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Posts
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General response to everyone and anyone:
For Azuria: I hate the Steampunk skirt and the Steampunk faces. This isn't restricted to just Azuria - I simply hate the parts with a passion - but they keep showing up on her. I also dislike overly dramatic mystical fancy looks for a woman who has thus far been shown as more of a seer and a book keeper than a combat mage. I much prefer the costumes that stick close to the original, with only slight variations to incorporate only small mystical aspects.
For Daves: I like the version with the Robotic Claws. The Piston Boots do a good job of demonstrating robotic legs. I'm still not happy with the Robotic Claws themselves, however. I'd have gone with a full robotic arm straight from the shoulder and a fully human other arm. When you're looking to make someone look crippled and disfigured, it's best to avoid symmetry as much as possible. I do like the robotic eye, however. Very good show.
For Holsten Armitage: Overall very good design, with the receding hairline and all, but I'd prefer to keep him using the traditional lab coat. The double breasted science jacket is a chemistry worker's attire, as are large thick rubber gloves. I know Holsten sells "Science" enhancements, but he's more of a theoretical physicist, given that he created a time machine, and as such would be prone to less hands-on work and more theoretical science. I'd much rather see him in a basic lab coat, in that case.
That's all I have for the moment. -
I have a lot to say on the subject, so please bear with me

*Ghost Widow: Because it had to be said. Ghost Widow's design is very stylised, very striking and very memorable while managing to still be simple and unobtrusive. The start monochrome contrast of colours underpins the sleek, elegant design of her suit while the predominantly black theme gives her an air of mystery. Whoever designed this, top marks!
*Hequat: She's singularly unique in the entire game for having an almost entirely shamanistic/tribal theme going. I don't think there's a single costume piece on Hequat that I don't want, but everything she wears more or less works to a theme that's wholly absent from our own use. That, and the... "Feather boas" she has on her hands and feet give her a more robust look, which this game's female characters sorely lack otherwise.
*5th Column Requiem: I love how in a faction stocked with 10-foot-tall super soldiers, giant robots and towering werewolves, the biggest, baddest guy used to be this short petite guy in a simple uniform. Sure, he had a flaming head, but he was still a normal-sized guy, yet he was one of the strongest characters in the 5th Column prior to their subversion. This is a concept I just love - power doesn't equal size, and oftentimes being bigger just makes you slower and more unwieldy. It's only the most awesome of bad guys who manage to be strong AND compact. Requiem has that.
*The Real(?) Nemesis: Going back on my previous point, I like Nemesis' many Fakes because they're big. They're roughly a third to a half taller than the biggest we can make, and they come with giant boots and gloves. If ever there was an enemy in-game who had a sense of weight and power to him without also having a sense of fat and immobility, that would be the Fake Nemesis automatons. These things really look like the battering rams of the Nemesis army, and I've always loved their design.
*Rikti Chiefs: These guys are incredible. They were great before the I10 redesign, and they're so much better now. Mentalists, Mesmerists, Soldiers, they're all amazing, in all incarnations. Their feel of very heavy, very bulky armour is almost unsurpassed thanks to the Rikti's odd frame of small torso with large hands and feet. This makes them look big without feeling fat. The jetpack things on their backs also add to the overall design, and the fact that they glow at night (and only at night) is just AMAZING! By contrast, though, enemies like Hro and Yukon are more than a bit absurd, strictly because of their unnecessary size.
*Black Scorpion: This is almost exactly what I had in mind when I designed my own giant cybernetic man. The melding of machine body and human head is interesting enough, but the fact that the body is so big that it comes up over the head is even better. The downside is that this makes the character look a bit fat and unwieldy, but the design is good enough to stand on its own anyway. I think the scorpion tail is the only thing I don't like. Butt-mounted weapons have never been my "thing."
*Lord Recluse: Everything the Statesman's design does wrong, Lord Recluse's design does right. He is dark and sinister, he wears actual clothes and armour and his helmet covers his entire head. And if her were just an armoured spider, that would be cool enough, but I really think what ties the costume together is that fur collar he has going. This takes his costume from just a power armour dude into an actual high-class ruler, because let's face it - that fur collar has no purpose but to look snazzy. And when you can combine evil metal armour with snazzy fur and classy clothes... You've got it going on! He's also the only "spider-back" character in the game who has his spider legs spread out, rather than clumped over his head in a broom, at least that I can remember.
*Malta Titans: These are probably the game's best representation of heavy mech. I know Heel Cole's Warworks Robots are supposed to be many times stronger, but the Titans look the part much better. They're slow, heavy, ponderous and LOADED with heavy weapons. If you took a tank, then gave it arms and legs, you'd get something a lot like a Malta Titan. These things don't look like people, nor should they. They look like machines, like walking heavy weapons platforms, which is precisely what they are. Sure, they look like they'd be slow to walk and slow to turn and difficulty to move around close quarters... As they well should. This things are tanks. These things are AAA Battareys. They shouldn't be trudging around corridors. They should be raining artillery fire on buildings from a mile away. And I love 'em for it!
*Baphomet: Baphomet is a big fiery demon. That's really all he has going for him, but my god does he do that well! One time I walked up to what I thought was a regular behemoth before realising it was three times as tall as I was. I listened as it gave out booming, blood-curdling roar before realising I had just walked in serious, serious, SERIOUS trouble! Sometimes, simple designs work best, and this couldn't be more true in the case of Baphomet. All he needs is to be a fire-breathing demon, have wings and be big. And he does amazingly well in all three categories. Yes, it's cliché. Yes, it's been done. But it's been done because it's good!
*The Wolf Spiders: Breaking the rules just a bit, the entire faction of Wolf Spiders is probably the coolest in Arachnos. They use conventional rifles, they dress mostly like futuristic soldiers and they're all black. Whenever I've imagined "evil faceless soldiers" for any of my army commander villains, this is what my imagination has given me - Arachnos Wolf Spiders. I SO want these guys as custom models for Mastermind Mercenaries!
*Tarantulas: To keep to the rules set up, let's go with the Toxic Tarantula, but the whole line is awesome. These are some of the game's most interesting enemies, partly because they're non-humanoid, partly because they're big, partly because they have those big, glowing slicing blades, and partly because they're spiders! I honestly don't know exactly what it is about the Tarantulas, but they're much cooler than the game's other multi-legged enemies, like the Arachnobots or the Jaegers. I suspect it's because they sit much lower in their legs, with much of the body hanging underneath the legs structure, whereas all others have their bodies on top of their legs like they're on tracks. It puts their centre of gravity high up, whereas the Tarantulas look much more stable.
*Doc Delilah: Obvious, when you think about it. I think she is the ONLY woman in the ENTIRE game who's actually big. "She's enough to give a girl a complex," as Penny Yin puts it. I like the Doc because she's a heavy fighter, she's a hands-on sort of person, and because she's defined as being a super strong before she's defined for being a woman. Sure, her costume is pretty simple and uses entirely player-usable pieces and, yeah, she looks like a supersized ordinary woman when they could have honestly done a lot more, but I still like her. She represents a concept that's not very common in this game. I know she gave ME a complex when I realised my "giant" woman was tiny compared to her. Thank heavens for the Science booster pack
*3K Kelvin: I admit, his costume isn't all that interesting and his personality is two-dimensional, but what Kelvin represents is what counts here. Most of the game, the Hellions are represented as the butt monkies of the street gans, acting as bottom feeders and getting bullied by their girlfriends. 3K Kelvin (and Duke Mordrogar to a lesser extent), however, demonstrate that this gang actually does have a shot at the big time. They have "heavies," they presumably have a semi-competent leadership, so they must have the potential to do more than just snatch purses and torch buildings. That counts for a lot, and now puts the Skulls in the bad position of not having any interesting personalities.
*Greater Devoured: These creatures are fairly simple, but their design is still very well done. Their tall, bulky shoulders melding into a lowered head give them a very stout, strong look while their wide, muscular limbs make them appear far stronger and tougher than a creature of their size should be. Furthermore, their actual size is HUGE, significantly bigger than what players can achieve, making them into truly imposing threats. Finally, the eyeless, mouthless tentacle face just adds so much to their creep factor. I recall one time my mother walking into the room when I was fighting a Devoured and being disgusted at the squirming tentacles. Juvenile as that may sound, this is precisely the kind of response they SHOULD elicit. Job done.
*Akharist: In general, all of the Circle of Thorns high mages look very good, in part because of their robes and in part because of their funny tall hats. They really DO look like pretty much what you'd imagine an arcane wizard might look like. Akharist in particular works really well because he stands out from them quite very well with his white pyjamas against their darker skirts, and he really does look like an evil walking corpse trying to turn over a new leaf. I just wish Baron Zoria could have been given his own unique model in the remake of Troy Hickman's Smoke and Mirrors, instead of using Akharist's model, right down to the description test mentioning Akharist by name. Opps!
That's all I can think of off-hand. If I meet or remember other enemies, I'll add them later.
*edit*
Ah, I have one more!
*Countess Crey: I love her design, or rather designs, as it were. Clarissa was clearly inspired by Sin's Elexis Sinclair, who was a very cool character, herself. Wages of Sin suffered so, so much by not having her in the game... Anyway, Clarissa's deal is that she's not just a high-powered executive and office bunny, but rather a temptress, as well. After all, she seduced Count Crey and took his money. It makes sense for her to run around in ultra miniskirts and flaunt her sexuality. It serves to only further highlight the depravity of her personal character, in that really nothing at all is beneath her. About the only serious complaint I have is that it makes no sense for her to have psychic powers, or at the very least it's never explained or even mentioned. -
Quote:Tangent, perhaps, but I long ago realised that I DON'T want my games to be fair in the slightest. I want them to be biassed and cheating... In my favourYou say your enemies doing insane damage and nullifying the player's defenses is "cheating". We can do those things to the enemies quite easily. So by your own definition, anytime an enemy cannot do those things to us, but we can do them to the enemy, it is not a fair fight.
This is one reason why I do so poorly in competitive environments, entertainment-wise. When the game is fair and my enemies can do to me exactly what I can do to them, the game begins to feel like work, I begin to lose and lose a lot, and suddenly I'm not having any fun. The propensity of "free" to play PvP arena games these days has made this quite very clear.
I like a game the most when I know I have an advantage over my enemies. I can counter or avoid everything they have to throw at me, and for every enemy, I have at least one thing to throw at them that they can't counter or avoid. Of course, there are always degrees to this, such as enemies who can't block swords to the face, as was mentioned before, but they still take a significant amount of sword-to-face action to take down, during which time I can be hurt. But even then, the games I like I measure in degrees of ease, rather than degrees of difficulty. -
Quote:Here I will agree with you - cheating enemies are the bane of my gaming experience. Have been for 20 years now. Sure, there is a certain amount of evil glee inherent in finally finding out how to cheat the cheating ******* computer and beat him... Believe me, there it, and I always turn into a little kid yelling "Ha! In your face!" at my screen, but... It's a fleeting kind of fun. Cheating to win - even if you're cheating a game that's already cheating you - just isn't any fun.I find cheating enemies annoying. Whether that's cheating by doing insane damage or otherwise nullifying the player's defenses I don't mind. I just want a fair fight.
This actually goes back to my definition of challenge: The need to use all of the tools I have available to me. Think about it for a second: If an enemy is cheating and not letting me use a lot of my tools... Then I can't use all the tools I have available to me, now can I? Why the Francis Ford Coppola did I bust my butt unlocking that awesome set of grappling manoeuvres if that boss can't be grappled with? Why did I blow all of my money on healing potions if I can't heal when fighting this boss? I want a game to challenge me by making me use every trick I know and still taking me to the edge. I don't want a game to "challenge" me by tying my hands behind my back and kicking me into a dire wolf pit so I die with a full inspiration tray and all my powers recharged and ready.
If a game cheats and kills me before I've exhausted all of the tools I have available to me, then this is not challenging. It's frustrating. Have you ever tried disassembling a ball-point pen with one hand? I have. Do me a favour - go ahead and try it. See how long you last before you have the instinctive urge to use your other hand. That's precisely how I feel when the computer is cheating on me. I have all of these cool powers I want to use, but I CAN'T. So my options are to either tough it out, or otherwise find another game. And that's usually not a hard choice to make.
*ahem* Excuse me...
Quote:Challenge to me mean that careless playing equals defeat, and success usually need attention and readiness to switch tactics.I'm reminded of my experience teaching my 5-year-old nephew play some simple arcade games. Because he's too young to both react to things fast enough and really follow instructions, let alone remember which enemy does what attack, he dies. A lot. And really, it's as much his fault for being five as it is my fault for letting a five-year-old play Baseball Ninja Batman. However, the point remains - I consider this a sign of good challenge.Quote:I have to agree with Sam. Challenging forces to me to use all my tricks to succeed, makes me push myself and the character.
Interestingly, good challenge often starts off as frustration, as you face off a situation where you really don't know what you're supposed to do and have a really hard time. But if the situation is designed well, the solution usually is to just use more of your tools the right way and succeed anyway. In fact, I think I have an even better solution for what I find to be good challenge:
A fun and challenging situation is one which appears next to impossible when approached incorrectly, but which becomes easy when the player uses the appropriate tools in the appropriate manner. -
Quote:Heh, it's like you read my mindI rarely find challenge in solo play. Occasionally, as I am learning a character I may find myself thinking, "Hmmm. Had I used X power (or inspire or tactic) I would have handled that better. If I see that again in the future, now I know." But normally I do those things by instinct anymore, it just comes from playing the game for so long. It kind of boils down to the same thing you said; I try to use all my tools to keep me playing and engaging enemies. I do not like when a power sits unused, thus why my characters with RotP will die, because if I am not dying, what was the purpose of choosing RotP? I usually set my difficulty slider to the point where I have to use all my tools, but where hospital runs/awakens are rare (but not totally gone).

I want to break my own rule against specific examples for just a second to talk about self-rez powers and being "defeated." In City of Heroes, I don't consider running out of hit points and hitting the floor a defeat. If I can get back up, I'm not done yet. I'm only ever "defeated" if I have to give up and go to the hospital, meaning I've run out of ways to return to the fight. But if I can keep getting back up as they take me down, I'm still fighting. As such, I will very often let a bad situation play out if I have a self-rez power like Rise of the Phoenis, as opposed to using inspirations, because... You know, Inspirations are finite. I have to buy them or hope for a drop. Rise of the Phoenix recharges on its own at no cost. Why would I NOT use it? Debt? What's that?
And then there's this. Thank you, Nexus, for pointing that outQuote:To be fair, the OP defined challenge as something good. If it ceases being good and liked, then for the purposes of this thread it becomes frustrating. The whole point of the thread is to discuss the fact that some "challenges" are not good and to see where various people draw those lines.
Yes, in general I define "challenge" as a positive thing, hence why I put it in quotes a lot of the time. It's a City of Heroes vernacular thing, as historically, a lot of people have used the word to describe "the good kind of difficulty." And even as a fan of easy mode, myself, I can still appreciate some degree of difficulty to keep me from falling asleep at the keyboard. I'm just interested to see where the line between fun challenge and unfun frustration lies for people. And I'm talking about in a broader sense than JUST City of Heroes, character builds or iTrals. I'm trying to look at gaming in general and what we find challenging and fun. Nintendo hard? Arcade game hard? Sims level "hard?" There really are no wrong answers here, I don't think. Just personal opinions.
This is actually something else I wanted to comment on, as it's a very interesting topic that's close to my heart: The challenge of art. Sure, designing costumes in City of Heroes or writing bios or making Architect arcs may not be what Roger Ebert might consider "art," but these still take some degree of artistic talent and a large degree of artistic effort.Quote:Dressing up your character may be art, but once you choose to start pushing buttons in a specific order to achieve certain goals, you are engaging in a challenge.
To avoid talking broadly, let's speak of costume design. To me, making a great costume is a challenge, and the good kind, at that. It's really not something that's definable in practical terms, since what makes a costume good or great is really in the eye of the beholder, but the challenge here lies in making something that you can stand back, look at and go "Woah! Did I really make this? I love it!" In this respect, City of Heroes is probably the best game I can think of, because it gives us the creative freedom to make characters that - to us - far surpass what the developer-made game has to offer. There is never anything prettier, cooler or more exciting than what's in our own heads, and any game which allows us to put what's in our own heads into the actual game is bound for success. Most of the time, actually bringing dream to game is a challenge, but always and every time, it is the good kind of challenge, at least to me. -
We haven't had a controversy about this in a while, so I think now is a good time to talk about challenge in more abstract, general terms without always trying to read an agenda in each other's words. As such, please do what you can to avoid using current in-game hot topics as examples as I really want to get to the bottom of the players' perception more so than just critique this particular game.
Now, I'm sure we've all seen the debates and flame wars about what's challenging and what's just frustrating, and I think it's pretty clear that very much everyone has his or her own idea of what constitutes a challenge. That's to be expected. But I want to try and put our individual perceptions into words and see if we can't give them a bit more context, see if we can't make the abstract, amorphous concept of "challenge" a bit more real and concrete, something we can measure, even if we don't agree on each other's measurements. As such, let me ask you this:
What constitutes "challenge" to you, and where do you believe it just becomes frustrating?
Obviously, I can only speak for myself, but to my eyes, the truth lies in untangling challenge from difficulty, as they're not really the same thing, not in my mind, at least. To my eyes, "difficulty" is just a simple measure of how much the game cheats. It's a concept intended to punish the player and make his game time harsher. That's not necessarily a bad thing, mind you, as many games use inflated difficulty to balance encounters such that they're not boring easy. However, in and of itself, difficulty is not "fun," I don't think. Its purpose is hurt the player, ultimately, and that's really not what I play for.
"Challenge," by contrast, I see as a much broader concept than basic "difficulty," as challenge is a state of mind more so than a collection of game settings. Pretty much every game out there gives the player a certain collection of tools to use in beating it. To me, a "challenge" is a situation in the game where all of those tools are called into action, a situation in which the player has no easy way out, no solution that involves just using one tool over and over again. To me, "challenge" isn't about difficulty at all, but rather about involvement. Even the easiest of encounters can feel challenging to me if it required me to be involved with everything I'd brought to it, if it pushed my character's skills and abilities to the limit and they turned out to be JUUUST enough to succeed. "Challenge," to my eyes, is the ability to design encounters that simulate difficulty, but ultimately let the player triumph for that artificial sense of accomplishment.
I also draw a very hard line between challenge for the player and challenge for the character. A lot of games, especially Nintendo-hard games, tend to test the player's skills, reflexes, abilities and so forth, giving him essentially a stand-in avatar to act through in the game world. Personally, as a largely mediocre player, I rarely find that sort of challenges terribly fun, since either it feels like I can never win, or I won by some incredibly cheap tactic. Sure, occasionally I'll find a game I'm good at and beat it like a pro, but that's rare. For the most part, these days I see myself as more of a storyteller than an actual player, so I much prefer to face challenges for my characters, instead.
Especially here in City of Heroes where we're given a corral of different characters with their own powers, abilities, skills and stats, it's sometimes all too easy to see combat more as a Pokemon fight than an "I'm in the game punching things!" type of ordeal. In some sense, I tend to feel like I've made these characters, prepared them, and now I'm sending them into a fight to see how they do. Sure, I'm still at the controls, but it's the character doing the work. As such, I much prefer to see encounters that challenge the character directly, such as requiring that character to use skills that are often not necessary.
I do have a direct example of the above: My old Stone/Stone Brute. Before he had Stamina, he had to fight very slowly. However, when I found myself in a hard situation, I could always just attack faster and compensate with blue inspirations. If that proved to be insufficient and I was still getting hurt, I could always resort to Earth's Embrace to heal myself and become tougher. If even THAT doesn't save me, well, there's always Granite Amour. And when an encounter actually goes as far as that point and then the character wins in the end after all, THAT is what I consider a challenge. The character was pushed to the limit, which is what I count. Sure, it's rarely very difficult for me as the player, but that's rarely what I look for in a game anyway.
But, of course, that's just me. What do YOU find to be challenging? -
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Quote:You know... That might actually turn me around on my friends' insistence to use TeamSpeak for planned events. I'll have to try that immediately. Thank you!For VOIP users there's always morphvox to hide your voice
http://www.screamingbee.com/product/MorphVOX.aspx
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Quote:I find this to be a profoundly disappointing position to take, Johnny. You're essentially suggesting that we don't bother doing anything interesting with the old game until the new game comes out, when you know full well that a new one may (and probably will) never come, and that even if it did, not everyone will want it. I'm not sure I will, for one. You're essentially damning everyone who likes the game he's currently playing because you don't, for the sake of chasing after what may never be.What it all comes back to is that this game is aging and rather than slapping yet another new paint job on a rusting jalopy, the devs should focus on keeping it running, putting enough bobble-heads on the dashboard to distract from the seats starting to crack until they're ready to get a new car.
Personally, I feel that a bird in the hand is worth two in the bush. I firmly believe that we should focus on making THIS game great first and foremost, and if another one comes out, we'll worry about it then. I certainly don't want to neglect City of Heroes because there's no point. There's still point. Yes, it's a seven-year-old game. It still has some of the best, most diverse art styles of any game out today, and I'm including all competition. City of Heroes is still a very viable MMO, and I want the best for it. Not "maintenance mode," but the best.
The graphics aren't that bad, and the places where they are can be fixed.
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Personally, I don't want a City of Heroes 2. A lot of what's cool about this game is the legacy of unexpected design consequences. Our ability to solo AT ALL is a direct result of Geko's miscalculation that allowed SO-stocked characters to reach greatly unexpected levels of power. This wasn't intended, but once it was a fact, even Jack Emmert's powerful vision couldn't shift the players off what they wanted to do. I have no reason to believe that a brand new game with a brand new combat system (and they won't make a new one with the old system, I can promise you that) won't patch up all of the loopholes that allow us to make the game too easy.
City of Heroes already has seven years worth of content and customization items. A new game with a new graphical engine won't be able to use those, so I'm almost positive it would end up with rather a lot fewer pieces to go around. It'd be like going from City of Heroes to Champions Online - better graphics, more customizable characters, complete lack of costumes and content. No, thank you.
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If City of Heroes 2 is to be released, then it will be released. I don't want to bother my brain worrying about it until that happens. What I want right now is to make City of Heroes: Freedom the best game it can be, regardless of what sequels it may or may not get. Because I think the game has the potential for it, and because I feel the game deserves it. I don't want to play another game, be it a sequel or a competitor. I want to play THIS game. It's what I bought, it's what I want, it's what I intend to keep paying for. -
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Quote:David, I have only one thing to day: You need to post more! I don't know about anyone else, but your posts always make me optimistic about the game's futureTotally agree with you. Would certainly love to see that feature at some point. But like I said, the challenge is in figuring out how to do it without spending all our collective resources for months. We'll keep looking into it.

And again, I appreciate it's a serious amount of work. Believe me, I do. These are the things I call "luxuries" - the changes and additions that take a massive amount of work yet don't add much in the way of "content," as it were. I'd class weapon customization, power customization and the extra character model sliders as the same thing. I'd class paper missions and tip missions as the same, as well. And all of the above, I will class as "completely awesome." Sometimes, some things seem like too much work for too little benefit, but some of these are just worth doing anyway. Like power customization, probably the best thing to happen to the game in quite a while, possibly comparable to the comic ability to start any AT on either side
If you can ever find the time, or think of a way to spread the workload, I promise I will be first in line swear by our new fingers. -
I try not to, as it's usually subject to debate, and it rarely worries me. What does worry me, however, is outclassing others BY FAR, as I mentioned. When you have one character who is clearly and obviously stronger than another only because of what the stronger character has bought off the real money store... That tends to be easier to spot and prove, and that's the sort of thing I don't want.
Basically, I don't want the strongest characters to be the strongest because their owners forked over the most cash. Offering "sidegrade" enhancements that allow for new options but aren't necessarily and visible "better" is a good way to go about it, and if they can stick to just those, I will be very impressed and very happy. -
Protip - if a player you haven't been teaming with for a while asks about yourself, do not answer. There's a slim chance the player may just be overly social and forward, and a rather much bigger chance that the player is fishing. If I can team and chat with a person for a full year without ever learning if the person is a man or a woman, your team-mate can do without knowing your gender for the next 30 minutes or so. If he can't, well... Alarm bells.
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Quote:Honestly, if the development team can introduce a whole store full of stuff and NOT put in a bunch of things that let those who buy them outclass those who don't BY FAR, I will be incredibly impressed and file to have my fanboy club membership card reissued.If they're store-only, it makes sense to make them fairly average rather than really good - to avoid the "some of the best items in the game are only available in the ingame store" effect.
And, yes, I do mean that. -
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Incidentally, I also feel that putting people on Global Ignore should act like /hideall, but just towards that particular person. If the person tries to send you a tell, the game says you appear offline. If that person has somehow gotten you on Global friends, you appear offline. If that person has your characters in local friends, they appear offline. If that person runs a Team Search, your characters don't show up. If that person shares a Global channel with you, he can't see you in the list of members online.
Inversely, it should also act as ignore in the opposite direction. Anything you say, someone you've ignored cannot see. If you speak in a global channel, Broadcast or even on a team, if you somehow end up paired with that person, he can't see anything you chat. Like you aren't even saying anything. If you run a Team Search, that person's characters don't show up for you.
I want /ignore to be as close to making both people not exist to each other as game mechanics would allow. If I thought it was workable, I'd ask for the player's in-game models to become invisible to each others, so right-click chat info doesn't work, either.
If I put someone on /ignore, it's because I want nothing at all to do with this person ever again. That's not restricted to just receiving chat. It extends to every single facet of interaction the game provides. I do not want to know that someone I've /ignored even exists. -
Quote:Yes, and you've made a habit of demonising men and playing women as victims. Your point?It's amazing that every single person who has posted in this thread so far has been wrong.
There are ways to deal with harassment. Making a female-only server isn't one of them.
*edit*
And putdown girl should totally take pity on the enthusiastic guy, too. Just thought I should share. -
Quote:I think this is an artefact of how NPCs set their own pathing waypoints. It seems like when they move, they give themselves waypoints to go from place to place to place. The problem is that when you're descending an incline, basic run speed causes the NPCs to overshoot their intended waypoint, so they land, turn around, go back up, hit their overshot waypoint, set one farther down the slope, move, overshoot THAT then repeat the same process all the way down the slope. And if you happen to be on one of those long descends in the Shadow Shard, such that Akharist likes to spawn at the top of in Johnny Sonata's arc, this becomes a long, arduous process. NPCs also do this on descending stairs, down hills, down ramps and pretty much every descending incline."Oh, look, a shallow incline! I must run back and forth repeatedly, spin in place like a drunken top, then run backwards 500 feet... Player? Player, I've lost you!"
I'm also positive that instances where NPCs can't jump over a railing are for the same reason - they set their next waypoint on the other side of the railing and so they're trying to move to it. If you'll notice, NPCs never jump OVER things, they only ever jump ON TOP of things. For this, the NPC has to set the next waypoint at the top of the thing and execute a jump from waypoint to waypoint which has no clipping with anything while they're doing it. If they don't set their next waypoint correctly, they run in place against a railing.[/QUOTE]
For some reason, a lot of people in the Suggestions and Ideas forum seem to thrive on insulting people's intelligence for making a suggestion by insisting the suggestion isn't necessary. It's rather quite unpleasant, but I don't think much moderation happens here, sadly. Ideally, I'd like to see states suggestions discussed directly without descending into character assassination, but you take what you can get. -
Quote:I'm impressed that you focused on how much work this would be to do but didn't try to say how little it would matter. Thank you, David. I appreciate it.Plus every glove texture in the game. This topic comes up from time to time, and we'd certainly love to do it. But I think it's going to take some kind of tech wizardry to make an undertaking like this feasible. If attempted right now, this one task would cost thousands of man-hours and nullify all other animation and character projects for months. Given the dozens and dozens of other cool things we could make for you instead during the same amount of time, you can see why it's not the best investment.
I have to kind of agree with the others here, though - the better the game's graphics become, the more some of the uglier legacy pieces stand out. Even something as relatively low-detail as the Medieval pieces still manages to go well enough with the newer pieces, but the mittens REALLY stand out. Just imagine the impression a new player would get when coming from pretty much any other contemporary MMO or game in general and seeing mitten hands circa 1998.
I realise this would be a massive, massive undertaking that would be very hard to justify, but please - keep an eye out for an easier or partial soltion. For instance, why not make all new gloves with fingers and fix a couple of sets per Issue, like you said you'd be doing with adding shininess to metallic textures. Sure, it might take a long time and sure, it might leave some gloves looking much older than others, but it won't be such a huge amount of work all at once.
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In other news, what about bare feet? These are just one costume piece per model. Do you think you can give us less blocky bare feet some time soon? That would help quite a bit. -
I don't think a female only server would solve anything even if it were enforceable. What, you think women never harass other women? I don't care about how sexist an exclusionary server may be, what I find to be insultingly sexist is the belief that somehow only men ever harass other people, and men never get harassed themselves.
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To my mind, not allowing us to turn our toggles off when incapacitated is just unnecessary. That's going from one extreme to the other. Once upon a time, when I was held, all my toggles dropped, I fell from the sky, my shields disappeared... Now, when I'm held, I can't stop flying, I can't turn off the expensive toggle I wanted to run for just a few seconds... Just seems like overkill.
Anecdote time: Once upon a time on my Blaster, I popped a Break-Free and nuked a Malta spawn with Nova. When this was done, I kneeled down to Rest. As I was Resting, my Break Free expired and I fell under the effect of a TacOps' Stun Grenade. Only not for the standard 45 seconds, oh no. You see, Rest actually debuffs your status resistance by quite a bit, so you can get held of I think up to three times as long. I'd have disabled Rest and abandoned my healing process, but you can't disable a toggle while stunned.
Similarly, I've had instances on that same Blaster where I'd fire up Personal Forcefield, get stunned for 45 seconds almost immediately, and then end up practically incapacitated. Why? Well, the PFF doesn't toggle-drop. Its defensive value suppresses, but its "Only Affecting Self" doesn't. What this means is I'm trapped in the field, I'm not protected by it, but I still can't use my Defiance attacks through the status effect anyway. Ouch.
Or how about this? When you're stunned in the air, your "grip" is reduced to nothing. What this means is you cannot accelerate almost at all, and if you're already moving, you cannot stop. What this means is if I get stunned while hovering, I have about an equal chance of drifting into the next spawn over uncontrollaby, or otherwise be HELD up in the air since moving with Hover while stunned is practically impossible. Before, I'd have dropped to the ground and been able to stagger out of damage patches and around corners, but now not only won't being stunned drop me to the ground, I can't stop flying even if I wanted to.
It's very irritating. -
Quote:I'm trying to apply fairly basic rules of art style, based largely in human psychology in how we define ourselves and each other. The face and the hands are our most distinguishing features. Hands, especially, are something you'll see in practically every form of fiction involving aliens or anthropomorphic animals. For an uncomfortable example, it doesn't matter how sick and twisted a Furry artist may be - and I've seen some pretty bad stuff - you will always, ALWAYS have hands on the character, and they will almost always be very much human, albeit sometimes with four fingers.You're trying to apply real world feelings to a video game where it doesn't necessarily have to match up. Better textures for hands and feet? sure. But it's no sweat off my back if we don't have individually animated fingers.
I've long since realised that the kind of artwork which looks best overall is the kind that not only gets the character's hands right, but also does something cool with them. If you look at older shows like Dexter's Lab and the Powerpuff Girls, a lot of the time people will have just a squiggly line where their fingers should be, and that's a large reason why their animation style looks like chicken scratch, no offence to Craig McCracken. By contrast, the absurdly-named Super Robot Monkey Team Hyperforce Go! - a show with a budget so low it's a small wonder it exists at all - still manages to look amazing for one simple fact: The details in animation are about 50% hands, just because of the character design chosen.
A believable hand, just like a believable face, can go a LONG way towards making uncanny valley characters look and feel more real and pleasant, and it can make utterly ridiculous character like super sentai robot monkeys actually look at least somewhat realistic. City of Heroes, in turn, loses greatly for not being able to capitalise on this. Sure, some of our newer faces are very, very good, but they still suffer greatly for our characters' inability to act in a believable way. Everything we grab, we grab with a closed fist. Every time we type, we type with the whole hand. Every time we point, we point with all fingers. It's like the game was designed with a closed fist in mind, and no-one really thought that closed fist would be open much.
*edit*
That's not to say you're wrong in preferring what you do. I just feel there is a legitimate argument to be made for improving hands as a general thing. Not necessarily with separate articulated fingers, but at least adding more 3D details to suggest there actually ARE fingers there is a must. This isn't 1998 any more. -
I'm of two minds about this.
On the one hand, anything NPCs have, I want to have. I can somewhat swallow signature pieces, like Posi's unique helmet, Numina's coat, Manticore's "mane" and so forth, but every non-signature piece I want to have. To a large extent, this feeling is born from the belief that if they can use it, I can use it for all technology is concerned, and the game is just artificially keeping me from using it. Anyone remember the Shadow Bane sword? How about the Blue Shield? Yeah, like that.
So, on the one hand, I'd like to see any humanoid NPCs be made with the same rigs we're using so that we can always use their pieces.
On the other hand, the humanoid rig is very, very limited. For one, it's limited to only depicting humanoid characters. What about quadrupeds? What about snake people? What about legless ghosts? What about creatures on tank tracks... What about TANKS? Or how about formless enemies, like a big glob of jelly with mouths all over? There are many, many, MANY things that the humanoid rig cannot produce, and restricting our game to just humanoid characters is, I firmly believe, a mistake. We need the Snakes and the Hydra and the Titans and the Storm Elementals and the Sky Skiffs and the Spectrals and so forth, because they bring variety to the game in ways that wouldn't be workable for custom player characters.
So, on the other hand, I still want to see unique, custom NPCs who are vastly different from what the humanoid rig can support.
I suppose the balance point, as I see it, is in what's even conceivable as being used by a player. If I see dudes in tunics, I want them. They're humans, I'm a human, I want it. But if I see a dude with a swatch of tentacles where his lower body should be... Yeah, I can see that I won't be using that for my martial artists any time soon. The game needs custom unique characters, but they need to be so unique as to be impossible to conceive as being used by players. And this actually is a sustainable point of balance, I think.

