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Quote:Yeah, David, I have to side with the others here - "metal" isn't always synonymous with "reflective." Off the top of my head (and with the help of about 60 seconds of Google image search), I can come up with the following examples of non-reflective metal: an M1A2 Abrams main battle tank, a Komatsu D575A superdozer, a ye olde wood stove and a run-of-the-mill shipping container. What you have to remember here is that you're not just making brand spankin' new shiny tech that just came out of the spray booth. Some of these metal armour suits have been through hell and back and would be scratched up, dinged up, dirty, rusty, dented and otherwise worn out. Not all of them have to look like they stepped out of an art deco paining.Options are great, and I think everyone's made a good case for a non-reflective Metallic-type set. Best I can do is to pitch it as a Quality of Life improvement addition for a future issue, but I will do that.
Also - and please understand that I say this with the utmost respect to you, David - I feel that you are a bit too focused on literally and figuratively "shiny" new costume additions. Whether we're talking actual shininess and reflectivity or just general complexity of detail, striking visuals or anything else that turns heads and catches the eye, you seem to all too easily neglect the simpler, stylised, basic costume elements that make characters great. Ghost Widow comes up in your poll again and again not because of her flowing hair rig or the shiny tights or the high-resolution textures or whatnot. She comes up because her design is simple, elegant and memorable. I get the feeling that the mentality around the studio goes along the lines of "Why have metal armour when we can have reflective, shiny, bump-mapped, glowy, ornamental, decorated metal armour?"
Sometimes, less is more. Sometimes, simpler designs without overbearing fancy effects are the most appropriate thing. Sometimes, simple flat colours work better than complex textures. I mean think about it - when was the last time the art team produced metal armour comprised of large smooth plates without some kind of abstract ornamentation to them? The last one I can thin of, really, is Armour Plate from back in 2004, possibly Techbot from 2005. Enforcer only partially counts, since only the chest is flat metal plate, with everything else being ornamented.
Please don't take this as a putdown. It really, really isn't. And don't take it to mean I don't want new fancy costume items. I LOVE the glowing wings tech. I LOVE the reflective Valkyrie pieces. I LOOOVE the glowing resistance gear. But that's not all there should be. Simple, stylised, basic costume pieces cannot be put by the wayside or, worse still, taken out of the game. People cling on to their old pieces not because they're great (most of them aren't even good), but rather because they represent something that the current art team doesn't seem interested in making more of - simple things. Just an easy example: While I appreciate the glowing, spiky, detailed, ornate Ascension shoulder pieces, I still want "just medieval shoulders." Do you remember Romulus? Do you remember what shoulders he uses? Slightly touched-up Gladiator shoulders, only he uses the big shoulder on both sides. Far more than the Ascension shoulders, THAT is what I want - just a simple big Gladiator shoulder on both shoulders. It looks cool, it looks big and I could SO use that, but we've never had that in the game, I assume because it's not fancy enough.
Please don't put a lower boundary that "Your piece must be at least this---> awesome to be made." Not every piece you make has to turn heads. -
Apologies for cutting your post down, but:
This is what it comes down to, really, and what needs to be understood before we can have a FUN villainous experience. In real-life, no-one wants "evil" people to win. We don't root for murderers, robbers and kidnappers, we don't want to be shot dead while shopping at the mall, we don't want to feel threatened just walking down the street. In the real world, we're concerned with comfort and survival, and not necessarily in that order.
Video games are not the real world. I can't speak for literally everyone, but quite a few people play games both to escape from the real world and to have fun. As such, rubbing the real-world horrors of villainy in my face as I play is not going to give me an enjoyable experience. This is really what it's all about - I pay to play this game so that I can have fun, and villain-side is specifically designed so that it's NOT fun. Take my word for it - I'm not going to be very excited about subscribing to a game that seeks to torture me.
I don't care about the morality or ethics of villainy. I play a villain for the same reason I play any game - to have fun. It's the developers' job to figure out how to make a villain-centric game fun to play, and there is no excuse for their failure to do so. Not real life, not morality, not life lessons. If you can't make your game fun to play, you shouldn't make a game in the first place. If you chose to make a game about perpetrating evil acts, then you god damn better figure out how to make those evil acts fun and entertaining to a broad audience. -
Serpine's Ghost Falcon: I really do like the design, but not the choice of sliders and I believe base model. Ghost Falcon is supposed to be a normal-looking guy in power armour, and the one in the pic is just... Fat, honestly. I'd say drop him down to the Male model and don't make him too muscular. Instead, rely on the bulk of the Armoured torso and legs to provide weight.
I'm also not sure if Ghost Falcon really needs a redesign. He looks pretty good to me, goofy Golden Age cowl aside.
Serpine's Jonathan St. John-Smythe: That's a pretty good design right there, just, ah... Try to make him look a little less evil
I know the old man faces are kind of all evil-ish, but you picked the most menacing-looking of the lot and made it even more threatening with the sliders. Give him a rounder head and a gentler chin so he looks less like an anime villain 
[b]TsumijuZero's Valkyrie:[b] I love this design. Sure, it doesn't scream "valkyrie," but then neither does Mynx scream a minx to me, nor Bastion either a citadel or bastion. Nor, for that manner, does the Statesman look like a statesman. At first the design looked a bit hodgepodge with the mismatched pieces, but I found reason to the distribution. About the only thing I'd swap out is the gloves and possibly boots. Either go with Justice gloves or outright swap to Alpha boots and gloves. These look pretty when used as tech.
Terra Green's Penny Peterson: That's a pretty solid attempt, but "teenager" can be something from 13 and up, and 13 is still a little kid. I'd still like to see her drawn up as a child, so I don't agree with the extra height. Or the breasts, but there really isn't anything you can do about it in the costume editor. One assumes the art team should be able to, though. Beyond that, the costume is solid - simple pants and shirt design, just like it should be. I'm not sure if we don't want to get rid of the pigtails, though. They're a bit caricature, and have been even on the old model. Yes, a little girl with pigtails is classic, but... Not THESE pigtails
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I think I finally put my finger on why your Troll designs bother me (I didn't want to criticise until I had something constructive to say). Turns out it's a pretty simple reason - their clothes look too clean, too new and too good. The vivid colours you're using speak more to fashion-conscious, teens who put on bombastic outfits because they looked good, as opposed to brain-dead thugs who probably sleep in their clothes.
I think this should be fairly easy to fix, though - simply pick much more washed-out colours, especially for the jeans. "Blue" jeans are only really blue when you first buy them, but the longer you wear them, the more they wear out and turn white. Leather jackets, as well, should be paler and more washed-out, simulating dusty, dirty leather that's drying up and cracking up. Failing that, try picking very dark colours. Not quite black, but dark brown pants or a dark blue shirt are better at giving off a menacing vibe as opposed to bright, contrasting primary colours.
Beyond that, though, I like your designs. -
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If it's any consolation to you, I fully approve of you ruining any ricktrolls you come across.
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Quote:This is like Fire Swords in a Fiery Melee set - yes, you can explain it, but it's not necessarily a package that intuitively goes together. If I take Super Strength (just to perpetuate that tangent), all I'm really choosing is attacks based on super-human strength. In this regard, ripping chunks from the ground, stomping my foot or sending people flying is all within context. But if you assumed, for instance, that any super-strong character would also have to be super-tough (required secondary powers) and therefore put in a power in the set that revolves largely around being tough... That's now out of context.Concept wise though: Invisible characters can make light pass through them as if they were not there. Intangible characters can make matter pass through them as if they were not there. It's not a huge leap to put them in the same pool.
This is actually largely the case for Shield Defence - because passive powers could not force you to have your shield out, they couldn't be concept-specific to the shield, so the next best thing Castle and BABs could do was to make Shield Defence passives revolve around the physical fitness of the character, rather than any direct result of having the shield. As a result of this, every shield user is hard-coded to be extremely tough, and that's somewhat limiting in terms of concept. Unfortunately, in this case there was no way around it.
Another example, actually, is Dual Pistols. Having and using pistols in no way requires one to be acrobatic or super-fast, yet Dual Pistols -> Hail of Bullets still has effectively super reflexes level of dodging while the power is taking place. Because the set's animations are so fast and acrobatic, people sort of assume every character using dual pistols would have to be, as well. Understandably, those who want to make Wild West gunslingers or no-nonsense thugs are left disappointed as the specificity of the set writes them out of the picture.
In much the same way, lumping invisibility and intangibility together strikes me as an unpleasant decision. There are far too many concepts I can think of which want one but not the other to mention, but the reason I have so many is that invisibility and intangibility are not, practically speaking, the same thing. I'm really not sure what powers you could make around an entire intangibility pool, though I suspect at least a couple could revolve around phasing enemies for short periods of time, or possibly debuffing them. -
And that's a bad attitude to take. I firmly believe that the first step towards coercing a Free player into becoming a Premium player is to get them to stick around and invest time into the game. People who get into "free" to play games don't do so with the same mentality as a player who out-and-out purchases a game. They get into these games, a lot of the time, to see if they're worth playing to begin with. If you can convince a player that, yes, THIS game really is worth playing, only then can you realistically go out and start convincing said player to pay money, too.
I've already paid money to a variety of "free" to play MMOs, from Spiral Knights to World of Tanks, and almost every time this has happened several days to a week after I first started playing them. If I wasn't having fun with said games, I'd never have gotten to the point where I felt like the games were fun enough to invest money in.
Treating Free players like garbage is a bad way to get them to become Premium players. You can't run a "free" to play game the same way you run a game which requires you to purchase it first. That makes the Free option meaningless.
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And on the subject of the villain experience, I'll try to express my stance in a single sentence:
Playing villain-side should make me leave a session as happy as if I've played hero-side. And right now, it's intentionally designed to do the complete opposite. -
Quote:Isn't that kind of the point of the suggestion, though - to communicate the idea the art team has before it's actually instituted? If you showcase a design and people go "YAY! WANT!" then there's very little chance the final in-game design will be rejected. Sure, some will cling onto minor details, but the whole design is pretty much safe. If you showcase it and people go "Meh. Decent." you're still pretty much safe. Some will like it, others won't, but few will be outraged. But if you showcase a design and get an overwhelming reaction "NO! NO! DO NOT WANT!" then that might be a good time to reconsider if the artistic direction really is right.There's a problem with that...concept art is just that...something designed to communicate a concept or an idea. The finished product very rarely has a strong resemblance to the concept art.
Obviously, no-one on the art team should be beholden to what we say on the forums. Most of us are neither artists nor game developers, and few of us are aware of their own preferences and desires in any coherent way. In a lot of ways, we depend on the art team to give us something good that we often didn't even know we wanted and supplant our imagination with their talent of creation. That's how it should be. But sharing concept art with the wider community can only ever be a good thing, as it generates opinions and feedback - feedback, more specifically, at a time when it stands a chance of being relevant. -
Let me give you a somewhat pertinent example:
I am a fan of ThatGuyWithTheGlasses.com, and Channel Awesome in general. To the best of my knowledge, all the videos of all the participants in Channel Awesome are hosted on Blip.tv, which likes to show commercials at the start of each video. You'd think a 30-second commercial wouldn't be too bad at the head of a 25-minute reviews, but it is. Seeing a commercial once, that's not too bad. I'm a patient man. Seeing it 20 times, that gets old fast.
Actually, here's what happened to me right now before I came to the forums. I went to the site and noticed that Film Brain, the Cinema Snob, Phaelous and Mike J all had new reviews posted, so I sat down to watch all four reviews in a row. It's the weekend, after all, I have a couple of hours to devote to comedy reviews. Luckily, there were no commercials this time, but if there were (well, "was," as in singular), then I'd have had to watch the same commercial four times. By about the fourth time, I'm yelling "Get on with it!!!" at my screen as I sit back and wait for the "Ad will end in XX seconds" counter to count down. Ugh!
Ads, commercials and sponsored content are something I DO NOT WANT. For one, it is as I explained - they get really old, really fast. For another, I don't want my in-game immersion ruined by completely unrelated commercials, like Acclaim's "free" to play MMOs are (or used to be, I haven't checked recently). For another still, I want to keep real world money as obscure in the actual game as I can. I come to City of Heroes to get AWAY from the real world. I don't want it rubbed in my face. -
I know I had at least three characters with 750 hours on them about five years ago. I've since made and deleted plenty. I'd go check, honest I would, but I have around 50 characters, 9 of them are 50, 4 50s have been rerolled besides and I'm a bit too lazy to go hunting an M-name citizen when those seem to hide when I need them. I'd give myself a good ten thousand hours across all of them, though, between the 50s and the 40s and the rerolls.
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Really, I don't mind the joke. If I made a big deal out of everything that bothers me, I wouldn't get time in the day to do anything else. This one, however, bothers me because it makes posts harder to read. If it were just a single instance of "pancake" instead of "PANCAKEPANCAKEPANCAKEPANCAKE," I wouldn't mind, honest. Hell, I could even live with PANCAKE in all caps. After all, the in-game censorship does <bleep> and <@#$%!> and no-one minds. But a long all-caps uni-word just makes things hard to read, and that does irritate.
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Quote:And you don't foresee how saying this can make me even more grumpy? I hate Internet memes. I hate them twice as much when they get shoved in my face, and auto-editing my posts because a mod wanted to be a comedian is pretty much the definition of shoving it in my face.Sam you need to lighten the PANCAKEPANCAKEPANCAKEPANCAKE up.
Not to mention it's somewhat distracting. -
This is pretty much the opposite of funny. The regular word censoring served a purpose - to censor unacceptable language, but still leave posts largely intact and readable. Inserting repeated all-caps words like my browser is suffering from Tourette syndrome is crossing over from the realm of the unfunny and entering the realm of difficult to read. I can appreciate or at least ignore a bad joke when at least it doesn't get in the way, but this is actively prohibiting me from reading some posts, just because the forums have decided that "PANCAKEPANCAKEPANCAKE" is a curse word but "dick" isn't.
Kill Skuls was funny because it started with a funny story. Well, it was funny for a day or two. The lesbian Hellion motherfather and the deth kick were funny because they started from funny bios, and those managed to be funny for a few weeks simply because they were harder to use in a sentence. This was never funny to begin with, unless you're five years old and believe yelling random words is PARSNIPPARSNIPPARSNIPPARSNIPPARSNIP funny. And it isn't. -
Quote:Err... How? When you pick Super Strength for a Brute, you have to take either Jab or Punch. You cannot make a character without taking either of those powers. Also, I'm not sure why you're picking on an offhand comment that has no purpose other than to say "I can accept prerequisites."On a brute, that's not true at all. You can take Haymaker without taking either Jab or Punch.
BABs explained that it was just a lot of work to rig a power like that. Brawl, purportedly, is the most complex power in the game because of how its animation is set up. BABs also explained that while this wasn't in the slightest impossible (when I suggested this be done for Kick and only Kick), he knew such a change would spawn requests to do this to all other powers that put weapons away, which he didn't ever foresee having the resources to do.Quote:1) - Fighting. I don't see any reason why the attacks couldn't use similar animation to brawl, which doesn't cause you to sheathe your weapon. (Brawl even has a kick animation for if your character is holding a bow.)
Giving me a power I can use on myself as a prerequisite would solve the problem, really. I have no use for second-rate team-only buffs on a Scrapper or a Brute. Giving me something that I could buff myself with as a prereq, that I could go with, even if it's not very good.Quote:2) - Medicine - IDK. Some people never team. I myself only take medicine on toons that are going to have pets at some point in their lives. (Perhaps a good workaround would be to add a pet pool power set, so everyone can make their team powers useful in single player.)
I personally feel that Phase Shift is just out of place in the Invisibility pool. It's not an invisibility power, it's an intangibility power. There are characters who can turn intangible while never being able to go fully invisible, and it is just these characters that I'd take Phase Shift on. By contrast, almost none of the characters I can think or conceive of who CAN turn invisible can also turn intangible. The conceptual link there is very tenuous.Quote:3) - Invisibility - I don't see a problem. Maybe they should improve the self concealment power so it does something Super Speed doesn't. (Other than add between 1 and 2.5% defense, that most builds won't notice.) Even just consuming less end would be an improvement.
I'm really not sure why the Fear powers are considered so strong here. They're very crappy control powers using an effect that's not all that consistent in its mitigation, yet both of them cost A LOT. I realise that something like Touch of Fear is a powerful tool, but Intimidate ain't it. Its duration is short and its recharge long. It's good as partial control of a single enemy, but hardly something I see as overpowered. I can totally see the single-target taunt and fear powers being moved to first and second position with the AoEs needing to be unlocked. -
I do agree that Freedom is probably going to be one of the most significant Issues in City of Heroes history and almost everything in there is top notch as far as I'm concerned. I'm keeping a lid on my enthusiasm so far as that tends to make me needlessly impatient, but all I see in Freedom is just good stuff.
I'm also working on a formal apology for some of the things I've said in regards to the game's direction and the development team's approach. I have been for some time, actually, but I figure it's best wait until I've actually seen what's in Freedom first hand and played with it. That way I know I won't end up being a dick by taking some of that praise back. But if everything works out like I suspect it will be, then the last year of pain and suffering will have been worth it. -
Quote:And I hope you're not surprised when things suspiciously like them end up in the game anyway. I'm pretty sure Halo doesn't own the patent to what is essentially a glorified steak tenderizer/axe blade hammer. I have one of them in my home.Spaz keeps posting "idea" pictures that are owned by other companies, be they other MMOs, video games, manga, anime or other.
I hope he's not disappointed when exactly zero of his suggestions make it into the game...
Wait, scratch that, let's try again: I saw one of them in the Freedom promo pics. Yeah, that's better. -
I went over this recently, but for completeness' sake, I have to say I agree... Partially.
For powers defined more by their element than their animation, I would very much like to see a common pool of options that crosses between most elemental and energy type powersets. The Air Superiority animation is already in practically every set out there, so I don't see a problem. You want to have an entire set of all Air Superiority? Meh, who am I to judge? So long as the power is defined as "hit <enemy> with <element>" but exactly HOW you hit the enemy isn't central to the power, then I honestly don't mind. Want a Fiery Melee with all fire swords? Go right ahead. Want a Fiery Melee without Fire Swords? Sure, why not.
However, for sets which are not defined by the element or energy with which you hit people but rather by the manner in which you hit people, that's where I feel their animations need to be unique. Sets like Martial Arts, Kinetic Melee, Dual Blades and Dual Pistols are less about "generic hits" more defined by their element so much as they are about specific hits in a specific way. If these sets are given custom alternate animations, they need to be unique to the set. For instance, if Martial Arts were to be given another full set of kicks and another full set of punches, they need to be unique to Martial Arts and Martial Arts ALONE. If Kinetic Melee needs other more acrobatic animations, it needs to use its own.
The reason for this is I pick Fiery Melee for the fire, but I pick Martial Arts for the martial arts. If I could get Martial Arts AND Fire, I would have very little reason to pick just one or just the other.
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Incidentally, I feel the same way about blast, control and support sets. As a point of fact, go through the buff sets and count animations. I'd be surprised if you found more than five or six unique ones. That's five or six animations shared by more than five or six entire sets. The reason this isn't as eye-pokingly obvious is because these sets are defined by their effects, not their animations. When it comes to Blast sets, I would not be horribly put off if all of the energy and elemental ones were given the same animations, since what defines them is not how you point your arms but rather what shoots out of them. -
Personally, I like the idea of being able to fill a slot with a "placeholder" that has limited effect, but which you'd really want to replace. It would mean that new characters would have an easier time slotting up, and your enhancements turning red wouldn't be quite such a disaster.
On the flip side, I'm highly against removing Trainings. Without them, NOTHING would drop before about level 10, and that would be a big mistake. Furthermore, it would take away people's ability to slot +3 SOs, which is now very doable. The difference isn't very pronounced, but it's there.
Really, though, if we want to talk about experimenting with slotting, Training-level enhancement values ain't it. By far the biggest factor when slotting is ED, and ED doesn't really kick in until SOs and above. Sure, you could let a new player experiment and become convinced that a 1ACC/5DMG is great slotting because it makes attacks very powerful with SOs, only to discover later on that this gets hit with ED quite hard. In fact, this has been a big problem for me in bringing new characters through the levels - I can never quite tell if my endurance slotting is enough or not because I'm using weak enhancements and so have no real idea of what I'll be seeing towards the mid to late game.
I'm honestly not sure that a better idea won't be to just have a nominal-price vendor selling level 5 Common Inventions but nothing above. -
I believe the problem has to do with activation sequences. BABs explained long ago that each weapon came with its own activation sequence because each weapon came with its own subtly unique animations. When you pull out a sword, you run much the same as you did before (for guys, anyway), but you do so with a closed fist. And because City of Heroes has no capacity for animation blending, this is an entire separate full-body animation. The activation sequence, therefore, is designed to dictate which animations the model plays for basic actions like running and jumping.
This was pretty evident when Shield Defence was first being introduced, as its activation sequence wasn't very complete and would leave out certain actions. Jumping forward in water with a shield and sword out, for instance, would play the empty-handed animation, causing the sword to be "held" in an open hand and go through the head. A while later, the "with shield" jumping animation was eradicated entirely, so jumping forward with a shield caused you to run in mid air.
The problem with activation sequences is that if you use a power, this power has to either have an animation appropriate to this activation sequence, or it would have to force its own activation sequence, overriding the previous one. BABs made Walk in his spare time, which more than likely means he didn't integrate it into the basic "left foot forward" combat stance activation sequence. What this means is that if you allow powers to be used with Walk, they'd try to override its stance so they can fire and stop you from walking, but the toggle would try to force it back on and I don't even know how that would end up working. I don't think it's a question of redoing every animation to work with walk so much as it's a question of hooking Walk up with an duplicate activation sequence for every one that exists in the game so that you can be in a combat stance but still play the proper animation.
And, really, there are quite a few of these. There is basic, basic + shield, right-hand weapon, right-hand weapon + shield, right-hand rifle, left-hand weapon (katana), left-hand weapon (Archery), dual weapons (Claws, Dual Pistols), dual weapons (Dual Blades) and probably a few I'm forgetting. I doubt it would require actual animation work to do, since all the existing animations are applicable, but it might require a lot of fiddly technical work that BABs didn't have the time or inclination to do in his lunch breaks. If this is ever made official, it might change, but I doubt it.
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As to why Walk suppresses all powers, I believe this is so as to enforce a strictly defined walkingspeed. I recall there were players who moved I think twice as slow with Walk on thanks to some kind of inventions-related speed debuff... Or were there some who moved faster? I think the simplest way to rig this was to just disable ALL powers, rather than just fish out specific movement-affecting powers and end up invariably missing some. I'm not sure why BABs couldn't just suppress all buffs currently affecting the player, though I guess there may not be an easily-accessible system for doing this. I do know that ALL player powers are disabled when the player is put in the mode "Disable All" and I'm pretty sure that's just what Walk does. I haven't checked, though... -
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Just for parity's sake, I would indeed like to see patron pools on the hero-side, as well, but from whom? If we broke this down to the individual characters, well... There are a zillion of those. There are the surviving EIGHT (granted, soon to be seven), the however many Vindicators, the four or so characters from City of Hero (Foreshadow and Mirror Spirit are already in the game) and so forth. To just pick and choose from those wouldn't be good enough, so I propose something different. How about earning the favour of entire groups? To this effect, I offer the following "Patron Groups:"
The Freedom Phalanx
The Vindicators
Hero Corps
Vanguard
Midnight Club
I'm not sure what any of these groups would offer in terms of powers, I just feel that we have enough entire factions to make this work. -
Quote:It also doesn't account for the fact that "The Final Countdown" was already playing in my headphones.And it doesn't even work! I've got "She Sells Sanctuary" by The Cult in there now.
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I'm not against revamping the Epic pools, because I agree - Dark and Weapons kind of suck. However, I don't think the OP and I are on the same page as to what constitutes "good" powers. Scrapper Epics are not ranged attack sets, they are control sets with ranged attacks in them. Even the Patron Pools they get from Stalkers aren't all attacks. I'm not sure if I agree with this or not, but that's how they're designed and that's what we should judge them by.
I find "Weapon" Mastery to be underwhelming because it doesn't really have weapons in it. I'd have expected a bow (which didn't exist at the time, granted) or guns (we had single pistol and rifle powers back then). What it IS, by contrast, is Devices, more or less. With the addition of a fifth power, it became even more like it. The shuriken powers just don't thrill me, personally. I mean, OK, the one shuriken, maybe, but, but the exploding one? The hell? Why not have a barrage of them? OK, I know that when Epics were made, it was on player complaint that "What, so in the 10 new levels I get to take the powers I didn't want before?" so they couldn't really afford to add much new artwork, but we got Cryo Freeze Ray, didn't we?
I really don't mind Weapon Mastery's balance, though. Web Grenade has a recharge debuff on it, so it's good for that and Caltrops is not a damage power, it is a run speed debuff. Aside from wolves and other "fast" enemies, with enough debuff in the thing you can more or less slow a whole spawn to a crawl. It's useful for making a retreat if need be, it's useful for sewing chaos among enemies and it's useful for keeping them from scattering too fast, which can help tremendously with lower-level enemies like those of the Steel Canyon fires.
Dark, on the other hand, I hate because it's just stupid. I get that Epics are not attack sets, but this is just... Ugh! Dark already has a ton of support powers. Why can't we have had a decent AoE or cone? Torrent is just offensive. It should have been put in a support slot, not a damage slot. I don't actually mind Dark Blast being in there because A) it looks VASTLY better than Gloom with the damn skull thing which I hate and B) it delivers its damage instantly, as opposed to over time, which seems to be Dark's "thing." The only thing I'd like to see happen to it is for Torrent to stop sucking.
When it comes to Pyre Mastery, I actually really like both the immobilize and the hold. They're not THAT useful on a Scrapper as status effects, but both of them do some SERIOUS damage, which is always a plus. And Body Mastery's Conserve Power, though on a long recharge, is still very useful. Yes, granted, a constant endurance bar increase is useful, but for the time it's active, Conserve Power has a MASSIVE impact. Even before inherent Stamina, I was using it to fight enemies with heavy endurance drain and run the old super-expensive Focused Accuracy (it's much, much cheaper now) so I value having a safety net for when my end drops like a stone. -
Quote:I feel the central, serious fail of villain-side stems from what I can only describe as a profound lack of understanding of what makes a "good villain" on the part of the development team, and this goes back for years. I know Golden Girl would say something to the effect of "Crime doesn't payBelieve it or not, playing a "villain" can make players feel incredibly uncomfortable. Just look at the feedback given when the Tips missions were first introduced, and then the Vigilante to Villain tips were added in. Some players where a little more than disturbed over what their avatar did / was doing.
" but seriously - why is all of villain-side designed to be purposefully unpleasant? Honest question here.
When I play a hero, the game is uplifting, hopeful and positive. I save the day, people who deserve good things have good things happen to them, everyone is happy in the end, and I walk away with a light heart, feeling good about myself. When I play a villain, the game is dirty, rotten and depressing. I ruin lives, defile innocence, crush dreams and break hearts. In the end, everyone is broken, hurt and hollow inside, everything is dark and glum and I walk away feeling physically sick. What the hell, writers? Do you honestly think I play your game to destroy my mood?
What makes a good villain isn't the torture, murder and mutilation, it isn't the depravity and brutality. I didn't choose play a villain because I watched Salo but think it wasn't quite disgusting enough. I didn't choose to play a villain because I'm rotten on the inside who wants to enact his perverse torture fantasies in a medium where I won't go to jail. I DID NOT choose to play a villain for the evulz.
I chose to play a villain because SOME villains are cool. I chose to play a villain because I watched Super Robot Monkey Team Hyperforce Go! and thought the Skeleton King was cool in that he kept coming back to life even when he got killed. I chose to play a villain because I watched the Teen Titans cartoon and felt that "Slade" was a powerful, cool villain who was always on the ball. I chose to play a villain because I watched the Swat Kats and felt that Dark Kat's deep, booming voice treatment as THE villain was awesome. I chose to play a villain because, sometimes, villains are cool.
Funny enough, I'd say Dean McArthur is probably the best kind of villainous contact in the entire game - he's a sort of slimy lackey who's working for me, and enthusiastically, and who sends me on missions of more defined by ambition than by evilnessnessness. Playing though Dean's arc and then through Leonard's arc leaves me with a fat grin on my face and a song in my heart. Sure, the kind of satisfaction I get from screwing over Protean is probably not entirely virtuous, but damn if the guy didn't deserve it.
THAT is what the villain experience should have been - uplifting, self-satisfying and more than a bit arrogant. Even the most virtuous among us still succumb to arrogant pride from time to time, and THAT is what the villain-side content should be. If a hero is morally superior to his enemies, a villain is "simply better" than his enemies. In all cases, making the players happy should be the goal. It is expressly because City of Villains is written to depress that you see so few people care to play a villain. Oh, sure, there are a few for whom the game won't be "evil enough" until we can murder civilians and wear their severed heads as hats, but by and large, people won't pay for a game in order to be depressed.
*edit*
Censoring words by replacing them with "PANCAKEPANCAKEPANCAKEPANCAKE" has got to be the worst, least productive idea in forum moderation since my sig was removed because it said "Other games." [censored] was a good way to remove a word but still keep the sentence meaningful. By contrast, randomly PANCAKEPANCAKEPANCAKEPANCAKE inserting PANCAKEPANCAKEPANCAKEPANCAKE into sentences just makes them hard to read.
This is not funny, mods. -
Please understand that I don't actually want or care about rocket boards, so I'm probably biassed. I'm not trying to troll so much as I'm just not very excited about this particular topic.
Still:
Quote:1- How many here would like to see Rocket Board as a Power Pool with 5 powers, befitting a Travel Power Pool?
Meh. A "rocket board" is a single power - you travel around on a rocket board. Everything else about it goes into "shield melee" territory.
On the flip side, I DO NOT want to see this as just another throwaway temporary power. I have eleventy billion of those and I'm sick and tired of getting more and more powers that bastardise the powersets/pools/epic system. I want it added to the game as some kind of more meaningful power, if necessary as part of a pool, so that this can be drawn up as a costume item, because...
This needs to be customizable. Not just a selection among five different "rocket board" powers, I mean genuine customization. You take the power, you enter the costume editor and customize the board. You pick between models, you pick the colour of the models and possibly even the effect the models leave behind. "Board customization" needs to look like weapon customization. Anything less would be disappointing.Quote:2- How many here would prefer the board to be customizable, ie, coloration and form?
Attacks are not gonna' happen. City of Heroes has static animations with no ability for animation blending, as per BABs in those exact words. What this means is that each power animation needs to start from a predefined stance, play out and return to a predefined stance. In turn, what this means is that each stance requires its own unique animations for EVERY attack in the game. Ninja Run and Beast Run sort of get away with it, since they essentially self-interrupt and return the player to the default "left foot forward" stance for as long as you keep attacking, then return you to the hunched-over stance of each.Quote:3- How many here would prefer that Rocket Board didn't disallow attacks and detoggle you, or would you be happy enough to keep the toggles?
This can't work for a rocket board, however, since for one, the flying animations use a VERY different flying stance, and for another, the rocket board would need to disappear. What's more, with rocket boards being a prop, it means attacks would actually require a separate activation sequence like with weapons, or the board would have to disappear every time you did anything else. Essentially what needs to happen for combat to happen while on a rocket board is like what needed to be done for shields, but ten times more work. First of all, Shield Defence needed its own new tech to keep the shield out at all times and mix its own activation sequences with those of other weapons. Secondly, it needed unique "with shield" animation for everything. However, a lot of those animations were nearly identical to their stock counterparts, because shields used the same basic stance as normal attacks. For Rocket Boards, they'd need much brand new animations for everything.
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I suppose the only way I could see combat while flying on an aerial platform is to have the character retain an exact copy of his ground animation, but standing on the flying platform. That way, you can just reuse all of ground animations, but pass them off as aerial combat. I'm not sure if David would be interested in this, but I'd be interested to see it. If the platform is big enough for the character's gait, then technically, this shouldn't take anything unusual to make work.
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As for toggles, yes, I want to see us keep our toggles with both rocket boards and Walk. Outside of a few specific model-skeleton-altering toggles (Granite Armour, White Dwarf, etc), there's no reason that I can think of to knock out our toggles when we use these powers. Shield Defence MIGHT be problematic because of activation sequence black magic, but even then - why not disable JUST the problematic toggles instead of ALL toggles? A running toggle does not involve an animation, so it shouldn't be an animations problem.
