of these days. -
See, this is what I was talking about back in the CoT thread - this is the right way to do things. Have a nice costume piece to sell? Sure, sell it. Price it good and I'll buy it. I ha 70 points yesterday and my stipend is being delayed, so I couldn't buy it, but I figured then was as good a time to finally use the Paragon Store and buy some points.
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Then it turns out Customer Support LIED to me, because I can't buy via card from the store unless I have a "card on file," which I can't have because to have one, PlayNC billing wants to make a $0 withdraw from my card to verify that it exists, and my bank interprets withdraws of NOTHING as an error and denies the transaction because the software doesn't understand. CS "can't do anything about that," but they told me my card on file could be authorised the first time I tried to purchase. It can't.
Luckily, PayPal still works, but it took a while for my points to transfer over, too long for me to wait before going to bed. I'll be buying the Fireman helmet first thing when I log in today.
I honestly have no use for this thing. At all. I'm not sure I ever will. But you know what? It's a good piece and the people who made it deserve to be paid for their work. It's a fair price, it doesn't look rushed and the piece is good. I'm sure I'll need it at some point in the future. I'd like to see more pieces added like this one. Good show, guys. -
You can abandon any mission, so there's no real way to fail one. It might seem like you can't, but all you need to do is find another mission, select that as the active one and THEN abandon the one you didn't mean to take. Not all missions can be auto-completed, but as far as I'm aware, all missions can be abandoned.
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I tried sending bug reports for text errors. Seven year old typos are still there. Go and read Maria Jenkins' "Ask about this contact" text some time. Her arcs got updated (sometimes), but her description still has the pre-launch shoddy writing, and no-one looked at it. Also, during the Eternal Nemesis arc, Archon Cassady is still referred to as Fieldmarshal Bulech, I think in the mission entry clue. I've reported that. It's still there.
Look, I get the occasional bug, missed trigger, misaligned texture and so on. These are often hard to catch. But obvious mistakes I catch on the first read-through just have no excuse to exist, not in the quantity that they do. Seriously, guys - hire an editor, or at least have someone with a sharper eye read through all of your texts before you greenlight them. And make sure it's someone who hasn't read them before, as you become blind to mistakes once you know the text well enough.
Yeah, it's not a big deal, but it's UGLY. Ugly mistakes like this make the game look very unprofessional, even if it's otherwise very good and very competent. Especially now that we're trying to woo new players, presentation should really be top priority, and ugly typos really detract from that presentation.
Seriously, hire an editor, or at the very least run the mission text through a Beta forum of some sort where a select few people will go specifically to find faults with your writing. Or at the VERY least, don't bin "text error" bug reports before they even reach QA, please. -
Actually, the issues is what you define "on time." Do you define it as "days since previous points grant" or do you define it "exactly on the bill date." As we've established, I'm very much sympathetic of the former and very much dismissive of the latter, largely because their promise was regularity, not a specific exact dating.
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We don't know, and as long as we don't know, I will "suppose" that the truth is the closest to what has been stated as the truth previously, which is that we'll be getting our points on our bill date every month irrespective of subscription plan.
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Personally, all I really want is a Pistols Epic for Scrappers. I've never been a fan of ranged weapon melee, but combining ranged weapons with melee weapons is another story entirely, and THAT I am a big fan of.
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I looked as far as I could, and the only explanation of how and when Paragon Points are to be given is "400 per month." No mention of subscription plan is made, which is consistent with what we were told in Beta - you get your points on your bill date or what would have been your bill date every month. VIPs will never get their points stipend clumped together on one end of longer billing cycles.
As far as the date breakdown I gave, I was guessing on the exact dates, but the principle remains the same - I fully expect your points reward date to start sliding backwards until it matches your bill date. I inferred that it would be by a day, but that would require 13 months to shift from the 13th all the way back to the 1st for people (like me) who had that. Sliding back two days per month would bring it down to just six months, and doing it three at a time down to just, what... Four?
That's how I've always expected it to happen, which is why I made such a fuss about not getting my points on the 1st of August despite being on a 6-month billing cycle, myself. That's also what I read out of Zwill's announcement. At this point, that's what I'm pretty much convinced is going to happen, and will remain convinced of it until I have reason to believe otherwise, which will be either them launching a better points tutorial or the 13th rolling around and me still not getting my 550 points. -
Quote:Wait, you actually ARE complaining about wanting your points SPECIFICALLY on the 1st and that them not being on the first is "late" even if they were last awarded on the 11th of the previous month? I honestly have nothing to say to this. I've been regarding that issue as obviously trivial thus far because it honestly looked that way to me, but if it means that much to you, then the only thing I can do here is give you my sincere condolences. Not much else to be done, I'm afraid.I've never complained about not receiving the points at all, but not receiving them on time, as originally Paragon promised. Until they arrive on the starting date of billing cycle, they're late.
I can't give you a specific quote, as much of this I've gathered from red name posts from Beta and since. If I had an afternoon to search I could probably find one, but I'm leaving for dinner in a bit. Specifically, that's how points were originally intended to be delivered - every month, irrespective of your billing plan.Quote:If you could please cite your source for this information or let us know exactly how you come by it, it would be a great help for this discussion. Perhaps even a red name could confirm it in the forums.
The info on your subscription dialling back a day earlier every month is what I infer from Zwill's post that you quoted at least twice. He says that: "Over the next few months, your stipend date will line up with your bill date as long as you maintain the VIP status of your game account. " What this tells me is that rather than simply shift everyone's points date back ten days in November, they'll be shifting it in smaller increments so as not to drop too many points on people all at once, and possibly so their internal billing systems don't make too large of a leap.
When I have more time, I'll look for an explanation in the Going Rogue guides since those are easier to look through. -
The point, I think, was he made a character who had pistols and could play like a Scrapper. I don't approve, but it's none of my business.
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Quote:That is not true. It never was. You will receive 400 (or 550, I don't know) points once per month until April. You will receive them on:I paid my subscription in March. I will not see all of the points, etc that I have coming until the beginning of next April.
The 11th of October
The 10th of November
The 9th of December
The 8th of January
The 7th of February
The 6th of March
And the 5th of April
Save for a shift of 10 days and a slow realignment of bill dates, that's what we were promised and this has not changed. Where are you getting this idea that your points will only be awarded only on your next YEARLY bill date?
Since the very beginning, this is what they've been telling us. You will get your Paragon Points on your bill date every month. If you're subscribed on multi-month plans, you will get them on the date that would have been your bill date had you subscribed per month. The only thing we would be getting in bulk was Reward Tokens, but it seems like that bombed post-Live, but Reward Points aren't the issue. -
Quote:I've seen Zwill's original post. Have you? He mentions it taking months to align your points date to your bill date, but not months to start receiving points on the same date every month. You're making a big fuss out of not getting your points on you bill date when that does not matter in the slightest. It doesn't matter if you get your points on the 1st, the 15th or the 25th as long as you get them on THAT day every month, which you will starting the 11th of this October.That is not correct. It is months plural. Please see Zwillinger's original post:
It affects me. My bill date was the 1st of October. I got squat. I'll get it on the 11th, and then I'll get more every 30 days or thereabout. I fail to see the problem. So long as my points aren't delayed in November or December, and they won't, then who gives a crap if I get them on the first or the 11th, so long as they pick a date and stick to it? They could have told us we'd all get our points on the 20th of every month and be done with it, but it's inconvenient FOR THEM for points dates to misalign to bill dates.Quote:If perhaps this issue doesn't affect you directly, then at least try to put yourself in the position of the players it does when discussing it.
Please do the same. If there is a new item added to the store every week (and I doubt that's going to continue much longer), then you're still missing three weekly releases out of a four-week month, because you only get your points on ONE of those weeks. If people had gotten their money last week, they'd have blown them on the CoT pack and still not had enough for Street Justice.Quote:Again, that is not the case - it was not the original system, and it misses the issue of the weekly releases in the market. Please see Zwillinger's original post:
So? Did you specifically discontinue your account for two weeks to make absolutely sure your bill date was on the 1st of each month? Having an early bill date is not an advantage. Having a late bill date is not a disadvantage. Having to wait 10 days is, but that's only going to happen once. You act like you'll have to wait 40 days between points stipends and have your date slip father and father back, and it won't.Quote:Anyone who has a billing date in the first third of the month and who was counting on receiving their points when Paragon had originally promised delivery now will not have them in time for the first weekly sale, beginning with October's.
Just for fun, I wish they'd moved everyone's bill date ahead to the 11th so everyone who had a bill date before then would now bill on that day. It would have solved the problem within a single month, and it they could easily have just given us the days our dates had to advance for free.
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To consolidate - this is a one-time delay that only matters THIS month. You will get your next stipend within 30 days of the previous one from this month onwards. If you want to make an argument that having a later bill date is a disadvantage, you are wrong. If you want to make an argument that having your points delayed 10 days ONCE is a problem - it is, and they've already apologised for it. -



