Samuel_Tow

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  1. Quote:
    Originally Posted by Megajoule View Post
    Sam:
    Are you kidding? Penny's costume is so representative of comics, it (almost literally) hurts! It's distilled Nineties! And if a look at my comic store's racks tells me anything, it's that the Nineties Are Back with the Big Two. Hooray, 20-year cycle!
    What I'm saying is that the game has its roots in a sort of different age of comic books. I can't say if it's good or bad, just that who the face of the game is should be picked a little more carefully than "let's kill Jack's creations because old stuff is old" as it was here. I'm not saying the 90s didn't happen or we should forget them or anything like that. I'm just not sure "exactly like the 90s" is a good face for the game. Sure, the Statesman wasn't ideal, either, with his overly-rustic goofy tights costume, but there ought to be a middle ground.

    ---

    Also, here's why I came to post. I watched yesterday's Linkara video on Catwoman: Guardian of Gotham and I was reminded about the primary reason I don't like Penny Yin's costume - it's made to resemble a much more revealing one without actually being as revealing. That version of Catwoman is such a great example of this I want to post it for comparison:

    [img]http://media.comicvine.com/uploads/0/4/40763-6318-45985-1-catwoman-guardian-o_large.jpg[/quote]

    Just have a quick glance at that and tell me what it looks like. What it IS is a woman in a horrible black-and-purple costume. What it LOOKS LIKE because of how the colours and details are arranged, is a dominatrix wearing a thong corset with her boobs plopped out. When you have a corset strapped to thigh-high high-heel boots via garter belts and leather sleeves belted to each other with a bare chest, it doesn't matter if you wear that over pink long johns - what it looks like is a woman wearing bondage gear one way or the other.

    Why I bring this up is this is the primary reason I dislike Penny's costume on a principle level. Her pants look like thigh-high high-heel boots over panties and her top looks like a corset. I don't know who's so enamoured with corsets on the Dev team, but this is pretty much the cornerstone of the whole problem with Gunslinger and Steampunk and Barbarian, the costume sets.

    To me, either Penny shouldn't have been made into such a high-profile character and used as promotional material, or she should have been given a better costume that got run through a few sets of eyes.
  2. Quote:
    Originally Posted by Arcanaville View Post
    I'm not sure even the SR scrappers would be as thrilled with the idea today as when the idea was first proposed. Remember: regular defense doesn't stack with Elusivity. That means SR would not have the easy road to soft-capping it has now. What it would have is defense basically impervious to tohit buffs. Today, Elusivity would have to be integrated into a game where soft-capping with inventions is far more common than it ever was in the past. A lot of players might prefer super-strong but brittle defense to weaker but super-stable defense.
    As far as I'm concerned, capping anything at all with just your character's powers alone shouldn't be happening, not outside of a very costly situational power. Isn't this kind of thing precisely why we had ED and the GDN? Because people were capping all their stats and Defenders became utterly pointless? I, personally, don't believe in defence-capping should be considered a legitimate strategy everyone should shoot for, so giving SR stable but non-capped defences is just fine by me. I know that sort of thing would be a major upset to how players play, but I feel it would be for the better.

    Incidentally, can you remind me what elusivity actually is? Just "negative accuracy" or am I forgetting something? I keep wondering if we can't bring the accuracy mechanic more in-line with resistance mechanic, in the sense that the attacker's stats are in the attack itself and the defender's stats are in the actual defender, meaning you can't offset damage resistance with damage buffs.

    And in either case, we need to stop mucking about with critter base to-hit.
  3. We've been told repeatedly that costume items can't have more than two colours, yet every costume item saved in a costume file has listings for four colours. Moreover, capes and the trenchcoat coat tail support four colours. I don't know what the problem is, but clearly ways exist to work around it.

    More to the point - I've always wanted to see an "upper leg detail" option. I've heard the stories of costume mounting slots running out, but I've seen numerous instances of multiple costume items attached to the same slot. If need be, attach "leg details" the same way as skirts are.

    But all of this aside, I really do think leg options are a must. Our upper bodies get shoulders AND a chest detail AND a belt, but upper legs get nothing. You can kind of ape leg details with a small selection of belts, but I'd like to see a much wider selection of leg details that aren't attached to the waist.
  4. Quote:
    Originally Posted by Megajoule View Post
    Just as long as you understand that's really only practical in a single-player game and/or solo mission (arc). I'm not here to be your spear-carrier/admirer/sidekick/audience.
    Sure. That's why I always advocate for soloability. I can get this feeling right now by just choosing to run content solo, and most of the new stuff does a fair bit of work to make the player feel important to the story, rather than the incidental messenger boy between signature NPCs that most of ye olde CoV feels like.

    Basically, I want stories that make the player feel like he or she matters, rather than being lost in a crowd. If you still want to bring a crowd, most arcs will still let you.
  5. Personally, for me the most "epic" type of story is the type that's the most personally empowering. "You are the only one who can stop them," basically. That doesn't mean I want my character to be the only protagonist of any story, but I'd still like the others who aren't mine to be supporting cast, so that when the moment of truth arrives and all the cards are on the table, it's up to my character to do the final deed.

    Dark Astoria is great for this reason. We've tried everything to stop Mot - we tried spells, we tried other gods, we tried a variety of plans. The only recourse we have left is to do what should be the unthinkable - attack a god directly, dive into its body and claw its insides into string cheese from within. See, what makes an "epic" story to me is one which sets its own limits and spends most of its run time trying to work around those limits, only to have the protagonist finally step up and outright break those limits right at the end.

    ---

    What I DON'T find to be epic in any sense of the word is a huge clusterhug of a battle that I'm only a nameless peon in, having a tiny role assigned along with another five people like me, told to go stand somewhere or go punch buttons somewhere. This is not epic. It's doing PE in high school. Yes, I get that some threats are so great that you need many people to defeat them... Cole's flunkies aren't it, but I can get the basic idea.

    Well, what makes these fights that have been built up as impossible to win alone "epic" IS winning them alone against all the odds. Bringing up Neo was a good idea, though to me it's more right at the end. The notion that "You mean I can dodge bullets?" "I mean that when you're ready, you won't have to." Having the fiction stick to rules consistently with the express purpose of making breaking them a big deal is what makes a story epic to me. Simple as that.
  6. Samuel_Tow

    New female poses

    Quote:
    Originally Posted by Memphis_Bill View Post
    .... well, most don't want to go "Hey, check out what's up my skirt" to everyone in front of them. Which is how most of the male sit poses would turn out.
    First of all, not all women wear skirts. Second of all, women benefit nothing from having four sitchair emotes that are all the same animation, and would nose nothing from having SOME of those replaced with different animations borrowed from men. You can always still use the old emote, but I can use one of the others for women who dress in power armour or carry around giant swords.

    Quote:
    Originally Posted by LegionAlpha View Post
    Just want to understand not attacking anyone, but why keep it? The MMO women in those do not stand like the ones in this game, why not change it?
    Because your vision of what women "stand like" does not correspond to everyone else's, and what you're suggesting is we lose the animations we like so you get the animation you like. That's not a convincing argument.

    *edit*
    That's not to say I'd mind base animation customization. Far from it, in fact. I've always wanted to customize my stances, running, jumping and flying animations, or at least have a wider selection of stance emotes. But that doesn't seem to be the question here. The question, as I read it, is why should our women not act like what other MMOs perceive women as acting like, i.e. "Why won't my hips unsway?" The answer is pretty simple - that's just one depiction which is no more or less justified than what we have here. In fact, it's actually a little LESS justified since that behaviour package assumes a photoshoot model more so than an actual combatant.

    Basically, I'm all for more customization and all against outright replacing of stuff.
  7. I've always had a problem with "burrowing" as a super power because it's terrain-dependent, and a lot of what we do takes place over terrain that isn't conducive to it. I don't just mean burrowing through shipping containers or through the floors of office buildings where what's "below" is just another floor - burrowing beneath catwallks that you can see through would just feel weird.

    Also, how do you handle walls, say like the "trench walls" of Steel Canyon? Logically, I'd assume you should be able to burrow beneath the wall and up to the other side, but doesn't see like something we have the tech for, plus it could lead to... Weird things, such as burrowing up a chain link fence.

    I realise that most stone powers already summon stones from thin air, but that's kind of their thing - they "summon stones." A burrowing power would assume to put the player beneath the "ground" in places where what's beneath the "ground" is open air. Hurl is about the only power I'll admit makes no sense when I rip a chunk of asphalt out of suspended electrical cables, which is why I've always suggested we go whole hog and just have Hurl throw cars and forklifts and basically the larger of the Propel debris.

    ---

    As for combo powers, I'd like to see a run/jump hybrid that works kind of like Ninja Run, but is in a power pool of some sort. It doesn't have to be an acrobatic parkour type travel power, and the "perpetual elbow jab" animation straight out of Aion (yes, seriously) can bite my donkey, but if we're going for hybrids, that's really the only other one which makes sense. Flight and running speed, for instance, just don't go well together since you can only use one or the other. Running and jumping compliment each other, by contrast.
  8. Quote:
    Originally Posted by Megajoule View Post
    It is probable that as long as there are people, there will be adolescents/young adults asserting and exploring their newfound sexuality (often in ways that they themselves will later admit, with the benefit of hindsight and experience, to have been embarrassingly clueless and/or tacky). And there will always be scandalized and (over)protective adults to tell them to go put some clothes on right now, young lady!
    I'd say making Penny one of the "signature" heroes of the game and plastering her trollface on the login screen would have demanded at least some more scrutiny and aesthetics first. To paraphrase Yahtzee, deliberately bad is still bad, and that's been the "face" of the game since I23 launched. You don't put something that's intentionally bad - by David's own admission, no less - on the front cover of your game unless you're trying to be edgy, and a niche game about super heroes trying to be edgy is pretty much the height of poor judgement.

    I wouldn't really mind Penny if she were just one of Twinshot's clowns - those guys are pretty much badly designed across the board, with Twinshot herself taking the prize for her horrible elbow-length sleeves - but you don't see people clamouring to judge them. Sure, they show up far more often than they should, but they're still second-stringers. Penny is the signature character that Sister Psyche had to die to make room for. She's on the loading screen and a lot of the promotional material. You can't just make her costume intentionally bad to depict a young woman's lack of experience and exceedingly poor judgement when you're using her as the face of the game.

    Say what you will about the Statesman - he was corny, his costume was ugly and the character was underdeveloper - but he represented what the game stood for: Reimagining comic books in a more "contemporary" environment, but still retaining the roots of the genre. In a sense, having about the worst example of a "tights" super hero in a world where his kind is just about extinct works as the game's face, because it shows the clash of the old and the new. Penny's "I fell over backwards into my belts closet" costume doesn't say anything about the game.

    Basically, if you're going to make a character important and signature, then you HAVE to put more care in their design and you HAVE to run this design through more people than just the one artist designing it. Not necessarily through the forums, obviously, but you have to run it through someone in the studio who isn't afraid to tell people their baby is ugly... Literally, in this case.
  9. I should note that while you'll be missing your saved options, window settings, chat settings and key binds, that's only the DEFAULTS that will be gone. Any character you have set up a certain way will remain set up that way, so you can just log that character in and redump those settings from that character. The only one that will be problematic is keybinds, since it'll also dump any character-specific or power-specific binds that will override the keys of other characters you import them to. To recover basic key binds with a missing default file, it's probably best to start a new character and remap keys on that. This way, you ensure you don't get any extra keys exported.
  10. Quote:
    Originally Posted by GreyScribe View Post
    I'm wondering if an entirely new AT is a bit of overkill to try and capture the particular 'ranged brute' playstyle you seem to be striving for, especially when existing ATs already offer a wide range of experiences, many of them coming close to the Ranged/Def AT mechanically. Why not just make 'range' the gimmick for a powerset for Brutes and Tanks (and possibly Scrappers and Stalkers also)?
    Because "range" in itself isn't really the point. There are several powersets that simply do not exist on anything that's not squishy and aren't replicable in any way, shape or form. I'm referring to Assault Rifle, Dual Pistols, Archery and Beam Rifle. You can kind of cheat Energy Blast with Energy Melee and Dark Blast with Dark Melee and so forth, but there's no "Rifle Melee," nor would it make sense if there were. Certain things just can't be used in melee and still retain the reason why they're cool in the first place.

    What I'm trying to achieve with the PAGGG (damn that's a stupid acronym, sorry about that) isn't so much just a Scrapper with more range or a Blaster who doesn't die as much. I'm trying to achieve an AT that offers a whole host of ranged sets, firearms and hand-blasts alike, to a basic framework which isn't squishy. The trouble with most Blast/Defence hybrids as people suggest them is that they're basically the worst of both worlds - squishy AND not very damaging, which kind of misses the point. I know a Tanker with Blaster damage is ludicrous, I'll admit that right off the bat. I also realise that self-rooting is quite concept-limiting. But I still want to see an AT that is both able to not constantly worry about dying AND have the ability to use ranged powers and firearms.

    Yes, this will need to be based around a gimmick, absolutely. I don't know if I want this to be the "slow/rooting" gimmick. I don't even know if I want this to be just one gimmick for the whole AT, or if we'll just have to design each set with its own quirks. I just know that I want someone who can take a hit AND fire a rifle without having to wait for level 50 and spend eleventy billion INF and a zillion hours grinding iTrials to achieve it. I don't know how that might be achieved, I just know that I want all Blast sets to be available to this AT. It's not just the PAGGG I'm talking about here. That's a big thing, but it's not the only one. I have a number of other characters who'd make sense to be like this.
  11. I'm just about fine with the update, myself. The new Skulls look almost exactly like the old Skulls. Sure, they lack some finer details, but they look the part as far as I could tell. I don't remember their old costumes in detail. I'd still like to see their insignias on their jacks, admittedly, but then I never understood where they were getting those logo jackets from. Is there a Gangs-R-Us that sells logo jackets or do they have Grave Digger Sewers who make them?

    I like almost everything about the new Skulls. The only thing I hate is the hair. I never liked the male Party hair. It looks like an animal died on the guy's head and just sort of stayed there. It's too "big," as it were. I'd like to see them use more regular hairdos.

    That said, the Circle of Thorns these are not, and all the better for it. The new CoT are a complete reimagining, turning them into something very different from the old robe-wearing evil cult. I'm glad to see that the new Skulls look so much like the old Skulls.
  12. Quote:
    Originally Posted by konshu View Post
    FWIW, while I do in general approve of adding females to some of the all-male foe groups, I think it is best if they're approached in a creative way and not just dropped in. I'm not fond of the Girlfriend from Hell toon that was added to the Hellions. For me, it's a one-off joke that was made into a standard mob character, which a type of practice I don't like.
    The Girlfriends from Hell are why our content designers shouldn't try to be comedians - they're not good at it. I've been with this game for eight years now, and about the only times I've laughed with it have been unintentional situations.

    That said, the Girlfriends from Hell are not a bad idea, they're just terribly executed. One of Twinshot's arcs - the one which introduces difficulty sliders - suggests that the Hellions don't realise that these women are demons. To them, the Girlfriends from Hell look and sound like any other woman, so when they start chanting arcane rituals and fighting, the Hellions are like "Err... Babe, what are you talking about? What blood sacrifice?" It's played as though these are succubus demons that the Hellions have summoned, who are now using and controlling he dim-witted thugs into doing a much more meaningful, much more sinister ritual of some sort. It's a very engaging plot thread that's simply never done anything with.

    Quote:
    Originally Posted by Nethergoat View Post
    next time you're working on a costume, try putting together some of the old pieces with some of the new higher resolution ones.

    You can occasionally get away with it, but it usually looks pretty crummy.


    Old Chitin texture, old Large boots, comined with new Clockwork chest piece, Alpha shoulders and Olympian Guard gloves, but with the old Bonehead mask and 2004 head details. You can very much combine old and new costume pieces and do just fine, it's simply a matter of doing it right.

    *edit*
    Next post will be on topic.
  13. Quote:
    Originally Posted by Vyver View Post
    Also, the robot is tilting its head to the side so their noses' don't bump into each other when they kiss.
    Precisely!
  14. Instead of meandering, let's take a basic but hypothetical example. Let's assume for a moment that Syster Psyche weren't dead. We'll say it happened before the SSA train wreck. How do we depict her relationship with Manticore in a way that's not intrusive? Well, let's examine a very short story arc. And look for ways:

    Mission 1: A shocking evidence fabrication scandal has seen Countess Crey's conviction thrown out and she will be retried. In the meantime, she's out on bail and doing SOMETHING. Swan is worried that Manticore has gone off to infiltrate one of her facilities without a proper warrant and that this may be a trap. You and Swan find Manticore inside, who has held his own against Crey Security but has succumbed to the Countess' hitherto-unknown massive psychic powers. Swan takes him to the hospital, but now psychics are involved, so the next step is to look for assistance from Sister Psyche.

    Mission 2: Sister Psyche has already seen Manticore. She went to his hospital bed as soon as she heard of what happened. Making sure her husband is safe is the most important thing, and she's determined to get the woman who did this to him. You bring up Swan, however, and Sister Psyche acts ever so slightly irritated, but does her best to hide it. This prompts her to shake her head at Manticore's recklessness, both for breaking the law and for risking his life without thinking of his family. She catches herself doing this and backpedals, saying it's just hard to watch Manticore do this to himself, but she knew what she was getting into when she married a hero. He acts like he doesn't care about anything, but that's just an act. The people Manticore loves, he would give his life for.

    You and Sister Psyche go on to investigate the traces of the psychic powers that hurt Manticore, leading you to a Crey laboratory where Countess Crey is undergoing some kind of genetic operation. You two arrive too late to catch the Countess herself, but just in time to fall into an ambush by Crey Security. If the Countess is psychic, it makes sense she saw you coming, a thought that only dawns on Sister Psyche after the trap is sprung. It's clear the Countess is aware you're hunting her and using her psychic to leave false traces and mask her presence. The battle is won, but Sister Psyche has over-exerted herself and is drained. She must return to her home to rest, but will still be able to provide remote assistance.

    Mission 3: Manticore has checked himself out of hospital despite still suffering from psychic injuries. He has already spent time with his wife to ensure she'll be fine, and has ordered security around the mansion strengthened significantly. When you speak with him, he laments how Sister Psyche trusts her psychic powers too much, to the exception of her ordinary senses. An accomplished detective, Manticore would have senses that this was too good a lead to not be a trap. He is then caught reminiscing about how this is part of why he fell for Sister Psyche - that she's a dreamer, always seeing the world in ways that he never could. Where he saw just a grey cityscape, his wife saw a world of dreams and aspirations, the people who make the city into a living, breathing entity all its own.

    Stopping himself mid-sentence and realising he's acting out of character, Manticore changes topic quickly and focuses on the mission. He and Sister Psyche have worked out where Countess Crey is. Manticore gained access to Crey transportation records, identified the Countess' personal transport and tracked it to an office building. At first Psyche couldn't detect any psychic trace in that building, but knowing what to look for, she was able to sense a powerful presence there, using layers of dampening psychic barriers to suppress its signature. The Countess is there, but Manticore is too hurt to come along. He has grown just slightly wiser and decided to listen to his wife at least this once. He'll be in charge of the mansion's security while you take out the Countess.

    You infiltrate the building, find the Countess, fight and defeat her. Only it turns out what you defeated was a Paragon Protector, an exact genetic copy of Countess Crey. Soon after the events, the real Countess Crey comes out publicly, stating that some of her CEOs had developed the illegal Revenant Hero project not just to manufacture heroes, but to replace her and steal her company. She has been in hiding ever since the assassination attempt. With an army of lawyers, she challenges all charges of murder and stolen identity, and it appears that the evidence originally used to convict her has gone "missing," along with Julianne Thompson's remains. These have been re-buried, but no record is made of where this was done.
  15. I feel in a good mood today, so I wanted to bring up a bit of writing that I actually DO like without complaining about it. Dun dun duuun!

    I've talked about the concept of friends acting as though they're close trusting each other and so on, but it occurs to me that HOW the Freedom Phalanx act towards each other is only part of the picture. How OFTEN they interact with each other is also a problem, because you really can't demonstrate bonds and relationships without actually having these people share scenes together. But at the same, I think we're pretty much in consensus that one thing we DON'T want to see is over-long cutscenes of NPCs basically talking to each other. We came to play a game, rather than watch a movie, after all. We want to do stuff, not watch other people do stuff.

    So how do we express relationships without pulling out the drag chute of cutscenes? Well... Have you noticed how Mercedes Sheldon's villain arc manages to suggest that Mercedes and Wade have a history together without needing to have them interact at all? Isn't it just... Genius? Mercedes Sheldon as a character isn't one of my favourites. Her original missions are gun as gameplay, but her old hero-side writing is kind of generic. Same for Wade, actually. They're character archetypes more so than characters. But Mercedes' villain arc is considerably newer than the rest, and it shows a writing approach that I simply LOVE. If you haven't run this arc, I heartily suggest running it before you continue, not so much to avoid spoilers as to make sure you know what I'm talking about.

    Maybe it's just me, but Mercedes and Wade honestly act like an old bitter couple. I'm sure that's not what the writer was going for, but they act like people who know each other very well, as though they've either been old allies or long-time rivals. Every time one comes up in conversation with the other, the other always has some clever yet at the same time quite emotionally-charged reaction. They're never on-screen at the same time chatting, but you get the feeling that they're interacting by proxy. Mercedes hears of Wade and - without needing the narrative to tell us - you can get a sense she rolls her eyes. Wade hears of Mercedes and you can see the mention spark memories behind his words. Without ever saying a word to each other directly, I get a sense that not only do Mercedes Sheldon and Darrin Wade know each other, but also that they have a long history going back. What's more, this interaction manages to give personality to both of them, bringing two otherwise flat characters to the forefront. To me, THAT is what good writing looks like.

    Personally, I'd say this is about the best way to communicate relationships between non-player characters in this game. There are more effective ways, strictly speaking, but almost all of them are also a lot more damaging to the game's pace and actual gameplay. Scripted dialogues, cutscenes, etc. do work, but they're basically hit pause on the game. Instead, if we want to depict, say, two characters having a relationship, the best way to do this is to just bounce the player between the characters as part of the mission and having them comment on each other. It's been said that one is much more willing to confide personal feelings towards friends to a stranger than one is to one's own friends, and this is true at least in my experience. That's exactly what we can use to give people more personality and fleshing out without having to have a narrator say it.

    In fact, for as much bouncing we do between Crimson and Indigo (putting them on opposite ends of the world was a mistake, by the way) it's kind of a shame we never get them to comment on each other and interact through the player, aside from that one end of the Missing Melvin and the Mysterious Malta Aliteration arc. And yes, Crimson and Indigo are a bad example, but this doesn't have to occur by beating feet between multiple contacts. You can actually keep encountering these people in-mission for short dialogues. In fact, having Positron comment how he'll never hear the end of it from Synapse is a great little step in this direction... Except that we don't have a view into their relationship aside from that, which is kind of the problem.
  16. Samuel_Tow

    Ghost's Origin?

    Quote:
    Originally Posted by BellaStrega View Post
    As far as the "lingers for unfinished business" explanation goes, that is such a widespread part of so many ghost stories that rejecting it out of hand because it's allegedly never used in City of Heroes strikes me as fairly strange.
    Please go back to my post and read past where I say that. The rest of the post clarifies why it can't be rejected so much as it needs to be explained a little better, is all.
  17. Samuel_Tow

    Ghost's Origin?

    Quote:
    Originally Posted by Leo_G View Post
    Personally, I would probably say a ghost or spirit would retain their preferences even after death, that is, if a mutant that used cold or fire powers would manifest cold or fire as a ghost as well as gain whatever properties a being of that type would have such as flight, translucency, maybe the ability to pass through solid objects...anything else like shooting 'ghost bolts' and draining life might lean the entity's origin elsewhere but I agree with your earlier statement that it's more about the origin of their 'powers' and not so much their 'body'.
    That's a pretty good idea, actually. Ghost characters tend to have the "Clones of Myself Mastermind" problem of their nature defining what they ARE but not what they DO. This line of thinking actually uses a person's living past to describe his afterlife, and it's a very clever way to avoid an otherwise difficulty question.

    Quote:
    Originally Posted by Jack_NoMind View Post
    The problem here is obvious and well-argued in City of Heroes' history. It's purely academic. I find the Natural origin as a whole to be ridiculous (many olympic-class athletes and elite soldiers are demonstrably mutants even now; the claim of a Kheldian to Natural origin is no better than a Fir Bolg or Tuatha De Danan's), but it serves just fine as a catch-all for "I'm good because I'm special and I work hard at staying that way."
    To me, it's more of a catchall in cases where nothing else applies. What origin should an alien from outer space who was born able to control energy and channel it be? She's not using machines so she's not tech, she's not using magic because that's not magic, she hasn't been mutated and isn't born different. She's just sort of able to do this and has become good at it. It just doesn't fit any of the other origins.

    And no, an "alien" origin doesn't cut it, because then we have to make the distinction between alien tech and human tech such as Rikti vs Praetorians, we have to make the distinction about alien magic (say, Mumra, the ever living) vs. human magic and so forth. Origins are not races, is what I'm saying, and they shouldn't be tied to races lest they start folding in on themselves.

    But you are correct - you can argue that magical beings and robots and ghosts are "natural" if there exists an entire race of the things, or at least such existed at one point. My personal breakdown is that anything which is unique or at least exceedingly rare, and was ALWAYS unique or rare, probably isn't "Natural." If, for instance, you're one of 15 super robots a single creator made before he died and now the other 14 have been destroyed, you're probably Tech. If, by contrast, you come from a whole society, a whole race of robots who have enough of a population to maintain their species, or did at some point, you could be Natural. You don't HAVE to be, but you could if you wanted.

    As you say, all of it is academic, so no-one is ever "wrong" with the origins they pick. I just like to have some kind of logical reason to pick one origin over another without needing to close my eyes and go "eenie meenie miney mo." I don't really expect everyone to agree with mine, but I still feel people who care about concept really should have at least some kind of ruleset of their own about which origin means what to them.
  18. Samuel_Tow

    Ghost's Origin?

    Quote:
    Originally Posted by Aggelakis View Post
    If the player decides their ghost gets their powers from 'being a ghost' (e.g. Natural), then THE PLAYER gets to decide what powers their ghost has, naturally, as a part of being a ghost. (Sonic and Dark powers seem to be a common theme, even in ghost NPCs in the game.)
    Well of course. I'm not about to tell a person his character concept is wrong. That's the cool thing about origins not meaning anything - they can be anything you can explain them as being. There's no wrong way to go here.

    However, by the same token, a question is asked and an answer must be given. And I don't know about you, but "do whatever" just doesn't seem like it would help someone asking for help picking an origin. I do my best to put logic and reason to my arguments. If you or the OP disagree with them, that's fine. It's all RP, at the end of the day. But again - the point of asking the question, I think, is to get a reasoned answer which can convince.

    You're right that the game doesn't specify, but we've seen instances of restless ghosts in this game and their powers are not entirely consistent with each other, nor is what makes them ghosts. Ghost Widow is never explicitly given a reason for why she stayed behind, she just is. The Ghost Pirates of Port Oakes are, as far as I'm aware, cursed to be ghosts via some kind of magic. The Oranbegans, as I mentioned, never died at all, but instead had their bodies stolen. The angry spirits of the world your hero's alternate dimension self destroyed don't seem to have been enchanted at all, they just stuck around being angry. If you can make an argument for how these are consistent with each other and derive a "species" from them, then go right ahead. There's nothing wrong with it. I simply don't see it.

    And I really don't see "unfinished business" as being a good "natural" explanation. It is in the Casper movie, I'll grant you that, but it just doesn't seem to be the case in City of Heroes. None of the ghosts we've seen have had this as a reason to linger, hence why I wouldn't call it a natural depiction of ghosts.

    ---

    Here's the thing - "Natural" as an origin for non-human characters typically works best if you define your own species that doesn't have a parallel in the actual game. Then you control all the variables and no-one can argue one way or the other. If Natural is to be the goal, then my suggestion is to explicitly define a special case of ghost for whom what you're designing IS natural. Ghosts as a "thing" in this game are far too diverse for anything to be natural among them, but defining your own fictional subset puts the power of claim in your hands and ends arguments like mine.

    Usually when someone's arguing an RP point that gets in the way of your character, the best course of action isn't to lash out at them, but rather to define subsets of circumstances which you control directly and which canon cannot be used to contradict or even affect. Even if you manage to convince me that your ghost really is Natural, you'll never convince Venture or someone else that comes along. All you'll accomplish is get mired into endless arguments over it. The best solution is to control the circumstances, which gives you the power to define your own concept, as opposed to drawing on what the game has precedent for.

    I'll give you an example, and it's a simple one. Saying that it's natural for people who die with unfinished business to come back as poltergeists is wrong. You're arguing against the game's precedent. Saying that SOMETIMES, people who die with unfinished business will come back as poltergeists and that's just how things work is entirely different. You can take precedent in the game which shows people with unfinished business dying and never coming back (say, Agent Arthur Bell killed in the middle of exposing Kelly Uqua as a Rikti spy who never becomes a ghost) and say that... Yes, those people with unfinished business didn't come back because not everyone with unfinished business comes back. We don't know what decides who comes back and who doesn't, but those are just examples of people who didn't. YOUR character, on the other hand, is an example of someone who does and there's really no precedent in the game to claim this DOESN'T happen.

    All I'm saying is you need to work with other people rather than against them whenever possible. No-one ever benefits from "Well, that's just YOUR opinion!" argument. You won't change anyone's opinion by saying that, and if you believe it, then you solve nothing by saying it. But it's possible, in nearly ever instance, to simply work around someone else's opinion without needing to alter your concept one iota.
  19. Samuel_Tow

    Ghost's Origin?

    Quote:
    Originally Posted by rian_frostdrake View Post
    natural just means that you dont have powers that are unusual for one of your type.
    And "natural" ghosts in this game don't have powers, because natural ghosts don't linger in this world. For a ghost to linger, something unnatural has to have happened to empower the ghost with the ability to stay in the world of the living and interact with it. Those aren't powers the dead normally possess.

    Quote:
    Originally Posted by rian_frostdrake View Post
    kheldians are natural but they are energy beings that turn into creatures that "naturally" are not found on or near earth.
    Peacebringers are. Warshades are not. The former operate as their species is designed, the latter used unnatural means to empower themselves, and thus they're Science.

    Quote:
    Originally Posted by rian_frostdrake View Post
    but i would read a natural ghost as a ghost who has powers consistent with being a ghost.
    And again - a ghost in this game doesn't have powers. A ghost passes on to the afterlife and leaves this world. The creation of a poltergeist is an unusual, unnatural event that can't be predicted, as evidenced by different ghosts coming up differently. Saying that's Natural is like saying Spider-Man is natural because he has the same powers anyone else who was bitten by a genetically-modified radio-active spider would.

    The trick here is that "ghost" in the sense of "the soul of a dead person" doesn't have its own species or its own set of powers. Yes, there IS a society of ghosts - those of the Oranbegans - but they're a very specific type of ghosts who were cursed into being what they are by demonic magic. Both their reason for existing is magical and the powers they wield as sorcerers are magical as well. But that's not a "race," because these were human sorcerers who were cursed and as far as I know, they don't have the power to reproduce. Despite having MoT just consume them, I don't even think they're technically dead, because they had their bodies stolen, rather than being killed.

    Quote:
    Originally Posted by rian_frostdrake View Post
    Really the patrolman's bios indicate that lots of souls dont transition of their own accord.
    But it doesn't imply they stay in the world of the living, either, because the Patrolmen don't operate in the world of the living. All of the Drudges exist in the world of the dead, and the only reason we can interact with them is because the two worlds are mingling and the living and the dead are forced together. But if you want to use the Drudges as an example, then the souls of the dead have NO powers whatsoever. They never fight back, they never demonstrate sort of abnormal ability, or indeed any ability whatsoever. All they do is stand around and wait to be trained off. Basically, the souls of the dead in First Ward don't have any more powers than the souls used as currency in Darksiders or God of War.

    In order for a character to be Natural, there must exist a species of creatures that is or at least has once been capable of reproduction, to which these powers were natural across a significant portion of the population. Ghosts both lack the ability to be called a species since they're the souls of many different species already, and they lack a singular unifying set of powers to say is natural to them. Some control minds, some use dark powers, some fight with swords. And no, "has powers" isn't a unifying super power. At best that's Mutation.

    My point here is that each ghost that actually has powers is a unique creature which came into being in its own unique way. They can be grouped together by some of their characteristics, yes, but they aren't at all related to each other in any way that would call them a species.
  20. Quote:
    Originally Posted by Arcanaville View Post
    The fact that the "standard model" of mitigation is essentially the *only* one that is used when mitigation is discussed publicly is a testement to the fact that it as demonstrated over the years to match people's in-game expectations, even when for various reasons it doesn't always match people's calculation expectations.
    I'm not trying to argue if it's a good or a bad system, so quoting user numbers doesn't really help. What I'm trying to do is understand it, because you quote this supposedly much easier to understand system and the numbers that come out of it don't mean anything to me and, worse, seem to contradict what I'm pretty sure is true in the way I see my own defences and resistances. I just think your mitigation metric is simply saying something very different from what I thought it was saying, and is used for something significantly different from what I'd assumed it was used for.

    I'm glad other people are using it, but other people are using Facebook on their iPhones and I don't "get" either of those, either. What I'm saying is just because I don't get it, it doesn't mean it's bad, just that I probably can't make use of it.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Me either. But that doesn't mean its impossible to be invented. And I don't subscribe to the notion that lots of smart people make games, so if it was possible it would already have been done. Its probably more likely that everyone capable of doing it is making ten times more money doing something else.
    I don't believe it's impossible to do, I just don't ever expect to see it, and the reason for this is the game industry is experiencing a "stupid spell" right now, and has for quote a few years now, MMOs especially. What you suggest, upon reflection, is a smart game, whereas what's likely to be made is a skin-swap for WoW or Lineage II. It's always one or the other. What's also likely to be made is more and more complex character-building with no thought as to player's own use.

    I scoured WOWwiki for hours and for the life of me, I couldn't find what "attack rating" actually means. The reason I did this is a friend of mine was convinced he was missing too much after a recent patch and wanted to know roughly how much attack rating he would need to not miss as much, and it he would have to swap too much of his gear and skills to do it. If it wasn't much, he could do it. If it as too much, he'd pretty much walk away from the game. I looked, and I couldn't tell him. Best I could figure out was his attack rating should give him 95% accuracy, which we both new couldn't be right.

    It just feels to me like MMOs and RPGs of recent times are built for the kind of people who'd make their own spreadsheets, because they're comprised of a zillion 0.67% buffs to a zillion different stats that you need to figure out how to balance. Honestly, if I can figure that out just by trying my hand at it, I should probably go work as an air traffic controller. The local airport control tower is badly understaffed.

    Quote:
    Originally Posted by Arcanaville View Post
    See, that's amusing to me because I've never, ever done that. I play my characters and when they burn up endurance too fast I slot more end reduce and I build up a sense of how my character plays over time.
    You slot more endurance WHERE? Once upon a time, I made my best to slot my toggles for endurance reduction. When that didn't work, I double-slotted them for endurance reduction. Why? Well, obviously, that's where most of my endurance is going, right? They drain me constantly, surely that's what costs me the most... Only toggles are probably the cheapest part of a character's powers, and it took me sitting down and charting each power's cost over time to actually see that my regular attacks cost me between 0.8 and 1.1 end/s while most armour toggles were just, what? 0.26 end/s? I slotted Combat Jumping for endurance reduction, for crap's sake!

    The game doesn't let me put five slots in five different powers, check what they do and then move them around if I don't like it. Respecs, even today, are limited and I'd rather not be put in a position of having to buy one. What this means is I'm left enhancing a little bit here and a little bit there and trying to spot a minute difference. I owned a number of cats once. I'd watch them grow up and to me, it was pretty much always the same cat year after year. Then an old friend would drop by and go "Woah! Your cat got big!" and I'd be like "Really? I never noticed." Small changes over a long period of time are hard to track, especially when you don't even know what you're tracking and the game varies so much.

    The fact of the matter is it took me doing this:
    Code:
    Power             :     DPE         EPS        DPS          EPA         DPA
    
    Psionic Dart      :     12.031      1.040      12.512       5.200       62.560
    Mental Blast      :     12.028      0.882      10.610       5.108       61.437
    Telekinetic Blast :     12.037      0.926      11.147      10.190      122.620
    Will Domination   :      7.613      0.483       3.677       9.264       70.527
    Psionic Lance     :     12.033      0.897      10.792       3.587       43.168
    Psionic Tornado   :      3.008      0.792       2.489       7.810       23.494
    Scramble Thoughts :     ------      0.452      ------       3.467      -------
    Psychic Wail 100% :      1.877      0.276       0.518      50.761       95.269
    Psychic Wail 75%  :      2.815      0.276       0.778      50.761      142.904
    Psychic Wail 50%  :      2.815      0.276       0.778      50.761      142.904
    Psychic Wail 37.5%:      3.753      0.276       1.036      50.761      190.538
    ---
    Subdual           :      7.334      1.504      12.091       5.108       37.461
    Mind Probe        :     10.692      0.930       9.945       7.291       77.949
    Telekinetic Thrust:      6.485      0.850       5.513       3.314       21.493
    Psychic Scream    :      5.485      0.808       4.435       4.442       24.367
    Drain Psyche      :     ------      0.609      ------       9.774      -------
    World of Confusion:     14.442      0.130       1.878      ------      -------
    Scare             :     ------      0.459      ------       3.895      -------
    Psychic Shockwave :      6.754      0.481       3.132       5.173       34.934
    To figure out which powers to slot for what and which powers did what. And I played with that set. Did you know Subdual - the immobilizing power - was good at doing damage? I didn't, because it's DoT and I just hadn't noticed. Did you also know it's crap for endurance? I didn't, because I just haven't noticed. Did you know that Psychic Tornao becomes more efficient than a single-target attack only if it hits four or more powers? I didn't know that, either. And it's not like I didn't HAVE to know this. I wasn't using Stamina, remember? Without that, I pretty much had to squeeze every ounce of performance out of every power or else I'd spend 3/4 of my time Alt-Tabbed to let my endurance recover to full.

    You're probably just smarter and more observant than I am, but I am incapable of deducing numbers from observing behaviour.
  22. Quote:
    Originally Posted by Jack_NoMind View Post
    If that were literally the case, then two things would be true: aimbots etc could be eliminated by shuffling the memory positions of data each time the program was started, and players could not solo GMs.
    I remember watching old Quake 3 Arena demos with bots on the highest difficulty. When moving about, they would constantly keep the player in their crosshairs, even through walls, even across the map, even when there's no way at all to actually see the player. When using the machinegun, the bot would swing its sights out of position with every shot because it knew where the next bullet would deflect to, thus ensuring perfect accuracy with an otherwise scatter-fire hit-scan machinegun.

    And it's not a question of "shuffling memory positions." The game's software needs to know where everyone is at all times and what they're doing in order for the game to work. Bots, therefore, don't have to rely on actually perceiving and judging the world. They have access to the process with controls this world directly. It's be like you and me having a role-playing argument, only I'm the writer of the fictional universe we're arguing about and know all manner of unpublished little quirks that exist nowhere but inside my head. It would put you at a severe disadvantage simply because what I know is impossible for you to know as I haven't expressed it in any way. It's what makes people think I'm just being stubborn and picky when try to get help for my own character concepts.

    And besides, while an aim bot might be more accurate than a player, "accuracy" isn't the only thing that matters in your basic FPS game. It's why people have been able to beat Nightmare bots in Quake 3 and so forth. These games are designed in such a way as to demand situational awareness, good judgement and unorthodox play. I, for instance, beat UT2003's Xan Kreigor by admitting he's better than me by a wide margin and learning his habits. After a while, I realised he liked using the rocket launcher at range, which has moving projectile that can be dodged. I then proceeded to repeatedly goad him into fighting me in a very long corridor where I could dodge his rockets while I peppered him with the "accurate" alt fire of the hit-scan chaingun. I beat a computer - an aim bot, essentially, who was significantly better than me basically by outsmarting him and findin an aspect of the game the AI simply wasn't programmed to capitalise on, and indeed which it later transpired not many people even realised was a thing.

    There is more to a game for a player to do than balance a spreadsheet, and I personally feel more accomplished when it feels like my actions matter in the moment, rather than when it feels like I'm just tracing through steps.

    Quote:
    Originally Posted by Jack_NoMind View Post
    That's how you win every fight. Whether it's by training or repetition, ensuring you're better equipped, or prank calling your opponent to tell them their mother's in the hospital with pneumonia and might not last the night, by the point a conflict has actually begun the possible outcomes have essentially collapsed.

    Edit : It's almost like, when engaged, one uses a "mind of no mind..."
    That's not even remotely true, not for most action games. Many, as you'll note, intentionally put you on an even keel with your enemy. The oldest of the olds, Street Fighter II: The World Warrior, had no such thing as preparation. You picked a character, your enemy who's likely some total stranger in the arcade picked a character and you go for it. Sure, you could see who he picked and pick accordingly, but most characters were well balanced against each other. Who won in the end was mostly based on who did the right things in the actual fight.

    Yes, experience and knowledge of the game are a massive help. Of course they are. But all they do is better enable you to analyse each situation and find a proper course of action. What I'm saying is the game never came down to picking the right stats, then following a bullet list of what to do and then you're guaranteed to win. Decisions are made on a moment-by-moment basis. I've fought a number of people who tried to use "a mind of no mind" and they quickly become predictable and easy to trip up. An action game player who trusts expectations rather than immediate awareness will always be predictable and susceptible to unexpected event.

    Sure, that's true in City of Heroes, as well, when a mission throws me a messed-up curveball. The trouble is that in a game where I need to have won my battle before it even started... There isn't terribly much I can do to respond to a changing situation short of running away and out of the instance to force enemies to lose aggro and then start planning all over again. Sure, if I have a God Mode power I could use that, but not all sets and indeed not all ATs do.

    Quote:
    Originally Posted by Jack_NoMind View Post
    What? Why did you pull a random sentence off the end of a paragraph and take it personally?
    I didn't take it personally. I just didn't want to repeat the same thing as what I'd said before, so I replaced it with a Curse of Monkey Island reference.

    Quote:
    Originally Posted by Jack_NoMind View Post
    The methodology or control mechanics of the game you are playing has very little bearing on the aspect of design you are discussing. What I imagine Arcanaville is imagining could just as easily work like the paragraph above as it could Dwarf Fortress. Actually, that isn't exactly true -- it *has* to work in some ways more like the paragraph above than Dwarf Fortress. But in any case the things you're objecting to are almost completely divorced from the things you've described yourself as wanting or not wanting.
    Not entirely. What I imagine Arcana is imagining is a system of character building where the actual process of building a character is a meta-game drive in itself. People of this game have sometimes stated that they spend more time in Mids' Hero and Villain Designer and they enjoy number-crunching more than actually playing the game. Yes, I've seen people use those exact words, though not often. Why I bring up things other than the character-building meta-game is to illustrate that a game doesn't need to obfuscate its mechanics in order to give people meaningful character-building options. What it needs to do is not rely on numbers to such a large extent and instead rely on giving players actual gameplay choices. Let me explain.

    Right now when it comes to personal defence sets, I have a choice between stats. Do I want defence numbers or resistance numbers or regeneration numbers or some combination of a little of all of the above? I don't know and, frankly, it doesn't really matter. All of those do the same thing - they keep me from dying for me doing nothing at all. There's nothing I can do to affect whether I dodge an attack or not, because whether I dodge an attack or not comes down to a roll of the dice. Sure, I can stack the odds in my favour, but that's still numbers. I don't actually DO anything to defend myself. People have left their character in the middle of a throng of enemies then walked off to take a dump and returned to find their character bobbing and weaving, seemingly completely unharmed. Well, of course it comes down to balancing the books, then.

    Suppose I had a choice between dodging or blocking or interrupting enemies? Suppose I had to choose how high up the enemy attack chain I want to be able to block with no ill effect. Suppose I had to choose between blocking just forward or blocking in all directions? Yes, stats obviously come into those as any game is ultimately built on stats, but what I'm saying is you're not asking the player to try and balance those stats. To me, stats should serve gameplay, not the other way around. To me, "the game" should be what you do from when you see an enemy to when that enemy drops, with "stats" serving only to enable you to be in a position to make decisions in battle.

    When people speak about customizability yet bring up many different stat combinations which cause characters to "behave" differently, I see a problem. To me, actual customizability comes when you're able to pick what you want to do without having to mess with the behind-the-scenes mechanics that make it work. Jack Emmert wanted City of Heroes to be a game like this, which is why he held out till he left that real power numbers weren't needed. The trouble is that the system Geck and the others made for him was in no way instinctively predictable and was, as well, based around a sum of small percentages that aren't obvious from actual play. This was a system where you needed to balance the numbers, hence why numbers are necessary here, but that doesn't have to be the case everywhere. In fact, I would seriously prefer a game where I never had to see a number at all.

    Funny enough, other than the number of potion equvalents I'm carrying, Darksiders is a game that has nearly no numbers anywhere in its playtime.

    Quote:
    Originally Posted by Jack_NoMind View Post
    And anyway, the fun part is dead now. Thanks, Porlock.
    Did you just call me a prologue? Well that's offensive. I've always fancied myself more an epilogue sort of person.
  23. Quote:
    Originally Posted by Late2Party View Post
    It was never meant to be balanced and since they sell wargear as DLC it certainly isn't balanced in MP.
    They don't, actually. They sell weapon skins and cosmetic armour sets, else I would have bought it if they sold actual weapons.

    To point:

    The idea of having, to boil it down, two modes for offence and defence isn't bad, not at all. I believe that's what Staff Fighting and Bio Armour do, at least partially, though in their case the differences are fairly minor. If we want to make this a "night and day" choice like, say, Granite Armour is seems... Problematic. Let me explain.

    The power armour gatling gun guy is meant to be played offensively. He's the siege breaker, as it were - the slow, heavy tank who might take a while to get there, but you can't stop him easily. As such, he's meant to be aggressive and doing damage, thus, be in "offensive mode." Wouldn't that, then, turn "defensive mode" into essentially "waiting mode?" Killing the character's recovery and debuffing his damage for lower endurance levels to force him into switching on a recovery toggle and basically wait for his endurance to come out seems like it would just foster a type of "stop and go" playstyle that I know a lot of people frown on.

    Now, granted, my idea for self-rooting is similarly "stop and go," but there you WANT to stop so you can shoot better and you want to go find more stuff to shoot. With this iteration, it seems like we want to go AND shoot and stopping just means we can't do either. Realistically speaking, I don't want the heavy weapon power armour guy to "tank," by which I mean I don't want this character to sit idle and do nothing while he gets punched instead of his squishier team-mates. That's not the character's point. That's why I don't want to put this character in a position where he can't attack and has to wait. Because, really, what WOULD such a character do in a "no offence" mode? A Tanker or a Brute could still taunt, a Mastermind can use his henchmen, a Defender could buff, but this guy? It'd be like giving a Blaster a "defensive mode" where he can't attack - he's left with nothing to actually do.

    Now, if you want to work with routing power, how about a sort of "reverse Defiance system" or an "overheat system?" I'm just spitballing ideas off the top of my head, but here goes.

    Charge-Up: For every second you do nothing, you receive one stack of a damage-buffing power, up to a total of 10. When an attack is used, it deals extra damage per active stack, consuming all the stacks it has "used." Each power would have a maximum number of stacks it can consume, with larger ones having higher potential. Along with a mechanic based around repositioning, this would permit the PAGGG to play slower and spend more time doing things OTHER than attacking and still come up about even on damage output while at the same time not overpowering him in a "stand and shoot" situation.

    Overcharge: Every attack used grants a stack of Overcharge that lasts for 10 seconds and goes up to a maximum of 5 stacks. When 5 stacks are reached, the character can no longer attack and must wait for a stack to expire. Every set's Build Up power also serves as a charge dump, ridding the character of all built-up charges, but this is still bound by the power's own recharge. This would serve to limit the PAGGG to short bursts of serious damage before overcharging and needing to either wait to cool off or otherwise pace attacks.

    Charged Shots/Reload: Instead of Build Up, the PAGGG has a power which boosts the very next attack significantly, but takes time to execute. For weapon sets this would be reload and for non-weapon sets it could be just charged shots. Basically, if you slow down and take the time to execute this animation before every attack, you deal better damage, but do so at a slower firing rate and a higher opportunity cost. If you prefer to just blast without reloading, you can do this, too, but at a lower damage output. I've suggested this before for another powerset.
  24. Samuel_Tow

    Ghost's Origin?

    I have to say that there's nothing natural about ghosts. What I mean by this is "ghosts" aren't supposed to exist. If you're a human in this game and you die, you pass on to the next world. That's how the fictional universe works. So if your soul lingers on in this world, something unnatural happened. Natural Ghosts wouldn't exist in this world, or at the very least would have come back from the next life by a more proper means, such as... Say, earning their life back, or being granted temporary stay. A ghost who doesn't do what a ghost is supposed to do isn't natural because that's not how it's supposed to work.

    I'd suggest coming up with either a reason for how the character came back, or more appropriately, what the ghost draws his power from. For Ghost Widow, she draws power from the magic of being dead. For my Spirit of Light, he draws power from the magic sword to which his soul was bound. For my Emillia, her spirit occupies a scientifically-created super-soldier body. That sort of thing. "Origin" typically refers to the origin of your powers more so than your characters, so I'd suggest sitting down and figuring out exactly what those powers are.
  25. Quote:
    Originally Posted by Arilou View Post
    I should point out there's a reason for this (and a reason we're starting to see more action-y MMORPG's now) latency.

    Lag can be smoothed over a lot more in traditional RPG's (even a relatively fast-paced one lie COH) compared to FPS:es or similar. (Which as probably the reason the original Planetside remaiend all-but unique)
    I agree with you. One BIG reason I bought City of Heroes... Well, not so much a reason FOR buying as not a reason AGAINST it... Was that the game is click-and-kill. Back in 2004, I was running... Not quite dial-up, but something with horrible latency and terrible download, so I knew the only MMO I'd be able to play would one where latency wasn't an issue. I play this game with around 250-300 ping routinely, and I barely notice it.

    That said, I HAVE actually seen games with VERY aggressive latency compensation. Space Marine, again, basically takes what's happening on my screen directly. If I see an enemy and shoot him in the face on my screen, he's shot in the face on the server side, as well... I just might need to wait a couple of seconds to actually see him keel over and die. I've seen straight beams curve, I've seen them shoot sideways out of guns and more, but what it means is that no matter how **** my connection may be, I don't have to worry about it, because I can play by what I see on MY screen and the server will accept it.

    I assume this is much more open to cheating, yes, but I'm not well enough versed in networking to know either way.