-
Posts
14730 -
Joined
-
-
In light of my attempt to not demonise their creators when speaking of certain pieces of content, I shall attempt to comment only on what's in the game and not on the people writing it. And using the word "shall" in a gramatically correct fashion, which is to say in the first person only.
I had the opportunity to play through Twinshot's "continuing training arc" hero-side on Beta long ago, and for the most part, it was fun and quite well done. This has been my first opportunity to actually play through Dr. Graves' counterpart of the same arc villain-side, and I must say that I am sorely disappointed in what I'm seeing. Now, I'm not exactly happy with the writing of this thing - almost every named character has typos in their descriptions and a lot of the mission texts have really inexcusable errors in the (an DNA sample), but that's really not what I had in mind to demonise.
No, what this arc has proven to me is that just because you CAN make conversation trees and interactive dialogue, it doesn't mean you should. I will admit that at the time of writing this, I'm not very far into the actual arc, but just the first mission itself has been enough to piss me off to no end with the things it has already made me say and do. Let's look at a few examples:
A machine requests a DNA sample and I'm given the option to refuse. I would have hoped to be given the option to put an axe through it, but I'm not. The machine then draws a sample on its own (begging the question of "how," but that's besides the point). At this point, I wanted the option to put an axe through the machine THEN, but I was not allowed. Instead, my character was forced to sit like a goon and wonder aloud about the obvious lies the machine was saying. And you know what the kicker is? The machine blew up on its own afterwards anyway. So why couldn't I break it, instead?
I'm led to speak with several people, all of whom are gigantic ********. I'm allowed to threaten to kill each and every one of them, and at every opportunity we are both cowed by Graves warning us we will be disqualified. And somehow, this works to scare everyone, myself included, despite the fact that no-one has ever told us what we're competing with, aside from "power." I can get "power" by sticking a fork in a wall socket. Could you give me a bit more context than that?
At several points, the game forces me to say some very blockheaded things, like backing away from an obvious sicko or underestimating a seemingly incapable character who is - to one even slightly genre savvy - obviously more powerful than first appears. Oh, and I get mind-controlled. That's always charming.
Here's the thing - having a contact give me a basic description of what needs to be done without telling me why I want to do it leaves the door open for me to fill in the blanks. I can elect both WHY I am doing this mission and HOW I go about doing it, interpreting the game's "kill everyone in the instance" mechanics as representative of more complex actions. When the game goes out of its way to overtly write my character as a foul-mouth, impatient, easily-intimidated ponce, there really isn't much room for reinterpretation, now is there? I look forward to the game taking pity on me and permitting me to kill all of these people the very next mission, but I rather doubt this will happen. And even if it did, I'll still have gone through the initial humiliation to get to that point.
Dialogue trees are an interesting idea with much potential. However, dialogue trees, by their very nature, have to infer things about our characters that aren't always safe bets. Why would you draw DNA from a cybernetic organism, just as a random point. When done well, these can offer a range of responses, from professional to playful to malicious to disconnected. When mishandled as they are in this arc, they twist my hand behind my back and make me say "uncle." Literally.
Unless magic happens within the next hour, I won't be playing through Dr. Graves' arc again. The forced humiliating conversation is not worth it and the text errors grate my nerves.
*edit*
Ah, there we go. I found something to criticise. I knew it was only a matter of time. -
Not at all. This is the proper way to proceed with it, I'd say. I've found that people are a lot more reasonable when you approach them politely than when you yell at them, so I'm definitely with you on that count.
-
-
Quote:Here's the thing: I won't get any one single character "Incarnated out." Ever. The system itself isn't fun to me. It's about the worst thing I can do with my time that still passes for entertainment. I don't care about "rewards," as I don't have a habit of earning something and then marvelling at it and calling it my precious. I play games where reward is only part of the fun and gameplay itself is the main driving force. Rewards are fun, but if earning them isn't fun, I'll never have them. And earning Incarnate rewards is pretty much the polar opposite of fun in my eyes.I was always pretty ambivalent about the whole thing, and did not understand the people who had to have everything the system offered RIGHT NOW. I'll eventually get my main completely Incarnated out, but since I don't plan on going anywhere, I'm in no rush to do it.
But again - the most direct solution is to just stop doing what I don't like doing, and I have chosen to do just that. During the Ustream marathon, I asked Posi and Zwill a question: "I21 has a good balance of Incanrate and non-incarnate content. Can we expect this to keep?" In a nutshell: "Yes." Believe it or not, that does make a difference to me, hearing it straight from the fedora-wearing the source. Incarnates are a system I cannot and will not enjoy until and unless that mythical solo option materialises. Until such a thing happens, I'll simply focus on my newer characters and treat my 50s as I always have - as complete. I may pursue Alpha stuff with them if I have missions left to run, but a Common or Uncommon of that type is as far as I go.
Not necessarily. The way Cobra Strike is delivered, it could easily be depicted as hitting foes in a line behind you target, just visually speaking. My goal, though, is more to ape the broader concept of "Like God of War, But..." games, such as Devil May Cry, Darksiders and Legacy of Kain: Defiance. In these games, all of your attacks, basic and otherwise, hit everything along their arc of swing or along their line of thrust. If you swing a sword from left to right, you clip all enemies it passes by. If you punch straight ahead, you hit your target, the two people next to him and the person behind him. Sideways of that, I'd also like to ape L4D, where if you shoot at someone, you tend to shoot through whoever is in front of that someone and whoever is behind him, too, making shooting high-powered rifles into crowds of virtual undead some of the most inexplicable fun I've had in my gaming history.Quote:That's an interesting idea. I don't think it should apply to ALL single target attacks though. It's pretty hard to hit more than one person at a time with a power like Cobra Strike or Crane Kick.
My point, though, is to eliminate the discrepancy between single-target and AoE by allowing everyone access to AoE all the time and balancing around that. As the sole user of single-target attacks on a large team fighting twenty enemies at a time, it's easy to see how single-target damage falls by the wayside. Typically, an AoE attack is at least half as powerful as a single-target attack, a third to a fourth as endurance efficient and not all that rarely half or more as DPS efficient, to say nothing of DPA. It doesn't take many more than three enemies in the same fight to have AoE attacks become vastly more practical than single-target attacks, and this is something that I sense with my gut long before I comprehend that a difference in statistics actually exists. I just "notice" that I "want" to use my AoEs more and from there try to deduce why that is.
Using Cobra Strike when it was just a stun in a melee of 20 people with seven other team-mates blasting AoEs feels like I brought a knife to a gunfight and everyone's standing around laughing at me. It makes no difference, the enemies I stun die by the time the stun takes effect just from collateral damage and I'm just so much better off simply spamming even as weak an AoE as Dragon's Tail.
So I say make all attacks AoE and have their damage spread across all targets affected. Then, allow us to "concentrate" said powers so that we could focus on a priority target in a crowd without losing damage potential via dispersal, and you have a legitimate strategic decision to make - do I use my powers as AoE or do I focus on what's most dangerous? Right now, this decision doesn't exist - use AoE, obviously!
It's a pie-in-the-sky ludicrous idea that won't ever happen in this game or, likely, in any other MMO and/or RPG, but I'm adding it to the pile of impossible changes I'd like to see nevertheless. -
I don't think anything needs to be removed. What needs to happen is for all enhancement stores to buy all enhancements at the same value, and for those buy-only vendors in the Shadow Shard and Croatoa to stop buying at a tenfold ripoff. Once all stores buy for the same amount, there will be no runaround. This is already true for stores in the Rikti War Zone and Cimerora, there's no reason it can't be true for all stores.
What also needs to happen is enhancement names cleanup. Leave their graphics as they are, but call them something like Mutation: Damage Increase or Science: Stun/Disorient/Something Duration Increase. Oh, and speaking of "something," take the time to standardise enhancement aspect names. I don't know under what logic "entangle" equals "slow," but please pick one name and stick to it.
I don't really see need for more to happen with enhancements. -
I should point out for the protocol that having a name on the forums or a global name in-game does not entitle you to having that name available to you for your characters on every server you try to log onto. Other people making characters named after you is also not a violation of any rule I'm aware of. The only names any of us have any claim on are names we already hold.
No-one but me can be "Samuel_Tow" here on the forums, though I suppose is someone really hated himself, he could be "Samuel Tow." I have a Samuel Tow on Victory that no-one's ever going to take from me since I don't plan to delete the character ever, but if someone wants it on another server and gets it before me, I really have no say in the matter. -
Yeah, I kind of figured I'd be the only one dumb enough not to use these things
Still, you never know. I suppose I should take some time to explain myself now that I haven't just gotten out of bed.
I don't find that these enhancements are bad, or that giving them to us is somehow wrong. On the contrary, it's a good thing, even if I'd have preferred to pick something else, preferably not tied to Praetoria. I also don't feel that people using them are wrong or evil or cheating or what have you. You guys are doing the right thing. However:
1. I don't like random procs. I never have. If I take powers with random procs in them, like the stun in Thunder Kick, I simply ignore them. I'm definitely not going to slot enhancements with random procs in them if I have a choice, and I do.
2. I don't like oddball enhancements. These are all uniques, in the sense that they have their own names and they'll stick out like a sore thumb until I get to replace them. Don't like that if I can help it, with the only exception I make is knockback protection just because I HAAATE that particular bit of powerset balancing.
3. I don't like slotting for aspects that I'll later take away. These powers all give a not insignificant level of recharge. Taking them away slows me down as I typically don't slot recharge in anything. However, it's very easy to get used to a good thing and notice it a lot when it's gone. I tried this on a low-level Street Justice character, and the attacks were indeed very fast and easy to combo with... For the time being. Think of these like the Mayhem/Safeguard passives - I delete those as soon as I get them.
4. I don't want to deal with Set Inventions or anything like them just on pure principle alone, and these are a holdover until I can get "real" Inventions. I just don't like the system, so I get rid of the enhancements.
All of that said, I'm really not against multi-aspect enhancements. I've always said that if multi-aspect Commons existed that I could buy the recipes for from the University, make with common salvage and slot as many as I wanted in whatever configuration I could think of, I'd use them. And I so would! But these aren't what I had in mind. These are just five, they come with procs, they don't scale up very well and that sort of thing. A whole system of set-less frankenslot enhancements I'd really dig. This just isn't it. -
I don't know what these are called and I don't know what I did to earn the right to have them. I just know that every time I make a new character post Freedom, I receive five Praetorian-themed Damage/Recharge enhancements with a different proc on each, all at DO levels, all of which lose their proc at level 21. I suspect it's a veteran reward thing, but I don't know.
Regardless, do you use yours?
It may seem like dumb question - of course you do! It may, but it isn't, because I know I'm not. I tried using them on Beta, and their effect was quite noticeable, but I dislike Set Inventions for a reason, and that reason extends to these enhancements, as well, and is very similar to my oldish reason for not wanting to use Stamina when that was a choice. I don't like procs even if they help me, I know I'm going to suffer a step down in effectiveness when I swap away from them and lose the recharge, and I disagree with what they represent.
These may not be part of a set, but they are, at least to me, very obviously a way to ease me into using "IOs" when the time comes, and I'm not going to do that. These are beginner enhancements that mimic high-level multi-aspect Set enhancement behaviour in the low levels that I can use at the start and then swap for better multi-aspect Set enhancements when I can afford them, only I won't. I'll swap them for SOs, and in the process lose aspect enhancement and have my attacks slow down, and noticeably. That, and I HATE unique type enhancements that stand out from the rest.
Still, that's me. Are you using your starting enhancements to hold you over until level 22? -
Quote:That's actually how I see it, as well. I know quite a few people were in outright war with Jack Emmert to keep him from "fixing" the mistakes that made the game so fun, unique and cool. Remember that whole "1 hero = 3 white minions?" Yeah, that's out the window now, and GOOD RIDDANCE, but that's just one example of Cryptic believing they were developing one kind of game when they had inadvertently designed something completely different that players were really enjoying, broken designs and all. When you look at City of Heroes, it looks like an innovative, bold, brave game that seeks to stand out from the pack.Of course, that is an extreme oversimplfication, but its still surprising to me nonetheless. Cryptic has problems making the whole enchilada work correctly, but its amusing to me that Cryptic has implemented more good original design ideas by accident than I think most MMO dev teams have come up with deliberately.
When you actually look at the original design INTENTION behind it, however, it's an attempt to create a paint-by-numbers MMO that Cryptic simply dropped on its head and it developed into something wholly unexpected. It took the sale of the franchise to NCsoft and Matt Miller's promise to "give the players what they want" before the people in charge actually accepted that we really did like the game we were playing and didn't require it being "fixed" to be more like other MMOs in order for us to enjoy it. City of Heroes is the result of very poor forward planning leading to a game system which plays out very differently than what was intended and thus very differently than practically any other MMO I'm aware of. That, I feel is its primary strength - it's a game of its own possessed of bold new ideas (intentional or not) in an MMO world of pallet swap game clones.
---
As far as AoE goes, I still maintain my opinion from that other thread - a system of distributing attack damage across all affected foes so that the more people you hit, the less damage you do would be a nice balancing factor, especially if it came with the change to make all single-target attacks have AoE potential. That's neither here nor there, though.
And also because a lot of them suck hard, were made on a shoestring budget and follow the same trite old MMO formula. I'm not saying the one you're speaking of is like this (I haven't seen it, but will), but I played a game called Divine Souls which sold itself as being an action MMO. Thing is, it was a Korean grindfest MMO that sucked your soul for playing it, only it had twitch-based combat in it. A lot of "free" to play games are like this - they're terrible whether you pay for them or not.Quote:In fact, there's more games like this, but they don't get the notice of gamers because of their art style, their MTX based design, the general idea that unless it's a big name it's not worth playing and the general lack of customization. If you look hard enough, you'll find there are games out there that have already broken a lot of the cliches, but gamers are a finicky lot.
Still, there are a few of these that aren't quite as bad, Spiral Knights being one that I'm aware of. What I like more than anything, though, is that whether City of Heroes is actually "free" to play or not, there's still a great game behind the system, and getting better all the time. At one point I was convinced the team was content to squeeze the maximal amount of money from us for the least amount of investment, but I was wrong and for this I apologise. Right now, it feels like City of Heroes is only getting better, and I honestly don't see the need for other games for the foreseeable future, unless that Darksiders sequel comes out sooner than expected. -
Quote:Making a string of powexec_toggleon commands will allow you to repeatedly press the same button and activate all powers in it in sequence from right to left, however. It's a quirk in how the engine works.You can only turn on one power per bind. You can turn off as many as you want, but the opposite doesn't work.
Personally, I'm getting more than a little tired of getting legitimate travel powers for money. I now have more tempermanent powers on my character than all of my build powers combined, and at some point this starts to take over. I do not like it. -
Quote:I was just fooling around, reallyYeah! Next we'll have furless characters dressing in furless skins. Like humans in leather jackets and pants and stuff. Totally weird, yo.
That was a pretty cool costume, as well. I'm trying to justify using that "tube dress" design, myself, but we'll see how that goes. The belt kind of bugs me in that it dips right over the crack of the butt for reasons that aren't entirely clear from its design. I know that's to match up to the top and the skirt, but it looks odd from behind.
-
Somewhat edited quote coming:
Quote:The more different games I play, the more I realise what kind of cosmic collision of chance City of Heroes is. The game started off unintentionally prone to being broken, we snapped it over a knee and then the developers had to scramble to fix it while at the same time not making it any less broken. It's interesting how our unintentionally overpowered characters proved to be the forbidden fruit of MMOs, something all players seem to instinctively like, but also something players really shouldn't have if a game's combat system is to be easily predictable and controllable.I'm not specifically endorsing everything in it (it still a pet peeve of mine people bemoan "balance" while clearly having zero understanding of what balance even is in a game), but I thought it was an interesting coincidence coming on the heels of discussing the general pace of combat in City of Heroes. People do complain about the very things the article writer complains about in City of Heroes as well, but we sometimes forget just how powerful CoH allows us to be compared to *most* combat situations. Three on one is usually a big deal in most MMOs, where as three on one is the norm in CoH, and seventeen on one means you hit the aggro limit and can't go any higher.
City of Heroes, it should be pointed out, is designed around the three hit kill on average; our "DPS classes" can generally two-shot even minions often. Stalker assassin's strikes can one-shot both minions and Lts, and the only reason that's not looked upon favorably in CoH is because AoE can get you a dozen kills in just two or three shots: in a manner of speaking a one quarter of one hit kill.
I was riding shotgun with that column until about the mid-point, where it took a turn down 5th and Bananas and started talking about how the abstract term of "balance" was holding MMOs back and how making MMOs unbalanced and consequently broken would make MMOs more like real combat. However, before the author stepped into the Twilight Zone, there were a few very good points, as Arcana points out, and as we do kind of have covered here.
MMO combat in general is quite boring because it's slow, long, uneventful and a bit too reminiscent of mining for silver in the nasal cavities of your enemies. Ours isn't like that at all. I imagine at one point it was intended to be, but most of our "damage dealers" are capable of ending fights mere seconds after they started. In fact, one of the peak draws of Build Up type powers despite their statistically low contribution is that they make fights that much faster and our characters, by comparison, appear that much more powerful.
The article speaks of Jedi and how they should be these instantly lethal super badasses. And I agree with it to a very large extent. But that's pretty much what our Scrappers already are. Brutes are this to a lower extent since they need time to get going and can't just get up from the conference table when the ambassador turns out to be an assassin, but even they qualify. MMO combat CAN be fun, and not necessarily by making it twitch-based. City of Heroes proves that without a shadow of a doubt. Sure, there are a lot of things that City of Heroes does wrong - I agree with Arcana's take on the folly of AoE - but these are things that are fixable on their own without ripping the guts out of the entire system and sending us back to the stone age fighting one orc for half an hour at a time.
City of Heroes is the freak misfit of MMOs, and it was also my first MMO ever. Back in the day, I was convinced that all MMOs were evil, horrible and treated their players like cattle. I played City of Heroes and became convinced that I was wrong, for here was a game which was fun and treated me like a champ. It turns out I was completely right all along, it was just that City of Heroes was not, for all intents and purposes, an MMO, but rather something which kind of works and sometimes plays like an MMO but is an entity all its own. We've seen competition try to emulate it multiple times now, but those competitors are MMOs through and through, even the one which kind of isn't. As Arcana has said before - City of Heroes is unique because in order for it to work as it does, it needs to be broken in several ways that no developer with a sense of self-preservation would ever repeat. Not only was the fate of how the game turned out a collision of chance, but its existence ensures that it won't happen again. If anything has ever served to keep me here, it's that there is no game like City of Heroes in the world and chances are there never will be.
Now, I don't believe that what problems City of Heroes have can't be rectified in a spiritual sequel without killing the spirit of the game. I just don't think any developer will have the guts to NOT make a WoW clone AoE with a super hero skin in the future. City of Heroes was Rick Dakan's baby and Geko's handywork. It was an experiment that took a life of its own. I don't think we'll see that again any time soon. -
I got logged out of the boards on Tuesday. They wouldn't let me back on until earlier today - Thursday. And even then, it's probably because I "jiggled" my game account password. The logout bug has somehow gotten worse. I didn't think that was possible.
-
Quote:It's a question of game direction and the mentality of the people making it. At one point, after about the 12th month of hearing about nothing but still more Incarnates, I was beginning to get the feeling that this is all we were ever going to get. Not literally "only ever more raids," but what could be described in broader terms as "no-fun time sinks," which is to say game systems designed to keep us docile and addicted without having to spend inordinate amounts of time or money to make enough content to achieve this. I complain at times that there isn't enough Incarnate content PERIOD, let alone enough that I specifically like, but there isn't much room for accusation here - it's a whole new level range that content must be made for from scratch. It's only natural that a complete experience CAN'T be made right out the gate or even any time soon, if ever at all.I'm a bit confused...upset about the game, where it's going and all that....but everything is all fine and awesome now that you have a costume piece or two?

More than anything, it was the Neuron approach of giving us the bare minimum tolerable before moving on to the next gimmick, as though trying to keep us distracted by the shiny just long enough for the next shiny to pop up, ideally so we never have enough time to stop and look at what we're actually doing and how sad everything has become. That's how I saw things - Paragon Studios aren't interested in entertaining me, they're interested in swindling me out of my cash.
Yes, it's a few costume pieces. Yes, it's the promise of a large sword. Yes, it's shiny baubles. But there's more to it than that. It's an ideal, a promise, a very real hope. These are things that, in themselves, can't really make us addicted, can't keep us repeating the same content a zillion times over, can't keep subscribed for another seven years making half a percent progress per lunar month. These are, at their core, toys. Giving me barbarians and cowboys and street fighters and more gives me hope, because it tells me that these guys really do care about making a good game, about making a game people actually play because they enjoy it, rather than because they're compelled to play it through their addiction. It told me the studio still has a soul, and this counts for more than most people realise.
Today it's a girl abs. Tomorrow it will be a buster sword. The day after that... Who knows? But I'm sure it will be something else cool and fun and exciting. And that's really all I'm asking for - something cool, even if it's not statistically guaranteed to get another 750 hours of gameplay per character out of me. These guys are good at making cool stuff, and I'm happy to believe that they're willing to do it now that they've gotten enough iStuff to hold the system together. It's a vote of trust and a vote of confidence that I expect good things, rather than the exploitation I expected before.
Now, a cynic might call me naive, and I probably am. The reality is very likely to be that the studio is no longer looking to make money off endless subscriptions through time sinks as it is looking to make money off toys through ill-advised microtransactions, instead. In other words, the reality may well be that there's no more of a soul now than before and it's just a different way for them to reach into my pocket. I, personally, choose to believe this isn't the case and that these guys really do want to make a great game. But what keeps me safe in my naivete is that even if this were the case, even if this were a plot to get me to spend more, I'm happy to oblige. Because, honestly - that sort of awesome is worth the extra money (which I haven't even had to pay yet). To some, it may be just another kind of ripoff. To me, it's not a ripoff if the price is right for the service.
MMOs are, by their very nature, evil, horrible and treat their players like cattle. They have to, in order to keep us around. Maybe City of Heroes: Freedom will make money more through seduction than through addiction now - and that's a good thing - or maybe now that iStuff is rounded out, there will be more time for other stuff. Either way, if things keep going as they're going now, then I see nothing but good times ahead of us. Short of utter poverty on my end, I no longer see any reason for me to leave the game within the foreseeable future. And that's not something I could have said even as recently as a month ago.
It may not sound like much - and it probably isn't much - but to me, this is a very big vote of confidence that I don't tend to give out lightly. I21 has made me believe in the game again. -
-
I was kind of hoping Paragon Studios would do it better pretty much on sheer faith in the development team. They didn't, and THAT was a stark disappointment. I haven't gotten over it, I've simply chosen to ignore the thing wholesale. When it no longer sucks for me, then we'll see, but that's likely years away.
I hate the Incarnate system, but I should not have insulted the people who make up the development team for it. It's the system and the values it exhibits I despise, but they don't necessarily have to mirror the values of the people responsible for it, as subsequent additions have proven. I wanted to apologise for condemning the whole game and its creators just because only one part of it was some of the worst gaming I've ever had the sad misfortune to be part of. There's still a great game behind my subscription and that is a testament to the great people who make and maintain it.
Playing a furred character who is also dressed in the fur of dead animals seems a bit... Odd, truth be toldQuote:And here's my main, using the barbarian fur pieces and rough leather gloves with white edges.
-
Quote:Arcana speaks the truth. My argument against buying costume slots (for myself) is half that it costs TWENTY ******* DOLLARS and half that I rarely have use of all five that I get for free. Justifying spending $20 on more slots I most likely won't need is difficult, to say the least. Same with enhancement, salvage and recipe slots - I don't hoard, so inventory size only determines how frequently I have to sell, and it ain't all that frequent now, especially when Trainings and DOs stop dropping.I'm more inclined to think comparisons aren't fair when they don't factor in very important situational differences. For example, our slots are more expensive than theirs are, but we get more of them for free than they do. That's not an inconsequential difference, and it plagues most comparisons for most things between the games out of context.
These services are expensive, but we have very expansive cheap alternatives already in the game. -
PK, did you get your disagreement with the EULA settled? I haven't checked back on that since it devolved into a flame war.
Also, while I haven't tried securing names on the VIP server (I don't intend to play there), I seem to have taken someone else's name because a person walked up to me just now and told me "I think I know you." After being asked if he was inferring my real life identity from my in-game character, he confirmed that he was. Whoever "Mother Haggan" is, I apologise for stealing your name and/or your appearance and making you evil. I did not know you existed!
I do know Diamanda Hagan exists, but that's not really close enough if you know who she is. -
Quote:Normally, I'd say "just customize all of your powers to match each other," but I have no reason to expect that the custom bubbles are not still bugged despite me reporting them about five times via at least three different channels, so... I don't know. If you do try to customize them, though, note how people have the tendency to jump and step out of their bubbles as their powers animate, because the bubbles are locked to character position, rather than to character model.My biggest complaint with power customization? I CAN'T MATCH "ORIGINAL" COLORS.
On my force field/energy defender, I wanted to make the energy blasts with the same colors and the force fields (which I didn't change). But there's no way to find out what the Original colors are. As soon as you hit Customized, some sort of random colors comes up. Which then requires me to trial-and-error my way into matching the colors.
(I've had to do this for several characters. The above is just one example. And I'm rarely pleased with the results, even after several iterations.)
--NT -
The servers are back up. I still haven't decided what to with Brutticus, if anything, but here's what I made of her quick-like:

It's not very muscular (sadly), but it does display muscles in texture and bump map, and that's more than I can say for the smooth, flat skin of the base model. -
Here's what I'm thinking - they said that to get power customization for Pools and Epics, they'd need to do a lot of UI work on the costume creator. They just did a lot of UI work on the costume creator. So what else is there to do? Almost all Epic powers that need customizing already have custom options in the powersets they're borrowed from, and pool powers could get at least SOMETHING. I'd get it if these just took a lot of work and were still being worked on, but the way I see priorities right now, they AREN'T being worked on at all. Not a priority.
Personally, I'd have power customization for Pools and Epics before I had a singe new powerset, because it would make my existing characters a lot better looking. -
Quote:That's a good way of putting it. We're a pretty unpleasable fanbase around here, but even though there are a few people still left bitter, the overwhelming sentiment I've seen for the Issue has been positive. I don't know if that's because lots of people can't post on the boards or what, but it's a far cry better than most regular Issues. No-one's every completely happy with everything, but it seems like this time around, people are focusing on what they're happy with and not dwelling on what they hate.In my opinion, the devs pulled off a helluva feat this time around. They released something that the majority of players are happy with. I'm sure there are some sour grapes, but so far I haven't seen much doom on the boards.
I know I am. -
Provided the Market never gets anything else that's more interesting, which it will. I'll always pick costumes, powersets, missions and such over shelling out the price of an entire retail game for one extra row of enhancements that I somehow did just fine without up until a couple of days ago.
-
You know, I was down on the set based on that horribly selected PAX pic, but the actual set is amazing! Pretty much everything that WASN'T in that pic for females is amazing, especially the male shoulders and the boots.
Wait, let me rephrase that:
Especially the MUSCULAR CHEST thank you David! It's a tad hard to use since it's a strapless bra that seems out of place on my large hulking brute, but I can work around this. Probably use the Steampunk chest detail. It would be easier if at least one of the Barbarian female chest details didn't hide the abdomen - what's the point in playing a girl with abs if I can't see them? - but there are always options. The male belt straps would help, but again - there are options, which is more than I could say before.
I honestly love this whole set. The fur designs are very good, even if I'd have preferred fur items, not fur-trimmed ones, and I think I finally have my winter gear for Brutticus. I'm still trying to figure out if I can incorporate that fur trim for her regular outfit (pictured in the link) but I probably can't. I might want to swap tiaras, though, the new female ones are very good.
I'm told the Barbarian Sword for females is not small, but I haven't seen it for myself. The shield is kind of small, though, but maybe I can use it on another design, one with a more modern flair, instead of the bland Round shield.
For males, the set is quite interesting. The shoulders men and women share are AWESOME, but I have to admit I really like the male ring bands, as well. I wish women had them. The loin cloth and the metal belt are what's really amazing, though - props for that. The male boots and gloves kind of look like the Santa boots and gloves, though. Maybe a little.
I'm disappointed with the Barbarian axe, however. It's dinky and tiny, even for men. The Legacy Battle Axe is much more barbarian-ish than that. This one looks more like a native Indian tomahawk or some such. The mace and warhammer are pretty cool, though, in terms of design, but they're also very small. The warhammer looks almost lightweight and the club, which chunky (that's a good thing) is just so, so short. I know they're one-handed weapons, but the barbarian sword doesn't suffer from such shrinkage and that's a one-handed weapon, too.
Overall, this set is aces. There's little more I could ask from it, aside from porting items between the models, and possibly a "girl abs" chest detail for women. Either way, the set's great!
*edit*
And before I forget, a lot of those costume pieces work perfectly well with designs OTHER than Barbarian. I'm using the Barbarian Metal shoulders for Stardiver, for instance. That's the right way to make costume sets - make them internally consistent, but build them with an eye on prospective other uses and with how well they interface with existing sets.

