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Posts
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Joined
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Poorly
It means I'll have to do a bit of extra running around, but that's really not a big deal. I grew up in a game where contacts gave their phone numbers only 3/4 of the way through their full inventory of missions and usually after you're done with their arc, so it's not something I'm not used to. I've gotten lazy over the years of free phones and now the "find contact" feature, but a little runaround won't kill me.
Hell, I was the guy who back in 2006 argued AGAINST CoV's condensed area design where zones were smaller and contacts only ever sent you to missions in the same zone. I fully believed - and still believe now - that getting to see the zones is a good thing. A little remembrance of the old days can't hurt, especially now that I don't have to swap trains in Steel Canyon
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I find myself having to praise the First Ward, at least as much of it as I've seen so far. For the first time in a VERY long while, I find writing that I honestly can't complain about, and which is both incredibly immersive AND very good in terms of personality characterisation. I've often found that writing which does not require description and is instead able to deliver all necessary subtext on the strength of its language is great writing of the highest level, and that's what I'm seeing in the First Ward. Even the quirky characters who I usually hate work very well. The zone is just the right mix of crazy and cool.
The visuals of the zone are also impressive. The shadow paths are very well done, even if the transition vortex that plays when you enter or exit one is usually delayed, especially if you cross a path too quickly. Good use of the phasing tech, I must say, and creepy, otherworldly feel when you're on one of these paths is really, really creepy, which is exactly as it should be. I also found a wall of posters while on a shadow path that suggested the whole place might not even exist, and instead be a collective dream of some sort, which would certainly explain a lot of the nonsense in there, though that's probably just someone's ramblings.
However, the zone also has a lot of bad to it, too.
The first thing I noticed when zoning in was that the giant vortex in the sky that's supposed to dominated the whole zone is VERY pixellated. It appears to be over the middle of the zone somewhere, but I could see the pixellisation from the edge where you enter near Jester. It's also very transparent and almost single-colour, which reduces what could have been one of the game's most impressive visual effects to a very obvious prop. I think this thing needs to be MUCH higher resolution, and possibly either not be one piece or have more going on there. Granted, I run the game at 1920x1080 and all of my loading screens are also highly pixellated, but the sky still looks way too flat and way too low-res.
There are also a couple of contacts I found around the survivor camp that I was never introduced to, and I'm not sure I ever will be. I asked around various globals and was told that these are repeatable mission contacts. So here's my question: Why are they not in the Find Contact list? I get not being introduced to them, fine, whatever, but why can I never know of their existence unless I trip over them or, in time, check the Wiki?
I also just defeated a DUST leader, who collapsed and wanted to talk to me. I'm starting to get more than a little tired of that "on hands and knees" pose that seemingly every single boss in new content assumes when defeated because every single boss wants to talk to me. Why does every boss want to talk to me? Additionally, this came with the "Alpha Protocol" problem of me picking a conversation line thinking it means one thing and my character actually meaning something completely different. I'd honestly appreciate some kind of tip as to what the option I'm picking actually means.
For instance, the DUST leader in question gave me two options, effectively "Stand down" and "I break your neck!" I presumed that threatening the man with breaking his neck would make him reluctant to answer my question, so I ordered him to stand down, whereupon he hopped up and said "So you're letting us go?" What? No! Well, apparently I am, because I had inadvertently chosen the mercy option. I never even suspect the choice was between murder and mercy, I just thought I'd get a little bit more flavour text if I treated him better, plus my villain is very polite, but the game interpreted my politeness as a desire to ally myself with the DUST leader, and I'm sure that'll come back to play a role later in the storyline. Why? I wanted to kill him, I just didn't want to be a dick about it.
None of these are big concerns, really, but the longer I play, the more I start to dislike how City of Heroes handles conversations. First Ward itself is still pretty cool, but correct me if I'm wrong: Why does it seem like the zone only has a heroic story arc with ******* cosmetic options thrown in there? I was invited to the First Ward by the Carnival of War, I presumed to aid them in whatever warfare they were rustling up, yet the first mission had me actually fight and thwart a Carnival of War operation and then proceed to help the Carnival of Light, instead. I don't really dislike the arc that's there, it's just a bit... Surprising that we're going back to the Rikti War Zone approach of having one heroic story arc in the zone that villains can just choose to participate in.
Overall, the new zone is made of awesome, but it still has these niggling problems which I highly suspect will come back to bug me some more as I proceed through the storyline.
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Before I forget - why are the First Ward abandoned office buildings using the Paragon City white office interior instead of the Praetorian yellow and orange veneer one?
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Aren't the buildings in the First Ward abandoned? Surely they can't have power. If so, then why do their windows light up and night? Also, when I approach any of the large air conditioning units on the roofs, all of them seem to be operating just fine. What am I missing?
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Hey, do you know the dialogue between Anna and the Monarch? That went at about three times the speed with which I can read. I didn't catch a tenth of it, because by the time I was half-way through one text box, another two appeared. This needs to be slowed down significantly.
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Having the NPCs narrate dialogue text in their own NPC captions so that the whole team can hear the conversation is such a brilliant idea I don't know why it never occurred to me before. That alone is a GODSEND to merit of conversations on teams. I love it!
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Quote:I have the patience for Ghost in the Shell JUST BARELYIm essentially saying is that Sam...your imagination needs to allow you to fudge things.
If you have the patients for Ghost in the Shell...Im 100% sure you can suspend disbelief...even if just to allow your unique creation to fly...or get hover at least/
However, as with most of my concepts, this is done for my use mostly. You have to understand the context within which I make concepts before you understand why I'm not concerned with communicating with other people. The overwhelming majority of my time is spent solo, by myself, running missions that, when you break them down to their bare essentials, amount to killing stuff for one reason or another. During this time, I'm not functionally alone, as I am either chatting with friends over personal tells, chatting in global channels with people not on my team and often not on the same server (I'm on Pinnacle right now, yet chatting in Victory Badges) or otherwise Alt-Tabbing to the forums to post here.
Whenever I do team, it's because someone I know logged on and we decided to spend some time together, or because I'm taking part in an event friends of mine are hosting. In the former case, we would have been chatting over Global anyway and spend most of our time talking about out-of-game stuff anyway, and in the latter case my friends require Team Speak participation for scheduled events so there's no chance I'll be in-character even if I wanted to. Traditional RP where I talk and act in character just doesn't apply to the way I play City of Heroes.
What I'm left with is the way in which I interact with the game environment. Which missions do I pick, what decisions do I make, which contacts do I work with, etc. The game has, I would say, more than enough content to satisfy this particular decision of mine, so I'm not really hampering my gameplay in anyway. I have a choice between newer content and older content, and I'm simply choosing older content, which I honestly like better anyway.
In essence, it's all character concept, it's just not all written down in the Description field. If I do get the chance to substitute communications with emotes and say things like ? !!! ... ..! and so on, then all the better, but I doubt such opportunities will present themselves. Either way, I'm not shooting myself in the foot, as it were
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Quote:You do not suspect how close you are to my own vision of herI have this vision of a mute Stardiver, unable to communicate verbally, choosing to thank someone who helped her by, puppy-like, bringing them a gift. A piece of the sun.
/earth melts
"Bad Stardiver! Drop it!"
though with slightly less of a destructive twist. When I was writing dialogue for Star - if you can believe that - I did have her speak only in very broad emotes, such as *pouts* when she's unhappy or *dejected* when she fails or *innocent* for when she's trying to look innocent even though she was cheating in a game. It makes - at least in my mind - for something of an adorable character.
Considering my original inspiration for her came from Spiral Knights where everything is cute and chibi, I think it kind of fits. Stardiver is just a lost little alien thing that fell to Earth one day and kind of stuck around.
I guess I'm doing something to make people take me seriouslyQuote:I've mostly skimmed through the replies, but...
I didn't see any jokes about SAM being MUTE!?!?!
Too obvious?

And I am, actually, quite serious.
Hmm... That's not a bad idea, actually. Since way back in 2004, I've developed the habit of selecting my missions by clicking on the mission briefing text. Remember back in the day when contacts actually offered you two missions to choose from? Well, it was much easier to click on the briefing you wanted than to try and match an accept line to the mission it corresponded to, and accept lines didn't hold any meaningful dialogue back then. Flash forward seven years, and I keep clicking on the mission text and very often completely MISSING the mission accept text that was supposed to have me say something ending with briefings that go like "Aha! Now THAT is a good question!" and I'm like "Huh? What question? Who asked a question?" until I figure out I did, only I didn't read it. Oops!Quote:I would most likely just ignore the game writing/speaking for my character... click the options without thinking (for a second) that my character said a word. I basically do that already. I generally rewrite everything in my own head as I go through it in these games. Sometimes things work well, sometimes they don't... often times I tweak them, regardless, to work much better.
So, just lock your mind around that concept. And don't let any of those little lines of dialog register. Silently click accept and imagine that your character just learned the info or didn't respond or whatever you think works best (I think that, most of the time, my characters learn things through their own senses, detective work or happenstance, as opposed to learning it from this contact mission giver person NPC thing).
With that in mind, not reading my mission accept messages should not be difficult. Also, I recently replayed a large number of old missions for which I did not read the entry messages as they were stupid stuff like "The voices tell you to smash!" or "You feel horrible about such and such." That kind of put me in the habit of not reading entry pop-ups, so that should be easy to skip, as well.
Dialogues... Not so much. There are objectives in them so I need to know what they say, and they sometimes lead to different outcomes, so I need to know what I'm picking. Best to avoid these altogether.
Don't tempt me!Quote:Also... as a bit of practice Sam...
I'd suggest trying out the mute thing on the forums...
Though I probably shouldn't, as it will most likely come off as trolling, or at best mean-spirited snark.
Yeah, the Sewers it's gonna' have to be, but that's probably for the best. People have been trying to force me to team more, so why not?Quote:You can't do Matt Habashy or Twinshot. I think you could reasonably do the sewer trial and then use your contact finder to contact David Wincott and do the Hollows. After that, just follow the contact finder - most of those missions are of the "Stuff is happening; I need you to go to this place and do that " variety. The exceptions might be Roy Cooling and the clone arcs. Once you hit level 20, some of the regular contacts will start opening up and I suppose that you can just do your best to pick missions that don't depend on more than "accept this mission".
Other than that, I can always just hunt stuff, much as that will hurt. As for the later levels, I wouldn't run Roy Cooling again if you paid me, and much as I like Keith Nancy, I can live with skipping him. I might be able to run Mercedes Sheldon, though, as that doesn't have any dialogue in it. I'd have to check on the Wiki. The Midnight Arc should also be easy, as I can just pass the Latin Student a slip of paper with the code word on it. No First Ward for sure, but I don't have to run that on every character. Should be good, really.
Oh for crap's sake! You're right! Damn it... Well, I guess I'll be doing a little extra runaround. Eh, it's been years since I have. Might do me a little good in curing my chronic laziness. I'll be giving Star flight since she'll have to be able to fly through space, so at least while the travelling might take time, it won't be very involving. I can deal with that. -
Quote:I disagree. Not that contacts aren't a game mechanic - they are. I disagree that I shouldn't treat them as anything more. I enjoy the story in City of Heroes, believe it or not, and I do enjoy finding ways to enable my characters to partake in as much of it as makes sense for their concepts. If given the choice between reading and not reading mission briefings (that I already know by heart), I'll almost always choose to read them anyway, provided they made sense for my character that's experiencing them.Mission givers are a game mechanic. You don't need to treat them as anything other than that.
More broadly, I'm looking at how a character with no ability or inclination to interact with others would fare in the world that City of Heroes provides. I completely understand that this isn't what the world was made for, but even so, I'm positive it will permit for it to some degree, and I just want to know where that line is. I may be writing a character for the sake of writing a character, but when I log into the game, I do want to play the game to as full an extent as possible, so it's a question of balance between my own writing and what the setting will permit. I don't want to run endless Scanner missions, for one.
People's examples of their own mute characters have been very helpful, actually. I almost laughed out loud at the concept of carrying around a big marker to write on walls. That's so cool I don't know why I didn't think of it
It's also been enlightening to see the concepts behind people's mute characters, as well as the disposition that governs them. As Maros likes to say: "We learn nothing, but through revelation." Seeing others' ideas put to words and comparing them against my own helps me construct a much stronger character in the end.
Besides, I can bend concept to some degree to have Stardiver interact with contacts as a necessary evil. That much is unavoidable. It's how I handle her from there that's the question. -
Quote:No, no, I know I've been guilty of the same in the past. I generally make it a point to advocate for the game to be more inclusive, but there are some concepts that are just TOO eccentric to ever really expect them to be accommodated for. I remember someone describing a villain like: "He was summoned from hell, he battles heaven, he lost his ferry boarding card!" as an example of how a simple RP concept - he can't use ferries - could essentially break the whole game.I'm pleased by the fact that you "don't fault the game" for not supporting something like this. Most players, when they come up with an eccentric concept, rage about how "limiting" the game is. Personally, I am of the opinion that creativity is great, but that you can't expect someone else's product, like an MMO, to support your original ideas as well as your own, original work would. Yes, sometimes that means you have to bend your concept or even ignore something the game tells you. I've been told in the AE forum that my attitude is "stupid" and "oppressive" and that I should "just shut up," so prepare for the thread to devolve into a flamewar ... sorry about that, Samuel_Tow.
I also realise that having a mute character in an MMO is nearly as preposterous, but I've played nearly all of the game's story arcs, and I'm more than positive that the great majority of at least the older content actually works pretty well for a silent protagonist. I'll have to wait for Titanic Weapons to show up before I can tell, but I'm not actually worried
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There is too much I want to reply to for MultiQuote to handle, so I'll just have to phrase my post in the form of a post

One thing I want to make clear is I don't really have an issue with communicating with other PLAYERS. I don't really do much RP personally as I'm both not very good at coming up with interesting in-character interactions on the fly and I don't like not having control of all actors. I've always seen communicating with other players as just that - one player chatting with another player while they play a game in the same way as two people watching a movie would.
As such, my mute character doesn't really hamper my ability as a player to chat with other players. That doesn't mean I won't use emotes to add Stardiver a bit of personal flair and, who knows? Maybe that will be my first real foray into RP. It depends on how much fun I have with the whole experience. I'm pretty good about remembering at least 3/4 of all emotes by heart, so I shouldn't need to do complex binds, and there's always the fallback of thought bubbles for everything else. I already wrote a story about Stardiver (which I can repost here if anyone cares) where I did a fairly good job at having her communicate without actually speaking a word, so I know it's possible.
My real, pressing concerns (aside from not having Titanic Weapons with which to make her) is how Stardiver will communicate with contacts based on how their reactions are written and how she'll handle dialogue trees.
The former isn't actually that problematic. So long as the briefing doesn't actually feature dialogue, like "OK, so where do you need me to go?" as the mission accept text, this should be easily doable. If I go to a mission and find an unexpected Moment masquerading as a Rikti and then Crimson says "Wait, you met Moment in there?" that's really not that hard to explain. I either brought back a piece of his costume, his arrest warrant or Crimson simply checked with the PPD to figure out who got arrested. I don't remember them all off-hand, but I'm pretty sure every story arc made prior to I17 and Dean McArthur should be plainly easy to work with and reinterpret as the character never saying anything.
The latter is a considerably bigger problem. Every dialogue tree I'm aware of expects actual dialogue, and none of them feature a "say nothing" option. Dealing with these will be extremely hard, to the point where I'm probably going to want to skip them if I can. I'll have to figure out what to do with the Ramiel arc to unlock Incarnate status, but I'm thinking "put a bucket over my head and bang on it with a spoon" might be my only option.
There's also a very important follow-up question: If my character is so reclusive, why is she even working with contacts at all? Well, for one, because I can't play the game otherwise, since almost no story arc in the game is ever self-initiated. Secondly, you have to understand that despite being ancient, Stardiver is still largely like a child - as she has never had the opportunity to communicate with anyone her entire life, she never learned how to do it, and eventually began to stray from personal contact which made her feel awkward and uncomfortable. As her character develops and she makes friends here on Earth, she will open up ever so slightly and accept the need to work with others. At the same time, her shyness will never wane and actually getting her to so much as even acknowledge your presence beyond the immediately relevant matters will still be like pulling teeth, figuratively speaking.
Essentially, she's someone who's learned that she is more or less required to work with other people, but really, really, REALLY doesn't want to, and so she does what she can to keep contact with people she hasn't known for years to a minimum. Her friends more or less understand what she's saying just from simple nods and gestures through the magic of "because I said so," and it's only strangers that I have to worry about having her communicate with.
I realise that this isn't an ideal concept for a character in this particular game, and I don't fault the game for it. On the flip side, though, I consider it a challenge. It's something brand new for me that I haven't done, and I'm all about trying new concepts and expanding my own horizons. If I can pull it off - and I think I can - this should be a very exciting adventure. -
Yeah, about that - I actually considered it, but it doesn't work with the character concept. See, Star is VERY reclusive. She spent untold millennia just floating through space in search of new stars and roaming barren, lifeless planets. Every time she found intelligent life, its people just regarded her as a monster and either hid from her, made war to chase her away or at best kept their distance. Earth was the first place where she didn't seem terribly out of place just because everything here is so incredibly weird, but even so, Star just doesn't feel right dealing with people. If she's left to her own devices, she'd just hide out in a cave by herself.
Yes, part of her character growth does include becoming familiar with a group of heroes who accept her as a friend, but on the whole, she's still a mysterious skittish alien who doesn't WANT to speak with people if she can help it, and wouldn't even if she could. Finding a way to overcome her inability to communicate would be missing the point.
For instance... OK, think of any typical emo anime protagonist, say Squall Lionheart, and how they just don't speak with people most of the time. You tell him something, he just goes "........." That's what I want to achieve. Yeah, the game isn't really designed to handle it, but I'm pretty sure I can go out of my way to make it happen just the same. -
Quote:Not a bad idea, and I hadn't actually thought of that. I tend to talk pretty much only ever out-of-character when I team, mostly because I'm used to bantering with friends, rather than roleplaying, but I like the idea of using emotes anyway. It might be an interesting thing to try as "light RP"I would use the ; to emote what I was trying to say by using descriptions, gestures and so on.

That's kind of cheating, though. A lot of Stardiver's concept hinges around her inability to communicate in any form whatsoever. Giving her telepathic ability or some kind of language that could be translated kind of defeats the purpose. I want to sell her more like the titular dog in the old Lassie movies: "What's that, girl? *woof* Timmy fell down the well? *woof* Oh, no! Show me! *woof woof*" You know, that sort of thing. Proper communication would kind of ruin that.Quote:Depending on her power sets she could be telepathic or an empath which would allow for communication either mentally by convaying emotions as opposed to actual words. If using sonics, vibrations can also be used to describe things. Pheremones could emit (as insects do) feelings, emotions, and fear, more geared to survival.
Yeah, Twinshot is something I will sadly have to skip. And it's a real shape, too, because the story I'm writing for Stardiver has her integrate into a group of quirky characters kind of like Twinshot's, and that particular arc would have worked really well for Star. But, yeah, I'll have to skip it. Not that big of a deal, though. I intend to run the full arc with Jun, my street-fighting school girl, so I should have the opportunity to check it out in full.Quote:I'd say avoid the Twinshot and Dr. Graves arcs like the plague, but I know you already planned to do that for at least one of them. Essentially, if the dialogue options matter that much to you that you want to avoid the ones that can't be handwaved as simple hand motions like yes, no, I don't know, where to, that sort of thing, you just need to avoid Praetorian content and the first couple of new arcs introduced with i21.
Twinshot is an easy call, though. My question is "what else?" The first few Atlas Park missions are also an obvious skip as they include quite a few conversations, but what else should I be mindful of? I'm a big nerd when it comes to this game, but even I don't remember the specifics of all the arcs in the game.
Still, it seems to me that if I stick to Launch day arcs, or at least pre-I17 arcs, I should be able to get away with a mute character. Most of the old arcs don't really need any input from my side other than running the actual mission. I don't need to SAY anything in them. The contacts and narrative handle everything, which should help.
Hah!Quote:It's a shame you're not going villain, or else I'd say Stardiver and the Radio would get along nicely- One side of the conversation can't say a word, and the other side doesn't shut up.
Tell me about it, the Radio would be the perfect contact for someone who can't speak. It's also a pretty cool, unobtrusive contact, as well. I really wish we had more like that.
Tip missions aren't really the answer, no. A few of them have dialogues in them. I know of a particular Rogue mission that ended in a conversation with Peter Thermai and none of the dialogue options was "..." Skipping those shouldn't be a problem, though. I've seen most of the Tip and Alignment missions hero-side already, at least the Hero-to-Hero ones, and I can always run those with another contact. I would actually need a few Alignment Merits in order to get a knockback protection enhancement to solve Fiery Aura's poor design, but last time I ran the Who Will Die arc, it landed 22 Alignment Merits on me, so that should take care of itself.Quote:That doesn't really work either. At least alignment missions do force your dialog. Also, the intro-sides villain side do a bit of proclamations [depending on how strict you want to be with your rule].
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Thanks for the help, guys. I still have to wait a while before I can make this character as she really needs a Titanic Weapon of some kind, but when that happens, I think I actually CAN get away with having her stay mute. This should be fun
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This might seem like a silly question, but hear me out.
For a while now, I've been developing a character I really like. She's called Stardiver, and she looks a little something like this (and is slowly becoming one of my most-posted costumes
). The driving force behind her creation was making something "very weird and unusual." Her look, I think, achieves that. Her story kind of does, as well: She's an ancient automaton from the beginning of time who dives into the hearts of stars to absorb energy and forge the materials she needs.
Her personality and character, however, haven't been as easy to work with. One easy way to make her feel more alien and outwardly weird has been to simply not give her any means of speaking or communication, short of nodding her head. She has no mouth, she has no vocal apparatus, she has never had the need to communicate with another living being until now. I'm writing a proto-story for her now, which kind of hinges on her inability to speak hampering her ability to integrate herself with the hero society on Earth, leading to her being treated as an outcast by most as she develops a fondness for the company of others.
The problem, however, comes from the fact that so much of the game's newer content has my character speak. Now, you'd think that "can speak" is an obvious trait of any playable character, but this kind of isn't always the case. It assumes every character can speak ENGLISH, has or can mimic a human voice (something my alien swarm queen shouldn't be able to do - she communicates in insect clicks, but that's besides the point) and actually has the desire to speak in full sentences. I've toyed with the concept for quite a while, but always ended up inventing some way for my characters to speak normally at the end of the day.
With Stardiver, I don't want to do that. Come hell or high water, Stardiver WILL NOT speak. Ever. So here's my question - what would I have to do to make this make sense? Which contacts would I need to choose? Is there any way I can re-interpret dialogue trees to account for her not being able to speak? I mean, it's pretty obvious that a game very much CAN play out with a mute protagonist. Gordon Freeman has managed four games without saying a single word so far. I guess my question is what do I need to do in THIS game to replicate Gordon's success? -
Quote:There seems to be a running problem with the new villain content, and it comes down to writing. The narrative treats villains like Pavlov dogs, in the sense that a lot of contacts just say the word "power" (in quotes, even) and our villains are instantly compelled to work with them, because just the word "power" turns off our brains. Dr. Graves does it, Alistor does it, and I fear more will do it in newer content as it comes along.Some feedback - I don't understand the initial motivation to work with Alastor. I could have overlooked it, but Alastor is absolutely wanting to get the obelisk for himself. I'm just a means to an end, and he doesn't give me a single good reason to want to work with him.
"Power" is too general a concept to offer. I get that the idea is for it to be generic so it fits every concept, and this I appreciate, but the MEANS of obtaining this power still need to be set in stone. Sure, I want out-of-context power as much as the next guy, but I need to know what has to be done and I need to be sure I'll actually get it. I don't want my contacts sitting on my back, dangling a carrot on the end of a fishing line in front of my face, having me do their bidding blind to any knowledge or understanding.
Put it this way - if a stranger sends me a tell out of nowhere asking me to team with him for "mad XP" or some such, my initial reaction is to be suspicious. I want to know what he intends to do, what level he intends to have me fight at and how he plans to go about acquiring this "mad XP." I would assume that a career criminal and card-carrying villain would be even more suspicious than I am as a real person who's lived a fairly easy life.
Comic book content doesn't matter. To this day, I've read neither the Blue King nor Top Cow comic books that the site offers to me for free. I just don't like comic books. I don't like them as a general format. They're a melding of visuals and text in a way I really just don't enjoy. Also - and I mean no offence by this - but I really don't like the artwork on the recent comic book covers and the actual tutorial comic strip. I'm sure that artist was trying very hard, but the whole thing comes off as unintentionally goofy, and that just undermines the gravity of events.Quote:Question for those who think 5 dollars is too much: What if there was more comicbook content at the beginning of these arcs?
For what it's worth, the Who Will Die poster very good, even if Numina has a very stout, manly jaw. One pinup like that is good enough. Expanding it into a full comic just wouldn't improve things for me.
The Feycat has a point here. There seems to be a trend in recent content to fill much of our playtime with filler. Largely unnecessary constant dialogues, objectives you can't click because you have to speak with them, complex convulted mechanics, tons of Caption text and so forth. A little of this is great to shake the game up a bit, but after a certain point it begins to detract from the experience.Quote:Beg pardon? I've been reading comic books since middle school. I AM a fan of the genre. But I'm also a gamer and waiting for other people to read through the book WHILE on a team while other people wait for them is just bad gaming.
Having a comic book available out of the game for free download to people who purchased the arc is one thing. I'd support that, even if I don't actually want one. But having a mini-comic inside the actual game just isn't a good idea, I don't think. The game is not the right place to put in a proper comic, so whatever it ends up being put in will be an unfortunate compromise, and no matter how cut down to size it is, it'll still be extraneous once you've read it.
Adding cool new things to the game is never bad, but it should always be done with the notion that this is, at the end of the day, a game. It is not a comic book, it is not an interactive story, it is a game. It needs to look like a game, feel like a game and play like a game. -
Quote:So it's completely the reverse now? Wow, that's good to knowFiling a /petition looks to them like you filed a /bug report. That is the currently broken part.

And, yes, I think this is a back-end problem. I've always seen the /bug command open the proper window, but for a good two years now, every time I submit a bug, the game treats it like I submitted a petition. I get a response e-mail and the "petition" shows up in My Stuff on my Customer Support account as open, closed only after three days, or if I choose to close it myself, which I rarely do since I submit a petition from in-game.
So it's completely the reverse now? You sumbit an in-game petition and the game files it as a bug report? Yikes! Before, the problem was largely one of efficiency - your bug still got submitted, but you wasted a bit of CS time and everything had to be handled on a slightly higher level. Now, though, if Petitions go under the wrong folder and no response ever happens to them, that could constitute a legitimate problem that WILL bite a few people.
Every new release brings with it unforeseen showstopping bugs if you do just the wrong things in just the wrong order. As I mentioned before, I managed to break the Dr. Graves mission to confront Crosscut by talking to the Skull too earling, causing the Skull to refuse to follow me, causing me to be unable to confront Crosscut. I managed to fix it on my own, but I WOULD have petitioned and waited under normal circumstances.
Yeah, seems like something with the back end is wrong, and has been wrong for quite a while. Let's hope it gets sorted before too long. -
When they're made of snot with skeletons in it, sure. When they're made of brick and rock... How can you tell what's inside?
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If everything's going to be "put on hold," can we while longer? After a year of everything else being put on hold to pamper Incarnates, I can use a little content I have at least a passing interest in, like what's in I21.
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Remember those patch notes where it said:
Quote:Well, prior to those patch notes, every time I submitted a bug via the PROPER bug interface, I got an e-mail from Customer Support telling me they identified my petition as a bug report. One would think this would be obvious given that I reported a bug, but I was assuming that these were going to them as actual petitions that they had to reply to. I haven't gotten such an e-mail about my bug reports after that patch came out, though, and that made me happy. These confirmations really weren't necessary, and they made me feel like someone had to read the things and tag them as bug reports, since they arrived, like an hour after the fact./bug should no longer bring up the /petition window by default.
Then today I reported a bug - Minions of Igneous have their index fingers constantly extended in their idle animations. An hour later, I received FOUR e-mails from Customer Support. One told me they identified my petition as a bug report, another responded to the first one told me that they've identified my petition as a bug report TWICE, then I got another one telling me the same, then another one telling me the same TWICE, all within about 10 seconds of each other. -
I've amassed so many over the years I lost track. I remember Mod 5 removing my sig something like three times. Ah, those were the days... The rotten days.
If the servers will be down most of the day tomorrow, that just means I can finish my story on Stardiver in peace. I have some pretty good ideas that I think will make for a cool ending, but it'll take time to write.
If I end the story before the servers re back up, I have Armitage III: Poly Matrix and then Dual Matrix to watch. I've been meaning to do that for a while now. Haven't seen the movies in years. Maybe even Ghost in the Shell, if I'm feeling VERY patient, 'cause you kind of need to be with that movie. -
My first impressions of the villain-side "Who will die?" arc are mixed.
On the one hand, I like the settings of the first mission. The lava is very pretty and though it does a bit too little damage, it's cool to have such a unique map, and on too floors no less. The spare door right next to the entrance kind of telegraphed that I'd use it, though.
On the other hand, I think the written text needed to pass by an editor a couple more times. I spotted at least two instances of suspect grammar that just jar me out of the experience.
I like that I'm able to speak with the mage at the end, though I wonder why he's so polite. Being able to get on his bad side and fight him anyway was a nice benefit, though I wonder why his companion spawn disappears when he dies. Is this some kind of spawn replacement to accommodate the Igneous? Still, I liked it.
Alistor is odd as a character, though. He looks like a CoT Spectral and sounds like one, too, but I don't think he's supposed to be one. He's just supposed to be dead. Also, he contradicts himself. On the debriefing of the first mission, he talks about "unseating the gods from their thrones" and then on the briefing for the second one he makes fun of Skyway City because it constitutes some kind of hubris. Hello, pot. Meet kettle. I guess maybe that's the point?
Why did this "arc" have to be a TF, though? So we could exemplar down to it even if we're level 50? Can't say it's a big problem once you actually know where the contact is, but it was hard to get to that point in the first place. Alistor introduced himself to me in the middle of another arc, and by the time I was finished I no longer remembered where he was. Some helpful people pointed me in the right direction, though.
If I have one thing to complain about, it's this: You can't sap me with a 2 minute timer and then throw three paragraphs of text at me at the same time. I can't read this much text on a good day, and you're asking me to read it as I'm rushing to escape a collapsing cave? Not cool, guys. Not cool.
After all of one mission, I'm hopeful. There are gimmicks in the "arc," but there aren't too many and there's still a good deal of fighting to be had. Typos notwithstanding, the story appears to be solid. It somewhat lacks context, but I assume that will get filled in on later stages. At least I know what I'm after in this one, which I didn't really appreciate until I lost it. Having a non-nebulous goal is always a good thing.
We'll see how my opinion develops with the following missions, which I may end up doing tomorrow.
MASSIVE bonus points for using the word "abscond." Nicely done!
The Minions of Igneous still have their index fingers extended in their idle stance. How many times do I have to /bug this?
The second mission captions fly by far too fast for me to read them AND I have to read about five paragraphs of captions while fighting waves of PPD. The only way to tell what's being said is to watch the Captions channel, but that doesn't have names on it so it's very hard to tell who's supposed to be talking.
The waves of PPD every 30 seconds regardless of how many I kill are a good idea. Normally, they'd be a horrible idea if I could only stop them by activating the glowies, but since they time out after five minutes even without me, that's a BIG saving grace. As is my style, I chose to hold my ground and last 5 minutes, fighting 10 ambushes of 5 PPD each, overlapping a lot of the time. That was fun fight
Of course, I expect I could have simply walked out of the mission and let the 5 minutes count down without me, but that ain't my style.
The second mission instance map is kind of bugged. A lot of the rooms aren't shown and you can get "Map unavailable" in a lot of places.
Why is it that every time I travel to Paragon City, I must use a different vessel around the dock? How is Alistor chartering these vessels? Or am I supposed to be handling this on my own?
The final instance is REALLY cool. I love the pathways of lava. They kind of remind me of the demonic structures from Darksiders, particularly Smael's prison. Having such a large area filled with lava is also very impressive. I have to ask, though - if I run this mission, swap sides and head to the follows, will I see Grendel's Gulch still clear of lava and with all the buildings and roads and water intact? Because molten lava isn't one of the easiest things to just clean up, especially after it hardens into solid rock.
I agree that the Obelisk needs to be visible from ANYWHERE on the map. This is the centrepiece to the whole arc. I need to enter the mission and go "Holy hell! Is that thing in the distance what I've been after? It's huge! And awesome!" Instead, between having to stare at my feet to make the jumps across lava pits and the enemies I have to fight, I almost bumped into the thing without even knowing it's there and I didn't realise it was supposed to be tall until way too late.
Also, Lepkin or whatever his name is has the opposite problem of the first boss - I have to defeat him AND his entire spawn to proceed, only his spawn appears all around the obelisk and doesn't aggro when I fight the boss. As such, I beat the boss but didn't advance the objective. Turns out there was an Anathema on the other end of the Obelisk I just hadn't seen. Also, why are elite bosses in newer arcs conning purple? Or is that a con change across the board? They're not any harder than they used to be, so I'm not really complaining, and I guess it was a bit odd to have an elite boss con the same as a boss, but... Is that how it's going to be from here on out?
The fight with the heroes was fun. I'm really happy to see bosses spawn in the mission even though I had bosses turned off. It makes sense, when I have the power of Synapse. I think I fought some costumed heroes whom I hadn't seen before, meaning they weren't just pulled out of the Mayhem Mission roster, and that's a good thing. I spurned the CoT so I fought some of them. It was cool to fight them all, but them coming in alternating waves was a bit cheap.
Synapse's power doesn't have graphics for its icon under my health bar. It showed up a small white square. This needs to be fixed.
Having the Freedom Phalanx show up at the end of the mission was really cool. Totally makes sense they'd do that. I'm not sure why they're level 35, but that's sufficiently higher than my level 20 to be dangerous, and it seems they're all AV/Hero arc. Beating them down should be next to impossible. I'm also glad they don't show up as an ambush to chase me, but instead show up where Synapse is. It makes sense - they want to save Synapse, so they wouldn't just abandon his side to chase some fleeing villain. Plus, it let me had a look at them, which I like.
But again - I'm given a rather lengthy clue and 60 seconds to read it as a one-minute timer starts counting down. Stop it, guys! I can't read that fast, and I DON'T WANT to read that fast.
Someone mentioned this being the first time when a cutscene was use right, and I agree. All the game's other cutscenes are very irritating, but this one was very well done and very cinematic. Alistor did mention multiple Obelisks, and the hidden guy was just sufficiently mysterious. My guess is the letter writer, but we'll see. Be kind of daft to have two shadowy figures operating in the game at the same time.
Overall, the arc impressed me, mostly with its visuals. All of the instances are unique, all of them have a cool lava motif and I LOOOVE the huge obelisk. The writing was kind of hit and miss. I really liked Alistor's antics, as I could imagine him stomping on his hat in frustration. "At... every... step! Must we be interrupted!" Love it. You can just tell the guy is just almost out of his skin with every word he says
The actual plot left me a bit cold, though. Find the obelisk, then find the obelisk, then kill a Pariah and find the obelisk, then fade to black. Few things irritate me more than missions where I go to do something and I completely fail do it. The second mission, in particular, feels like a wasted trip. Alistor can track the Obelisk himself, so all I learned is that someone will be using it to draw someone else's powers. Considering that's why the thing was made, this didn't really need me to discover it.
I think what disappoints me the most is the arc is so, so short, though. Three missions is all there is to it. I know this may be an unpopular opinion, but I would have loved to have a few defeat-alls or kill-boss missions throw in there to give the story a bit of room to develop, and to introduce a bit more complexity to the plot. Right now, I'm reminded of Yahtzee's description of Infamous' story: "Magic ball give super powers, everyone want magic ball, psychic trash robots..." I assume this will come off like a much less of an eclectic experience once all parts are in there, but on its own, it's just three missions with a very basic plot to string them along, selling themselves on a total of ONE very good character and on unique maps. It's definitely great to play through as part of my VIP subscription, but I don't think I'd want to pay for it if I were a Premium player. Unique maps on their own aren't enough to justify three missions. Well, that depends on what it actually costs, of course.
Just checked: 400 Paragon Points, or $5. Yeah, definitely not something I want to buy for $5. I'll pay $10 for a full costume set, but $5 for three missions is just too much. Good thing I'm staying VIP
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Why do I always miss the Ustreams? I've been trying to get a specific question answered - whether we'll ever get to buy currently unlockable costumes - but that one always seems to fall through the cracks. I'm not really complaining, since I got quite a few others answered overall, but missing Ustreams and thus opportunities to ask makes me a sad panda
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Wait, so you're the @Hamster? OK, that's one mystery solved.
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Quote:Wait, that's fuzzy math right there. Game companies can't account for how much you play. If you only have the opportunity to play 1 hour every month and there happens to be maintenance on that specific hour, that fuzzy math would suggest the studio owes you $15.Don't know where you got the every last pennys worth from my post, but using your logic, if my playtime is only 4 hours a day in the mornings and if i played every day that would be (30x4=120 hours) and they servers are down for 48 hours all morning times then i was only able to access the game i pay for a little over half the month. so I actually got much less play time. (using your logic)
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Quote:I'm clearly biassed, but no. I don't even use my cell phone every day. I rarely need to. If it went away for a full day, I have a home phone I can use at home and I have a landline I can use at work.But really, would you switch cell carriers in a heartbeat if they brought your cell service down every thursday morning?
What I'm saying is I wouldn't demand compensation from a company if it wasn't a big inconvenience, and losing access to City of Heroes for a day is not a big inconvenience. It would be if that were the only game I play, but it isn't. I still have Steam and I still have other games to play.
What's more important in this case is that the company doesn't owe anyone anything. If they decide to provide any kind of compensation, it's a gesture of good will. However, in the face of irreverent demands, that gesture gets interpreted as buckling under pressure on the side of Paragon Studios, and suddenly we have to trip over "Compensate me!" threads here on the forums every day. They gave out a double experience weekend as compensation ONCE, and years ago. Since then, every time the servers go down in someone's inconvenient time, there's a demand for another double experience weekend.
The last thing I want to do is breed even more player entitlement. It's easily the most irritating part of this game's community. -
Quote:I'm no sure that's the original original idea, as Base PvP wasn't even a concept before I6 and PvP itself didn't even exist prior to I4. Back at Launch, SGs existed both because MMOs were supposed to have guilds, and because heroes in comic books sometimes formed up in Super Groups, like the JLA or the Titans or... Does Marvel have one like that? The Avengers? Yeah, let's go with that.The Devs' original idea for SGs weren't as social groups as much as they were meant to be static teams for base raid PVP. The 75 limit was there because they figured as a worst case scenario you could have up to 150 people (two SGs) in a single base instance fighting each other. The limit was more of a server limit thing than anything else.
One of the first people I met way back before we had globals who then went by the name of Sensei Lee formed a SG between himself, me, a friend of mine and a few other people, in his words "as a way to run TFs." In a way before global anything, a SG was a good way to keep track of who's online without having to clone your local friends list between all your characters, and with Team Search prior to I1 only covering the zone you're currently in, that was a legitimate problem.
As far as I'm concerned, SGs no longer have any real reason to exist with the advent of Global Chat and Channels. Once upon a time, there was talk of making SG membership global, such that if you you joined a SG, YOU joined that SG and could thereafter bring all of our alts into it if you wanted. Or not bring them in, as well. YOU could join multiple SGs and would only take up one spot, and you'd then decide how to divide your characters between them.
In essence, if SGs became attached to globals like that, you'd gain the ability to use SG bases - the only part that still serves a purpose - without the drawbacks of what must be a ten-year-old system at this point.
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Speaking purely for myself, I say screw SG bases and give me my own personal lair/base where I can invite my own characters and form my own solo SGs. -
I really don't get this, honestly. I remember a time when the servers went down every day and stayed down for the full 2-hour window, except on weekends. The first day I logged into the game, I got booted from the servers within half an hour by daily maintenance. Two hours a day, five days a week and no-one complained.
And yet now if the servers go down for extended maintenance once a week, everyone is up in arms. I just don't get it.
Compensation for things like this sets up a bad example. It tells people that they'll be compensated for any little thing they don't like. Dual Pistols has a couple of powers with bugged graphics, I can't play Dual Pistols, I only have one character and it's Dual Pistols, it's been bugged for two weeks now, compensate me.
Sure, it's absurd and stupid and no-one would take that seriously, but I've heard dumber requests. Recently someone talked about a criminal trial against Paragon Studios for theft because of something equally as stupid, like they promised Signature Story Arcs and they didn't deliver them, or they promised "you keep what you've bought" but veteran Premium players lose access to Inventions anyway. I forget what, but it happened.
**** happens. Losing access to City of Heroes for a day isn't like losing power or losing water, because there exist other games in the world that I can still play while the servers are down, whereas I can't just plug my house in the other socket and get power from another power company when that goes down.
As far as I'm concerned, compensating people are a response to angry demands is an extremely bad practice, because it breeds entitlement where it really isn't due. I won't exactly rise up in arms if it happened, but I won't support it by the same token. And on my side, the servers are down until 11 PM at night. -
I, personally, would love to see some form of recurring arch-rival, let's call it that. We already have doppelgänger tech, so we know that the combat side of things is easily workable. The game can use either a copy of our current character or one from our list, or even one made in the Architect's interface, possibly even other people's characters, and that should be easy to achieve.
The bigger problem lies in personality and storyline. If I were using an arch-rival to one of my heroes, I wouldn't want him to be the lackey of a canon villain, as I simply don't write or like villains like this. I'd want said villain to be the master of his own destiny, and probably the master of his own evil group. I'd also want to pick how this villain sounded - do I want him to be stupid and brutish, clever and arrogant, alien and incomprehensible or smooth and suave? This matters.
In fact, speaking of pie in the sky ideas, I'd like to pick a whole rogues' gallery for my existing heroes. I have a few villain groups of my own who usually share the same SG, and most of the time I'd pit my heroes against the entire villain group, so against four or five named, costumed villains.
I'm really not sure how that might happen mechanically, and my head's all over the place right now, but yeah - I'd like to see that
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And if you got 26, you'd get just as little compensation as you're going to get now. You pay for a service and agree to put up with any downtime that's required to run it. That's all there is to it. If the studio decide to shut down the servers for a month and go on vacation, you will receive just as little compensation.
Paragon Studios don't owe you anything. There are no refunds and no compensations. That's always been the case. If they choose to compensate people, that's a gesture of good will, not a legal obligation. If we're not happy with it, we're always free to not pay them money.
Snarking at the studio and at random people on the forums is not going to get you compensated.
