Samuel_Tow

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  1. My biggest worry is that I may end up deleting and rerolling a whole bunch of characters with the new proliferation options. I have quite a few who are made as the "next best thing" to their original inception, and newer options may make me start over. I'm long overdue in swapping some Scrappers to Brutes and some Brutes to Scrappers, and this is just more fuel to the fire.
  2. Quote:
    Originally Posted by Robo_Knight View Post
    Oh PLEASE, let us have one power set respec... pleeeeaaaase... O_O
    Do what I do - reroll. At one point, I had 12 level 50 characters. Not any more. Even fewer with Titanic Weapons.

    ---

    To bAss: This is an amazingly convincing pair of pictures you have there. When I first saw them, I thought I was looking at actual screenshots you'd gotten out of some press release I just haven't seen. You have the background colour, as well as the hilt and guard colour spot on. Hell, if I hadn't read the rest of your post, I'd have assumed this was already done!

    Major props from me. I'd love to see that in-game.
  3. Well, that's all good news. Picking and choosing from this list like from patch notes, I see powerset proliferation, power customization and more Titanic Weapons awesome. I'm officially no longer disgruntled.
  4. Quote:
    Originally Posted by Traumatica View Post
    I only wish they *had* the option of Stances in the game... My "super strength" Titan Weapon would surely be the Lumberjack type... But I *looooove* the idea of the drag my weapon around little itty bitty character...

    Oh and on a side note... Stance 2 should be the "I see your Schwartz is as big as mine" stance... =P
    *shh* Don't tell anybody, but I kind of sort of stole those stances and run animations from other games Stances 1 and 2 are Lineage II Orc females and males with two-handed swords, respectively, stance 3 is Cloud Strife from Final Fantasy 7, stance 4 is Lucas from Dungeon Siege 3 with a two-handed sword and stance 5 is the domestic CoH "one size fits all" combat stance that Broadsword currently uses.

    The run animations are a little less so, though.

    I honestly hope we get a stance and running animation that's geared towards making us look more badass to be running around with a cool big weapon than to make us look like wimps like we can barely lift our own weapons. I guess this is a big sticking point for me for the whole set - will it be designed such as to demonstrate that my weapon is very heavy but I'm more than strong enough to wield it, or will it make a point to demonstrate that the weapon is TOO heavy for me to use properly? The former would be very cool. The latter would be... Very disappointing, put it like that. I want to use Titanic Weapons on characters I designed to be big and strong, and I want the set to make them look even stronger.
  5. Quote:
    Originally Posted by Larcen3 View Post
    Sam....did you used to NEVER take stamina, at all?
    Yup! And yet still my characters worked somehow Either way, though, between Stamina and Quick Recovery, I've never had a character hurt for endurance under those circumstances.

    I guess I could take other Pool powers, like Tough, but eh. I don't want either Kick or Boxing, and none of the others thrill me any.

    Quote:
    Originally Posted by Larcen3 View Post
    I guess...out of the three I would skip...Focused Accuracy.

    1) Physical Perfection gives you more recovery and regeneration
    2) Superior Conditioning give you a bigger pool o' stamina
    3) Focused accuracy was gutted not so long ago

    Hmm...here's what I would take

    1) Superior Conditioning

    Then duke it out between PP and FA. If you're not having end/regen issues take FA (inspite of what I just said)
    I did some more preliminary research and discovered that the most slots I could put into Superior Conditioning was 2, for a total of 3, since I want to put 4 for a total of 5 in Energy Torrent. Energy Torrent being a T4 pool power means I can't take it earlier than 47, and my only other choice, then, is to take Laser Beam Eyes either at 44 or at 49. 49 is not doable for a power that will take four more extra slots, so that's 41 "something," 44 Laser Beam Eyes, 47 Energy Torrent, 49 "something else."

    What this means is if I take Superior Conditioning, I can only devote two extra slots for it, meaning either endurance + 2x heal or outright 3x heal, since I can always use more regeneration, not always more recovery. If I DO take Focused Accuracy, though, I can run that with a single basic slot, or two at most, and so spend the rest elsewhere, but seen as how I don't NEED slots anywhere else and how I can use healing more so than endurance... Well, you get the idea

    ---

    Though now that you mention it, I do wonder if I can't skip Laser Beam Eyes, since I hate eye attacks. I know, I know - I said I can't skip it, but... I don't know. We'll see.

    Thanks for the advise, guys. I still have some thinking to do, but this helps tremendously.
  6. This may seem like a dumb question and, moreover, a somewhat silly plan - putting Energy Mastery on a character who already has both Stamina and Quick Recovery, but I'm going for it anyway. However, of the five powers in Energy Mastery, which one should I skip?

    Right out of the game I know I want two powers out of the set, and those CANNOT be skipped - Laser Beam Eyes and Energy Torrent. That's a concept thing, so these powers both need to be taken. This leaves two power picks and three powers - Physical Perfection, Superior Conditioning and Focused Accuracy - for only two power picks. Obviously, one has to go, but which one?

    I kind of wonder if I shouldn't built to theme and just go for unnecessary overkill endurance and stick with Superior Conditioning and Physical Perfection, but Focused Accuracy has its perks, too. But if I chose to skip on either of the two endurance-helping powers, which one should it be?

    I'm really not that concerned with min-maxing and with so much endurance slots really shouldn't be a problem, I'm just looking for general opinions on what you guys like and why.

    Any help in this matter would be much appreciated.
  7. Quote:
    Originally Posted by Cheetatron View Post
    I'd love it if any of the slower attacks were of the 1 arm variety
    Pardon me for hijacking your laugh, but you make a very good point (that others have made before, credit where credit is due), in asking the question of whether Titanic Weapons will have one-handed - presumably RIGHT-handed - animations. For the time being, I want to avoid discussing an entirely one-handed set which would work with shields. Suffice it to say I wouldn't be opposed to this FOR SHIELDS ONLY, as I would pretty much REQUIRE that Titanic Weapons have at least a fair few two-handed attacks.

    The question inherent here is "are they justified?" Are one-handed attacks appropriate to a so-called Titanic Weapons set, or would they be unable to convey the full force, weight and impact of the set. This, then, then begs the question of what - speaking of the animations for wielding it - makes a weapon feel big, heavy and powerful? It's not just the weapon model, we can conclude that quite easily, if for no reason other than we're getting a whole new set, rather than new weapons for the old ones. Animation and visual effects clearly play a major role, but what? Well, I think I have at least the foundation of an idea to describe this.

    What makes a weapon feel powerful is its sense of inertia and its sense of impact. Impact should be easy to figure out - force explosions on weapon contact, screen shake, loud noise. Not so much for inertia, however. This comes down to how each swing is animated. A weak swing with a light weapon is both fast and precise, meaning it starts close to the target, strikes and ends either on target or shortly thereafter. That's because a weapon user isn't fighting so much momentum to stop his own weapon, and is much more easily capable to halt it and become combat-ready once more without wasting time on weapon breaking distance.

    A powerful swing, by contrast, starts far and wide, so that the heavy weapon has time to build up enough speed for a for a forceful impact, and once the weapon strikes, it either goes right through the target and keeps on going or otherwise bowls the target out of the way and keeps on going anyway. Stopping a heavy weapon mid-swing is difficult and takes time. After a certain critical mass and velocity, stopping it actually becomes a liability, and the user is much better served in maintaining weapon momentum while controlling swing direction and circling the weapon around to deliver another blow without needing to speed up and slow down constantly. Hence, the concept of momentum in Titanic Weapons.

    But can this be done with one hand? In short, yes, but it depends on how how exaggerated you want that particular attack to be. Drawing on Darksiders' War, he mixes in a fair few one-handed strikes in with his heavier, slower, more powerful two-handed strikes. One-handed attacks are usually his openers - weak and light (within context), but still describing very wide-swinging arcs. Two-handed attacks tend to be his finishers, either a grand slam down on top of enemies or a spinning horizontal sliash, or a sort of top-down diagonal slash across multiple enemies. In fact, one of his stronger combos involves three consecutive hits, each of which includes a turn-around spinning step.

    I suspect some imagine that Titanic Weapons could never look right unless you were to spin around with the giant weapon like a very furious dancing couple, and that this would look ugly, but there is leeway in making the set look strong AND varied, to say nothing of cool. The key, I think, is wide-swinging arcs, area effect attacks and animation blending which makes one animation look as though it's feeding into another. Even if the animations themselves are slow, this kind of flow is crucial. You very much CAN maintain a heavy, swinging weapon in perpetual motion without ever turning around, as any Conan fan will tell you. If there's one thing Arnie was good at in that movie (besides being big and muscular), it was swinging that sword from left to right, in an almost believable fashion.

    To answer the question at the top of the post - can one-handed animations look as powerful as two-handed ones? Yes, they can, given a good animator. Can a set made up of ENTIRELY one-handed animations look powerful yet still be usable with a shield? Frankly, I don't know. One-handed attacks CAN look as powerful as two-handed ones... Up to a certain point. After that point, though, some of the ludicrously destructive powers I can envision I just don't see working one-handed without being goofy.

    ---

    Completely on a separate topic, it occurs to me that above and beyond the attack animations, two other factors will play a huge role in how many Titanic Weapons characters I make - how the characters stand combat-ready and how the characters walk/run/jog.

    Combat stances have always been... Problematic, as ours are left-foot-forward, making a right-handed two-handed weapon a bit... Iffy to animate for. Furthermore, how would YOU envision your Titanic Weapon user standing in combat? Would he/she resemble one of the following:

    1. "Sword too heavy!" Character hunched over, sword resting on the ground beside, character lifting only one end by the hilt.

    2. "Sword on ma crotch!" Character holds sword with both hands extended down at arm's length, sword pointing up and forward.

    3. "I'm a lumberjack and I'm OK!" Sword resting on shoulder, reverse-side down, one hand on the hilt, the other hand at the side only grabbing the hilt when attacking.

    4. "I squat to parry!" Sword held horizontally at above head height as though to block with, both hands on the hilt, body crouching slightly, ready for action.

    5. "I am a boring person!" Regular left foot forward combat stance, sword held in one hand, swapping to two-handed grip only when attacking.

    More than the above, though, what I've found even more problematic is our running animations with weapons out. On Males, they're not too bad, as the "with weapon" run is pretty much the same as any other run, but Females always run as though they're in high heels, unless they take out a weapon, whereupon they begin running like brutish men. I, personally, actually find this appropriate for most of my weapon users, but I've seen others describe it as stiff and worse. As such, do you envision your character running in one of the following manners:

    1. "Draggin' ma sword to keep it sharp!" Character runs with the sword held behind the body, dragging on the ground behind, as though it's too heavy to lift and carry.

    2. "The kinda ninja run?" Character uses a Ninja Run style running animation (though lest hunched over) with the sword held back behind like a broadsword, but with both hands at the same time (so no running elbow jab).

    3. "The Arnie log carry!" Character uses a common run animation with the sword resting on the shoulder, reverse-side down. Both hands on the grip to keep it from bouncing.

    4. "Like I'm using a gun!" Character uses the existing Assault Rifle running animation, with the right hand on the hilt close to the blade and the left hand far up the blade, supporting its weight. These things aren't known for their sharp cutting edges.

    5. "Running with scissors!" Character uses current run animation, just with a Titanic Weapon in the right hand. Sword swings wildly all over the place, threatening to disembowel passers-by, as well as unhook the character's arm from the shoulder.

    I'd be interested to hear where you guys stand on the above choices.
  8. Oh... That's reaching kind of far, though, isn't it? It's like saying that Dual Blades can walk in the day, unlike other Blades, but only if they get really shoddy sequels?
  9. I find the argument that Energy Blast should never lose its knockback lest it lose its entire secondary effect in the process. Are we saying the knockback in Energy Blast makes the set weaker and actually lowering it all down to 0.67 would make the set too strong? Because that's the only argument (aside from Standard Code Rant) that I can think of.

    OK, and the bugging thing. Yes, if you choose to play an Energy Blaster who hasn't turned his knockback into knockdown, you may well run into people who insist you do so, I'd wager a bet that you'll run into just as many people RIGHT NOW who'll either kick you from the team for doing knockback, or otherwise ask you to not use Energy Torrent and Explosive Blast. Those who ***** about knockback will still ***** about knockback. Nothing gained, nothing lost on that front. But at least the actual Blaster player will be given a choice.

    I'm all for this, if technically feasible, and not just for Energy Blast. I'd pay money to turn off the hideous knockback in powers like Bonfire and turn that into Knockdown ala Ice Patch. I'd also pay money to remove Repel effects, such as those of Hurricane. The more options we have, the better, I say. At least in this regard. That ship has already sailed with Null the Gull's introduction.
  10. There are two types of power effects in the game - representation and depictions.

    Depiction effects are the effects of powers which are intended to have some kind of visible physical effect to them. Being covered in fire makes you... Well, covered in fire. Visibly so. Covering your body in stone armour will, similarly, need to display your body covered in stone. These are effects for which there isn't a No FX option, and likely never will be. It would be like asking to use Assault Rifle with an invisible rifle.

    Representations are the graphics given to powers which normally have no abnormal look to them. These are abstract graphics only tangentially related to what they are trying to represent. Being very strong or very tough does not make one glow or burst into flames (Dragon Ball Z notwithstanding), but because the driving prerogative of making the game back at Launch was "EVERYTHING has an aura!" then these powers needed something to represent them and to signify that they were active. Thus, Super Strength got the glowing yellow arms, Martial Arts got the disco ball feet, Invulnerability got the stacking rainbows and so on.

    Representation effects should and need to have a No FX option, for the simple fact that not everyone wants an artist's rendition of what toughness looks like as depicted by glowing arms. What an abstract representation of a concept which normally has no visible representation in real life are a no-win situation, as each individual has a different "internal image" of what these things should look like. Should being invulnerable make you glow, make you sparkle, make you burst into flame, make your skin turn into metal or... What, really? There are a zillion ways to depict those things, and while I'm pretty confident that all new "abstract" powers we get will come with graphics attached, they will still need to enable us to remove the representation entirely and rely on costume and actual character action to deliver the message across.

    In short, I agree.
  11. I've heard the story of Coyote, but if he didn't live long enough to see the game's release, then his character being added to the tutorial must have taken some time. I joined City of Heroes in May of 2004, and in Coyote's place at the time was Generic Cop #13456212390. I don't recall how long since that this was, but one day I was running the tutorial and found myself greeted not by a random generic cop, but by a costumed hero, and wondered what that was about. That may have been with the launch of I1, I don't remember that far back. It wasn't until months later that I learned the story of the player behind the NPC.

    Given Coyote's story and significance, I'm happy to hear that he'll be in the new tutorial. I hope we don't end up fighting him. From everything he's done in-game, he seems like the non-violent type. I have my reservations about a "mixed" hero-villain tutorial, and this is one of them.
  12. Quote:
    Originally Posted by Lazarillo View Post
    I have one character, an Axe/Electric Brute, who fits the bill, and who basically uses the Fury mechanic to simulate the idea that he increases the momentum of his attacks with time. In that regard, there's some level of temptation to switch him, but I rather like the current powerset setup, so I doubt I'll replace him. What I may do, though, since he's one of my few Praetorians who isn't a mirror of one of my Primals, is have the new character in turn be a "Primal Mirror", since I've not done that yet.
    I don't know why I keep forgetting that's an option, but it's a clever idea. I've never made any "mirrors" of my own so far, but we'll see... I just might now.
  13. Quote:
    Originally Posted by Smersh View Post
    She clearly wants nothing to do with him. Persistence doesn't give you points in this matter, gentlemen.
    Wow. Spiteful.
  14. Quote:
    Originally Posted by Dollymistress View Post
    This powerset is being hyped as unbeatable, but on day 1 of launch it will collide with an Ice Tank and be destroyed.


    The who of the what now? Who said Titanic Weapons was unbeatable? How can a melee powerset collide with an archetype? What am I missing?
  15. Quote:
    Originally Posted by rian_frostdrake View Post
    i got ya, its just that for me i tend to write my character's personalities into their swords. heck, i am specifically holding back costumes for lady b until she unlocks the rularu sword and rommy's blade, to me the swords are important, as is their background. yeah anyone can use a specific sword, but its a superhero game, so i'm going to try and make the weapon match the character. a scimitar user is going to be middle eastern, a gladius will be linked to a roman character, et cetera. thats why im so excited for the titan weapons, its a different set of weapons for me to theme the character with.
    Quote:
    Originally Posted by Leo_G View Post
    I'm with you, rian. It's rare for me not to justify practically every part of a character down to their backstory, powers, affiliations and personality. I kind of held back on my beast tamer carnie MM because there just wasn't a good enough costume that screamed 'carnie'. I need a loincloth to give her a beastmaster feel tho...but the steampunk belt/sash thingy kinda works. And everything, right down to the Ghostslaying Axe she uses, is part of her character.
    I can see where you're coming from, and I can see now one of my biasses I wasn't aware I had: I design my characters as off-world, standalone stories first and then attempt to find them the best possible fit within City of Heroes. As such, no character is ever perfect or spot on, because I haven't designed them with the game in mind, and anything in the actual game is always the closest I could get. Any character I have, I can improve with new costume design possibilities, further power customization and more powerset proliferation, provided I get something that's a better fit, hence why I've never had any qualms about remaking characters - they're never "perfect" or "complete"

    However - just to nip an off-topic tangent in the bud - that doesn't mean I'm willing to make a WRONG character and hope I can "fix" him in time. Yes, my characters are never perfect, but they still have to be pretty damn close and pretty damn awesome in order for them to even be made.

    Quote:
    Originally Posted by Leo_G View Post
    ...hmm, could that be a suggestion? Link multiple characters/badges/builds to one character name? You'd still have to start over at lvl 1 with the different build, but you'd basically be under the same name on the same server...that'd be nice.
    I've suggested this before: Allow a person to reuse his own names multiple times. There can never be any confusion from duplicate names, since any one player can only ever have one character logged in at a time, so even if a player had 32 characters with the same name on the server, there can only ever be one of them online at a time. Hence, no confusion. I'm guessing it's a database thing, though.

    Quote:
    Originally Posted by Traumatica View Post
    I won't be rerolling any weapon characters... oddly enough, the one I may be rerolling most likely would be a SS Brute... To me swinging a telephone pole (please, please have a telephone pole) says "super strength" more to me than punching someone...
    That's something we haven't touched on in a while - "super strength" isn't just a super power in itself, it's also the driving force behind numerous other super powers, as well. Huge giant weapons are an easy example of super strength used in better ways than just punching, and even certain types of super-powered martial arts count in there, as well. As a point of fact, I originally used Broadsword specifically so I could mimic super strength on a character with a weapon. Sure, most Broadswords aren't exactly large, but a few are, and the attack animations are well heavy and brutish enough

    I sincerely hope Titanic Weapons has a feel of super strength to it. I recall BABs complaining that large weapons didn't look right without animations to show that they are heavy, so I hope his legacy lives on in Titanic Weapons and the set won't be just Cloud Strife swinging around a big sword like it's made of cotton candy, but rather more the kind of "BOOM! HEADHSOT!" design us brutish players have been asking for
  16. Quote:
    Originally Posted by Dark_Respite View Post
    Unless you're a Mastermind.
    Actually, that's how the game defines it, and it's a bit weird about it. See, the "team" is a concept completely separate from all of the players on it, and the game automatically disbands your team when you're the last person left in it, I assume so as not to require the last person to quit... Himself? However, whether you're on a team or not is pretty easy to tell - can you chat in the Team channel? If not, you are not on a team. If you can, you ARE on a team, even if you're the only person in it.

    Whenever two people join up together or a single player uses the "Select Mission" function, the game assigns a team to the player(s) involved, in much the same way as a TF contact assigns a TF Name. Anything attached to this team remains attached to it even if the people who caused it left. That's why you can have a Khelidan join a team, play a mission and leave, but everyone else will be fighting Voids and Quantums for the rest of the nigh - because the TEAM got tagged to spawn them, and will not lose that tag unless it is disbanded.

    Similarly, if a team selects an active mission, then the mission owner quits and goes to do it, so long as that mission hasn't despawned, the "Mission Complete!" message will still go to the TEAM and the owner will get no fanfare. That's because the team owns the mission. The actual mission owner player is just allowed to enter it because it's his own, but the mission still completes for the team.

    I'm pretty sure TFs are simply tagged to disband when they go down to a single person the same way a regular team disbands. I don't think this is necessarily a precedent for enforcing any sort of minimum player requirement, just a precaution so as to not let a single player try to solo the thing if the rest of the players quit.
  17. The developers have already set a precedent for:

    1. Allowing a Task Force to continue even if the number of people falls below the minimum for the trial, so long as it's not just ONE person. One person is not a team.

    2. Keeping logged-out on the team and still counting them for the purposes of team size calculations. A team of 4 people online and 4 people logged off is still an 8-man team.

    Which of the two precedents is honoured, if any, is down to the development team, yes, but allowing either or even both is not unprecedented.
  18. Quote:
    Originally Posted by rian_frostdrake View Post
    some weapons wouldn work for it, the kopesh, the gladius, even the chinese broadswords and a standard katana would likely look silly one the animations i am assuming will be with the set(note the assume, i could be wrong). im expecting bug hefty swings with the hips and shoulders slamming a big hunk of ordinance down, that wouldnt work in the cases i have mentioned, and any agility themed character would probably have a thematic break with it. ninja, spies, evena traditional samurai/ kensai who uses a kendo based sword style would thematically be a stretch.
    I actually want to explain something when it comes to "these weapons wouldn't work." You're right - most Broadsword custom weapons that BABs made wouldn't work for the Titanic Weapons set, because he specifically made them smaller, shorter and gave them one-handed hilts. When I talk about remaking a Broadsword character as a Titanic Weapons user, I mean changing the weapon to a bigger one, even if it's not all that similar to what you had before

    Obviously, if your concept hinges around a specific custom weapon, you're bound to the set that uses that weapon, and I have no problem with that. However, when I talk about remaking characters, I'm more or less assuming a limited reimagining, as well. I'll give you an easy example:

    Take a look at Hatarla. She's something of a fallen angel fighting to redeem her past sins, and her current incarnation uses a Katana. Why a Katana? Well, that was the only weapon I didn't have multiple copies of that Scrappers could use at the time, so Katana she is. Her concept is that of having a past of a mystic mercenary, and a Katana was her weapon of choice. I can take this character and reroll her to use an axe, a mace, a sword, or even a gun, and it would still make sense within the confines of the concept, since nothing about her implies speed, finesse or the Bushido tradition.

    This is probably as good a time as any to explain what "concept" constitutes in my head. I've seen a lot of people talk about how "He used this axe to kill his father so I can't change it." and I respect that. However, my concepts are a lot more loose, and hinge on abstract attributes a lot of the time. For instance, Hatarla's concept was "fallen angel, broken wings, missing limbs replaced with tech, some kind of weapon." WHAT she actually looks like at the end of the day, though, I'm flexible with.

    Here's another example: Xanta, again. Her concept is "Big green woman, heavy armour details, big slow heavy weapon." I used Broadsword because it was the closest I have to that idea, but I can use anything else "sword-like" just as easily.

    A lot of my concepts are "next best thing" designs, to where they're never quite perfect, but are perfect enough for me to like them, so I'm always looking for ideas closer to my original vision to enhance them with. A lot of times, as well, I'll get a new idea and outright reimagine an old character into a new look and feel.

    That, more or less, is what Titanic Weapons is causing me to do. Who can I make better with it?
  19. Quote:
    Originally Posted by Leo_G View Post
    You're setting yourself up for disappointment with this set, Sam Things are never as good as what we hype them as, so just better not to hype at all.
    Yeah, I know. In the back of my mind, I always fear that the set will be terribly underpowered or look horrible or that there will be SOMETHING to ruin it, as I've grown to expect, but... You know, I've ragged on the game so much, I feel like I owe it at least one vote of confidence. I expect the world out of this set, and if it doesn't end up delivering quite as much as I'd hoped, I promise I won't make a big fuss about it not being perfect

    Of course, that assumes it's not total garbage, but come on, now. These guys make games for a living. Even in the worst of times (read: Shield Defence), they still produce stuff that's at least playable, even if not exactly how I'd want it. I choose to be optimistic about this one set.

    Quote:
    Originally Posted by Leo_G View Post
    Depends. Does the weapon being used have a mechanic and thematic feel that differentiates it from other weapons? This really hinges on what we'll get from Titan Weapons. If the set gives a feel of being *really* heavy by its slowness, less than stellar DPS but great burst damage and animations that literally seem like the character is using a lot of force to get the weapon to move, then it'd be hard to remake a BS character with Titan Weapons if the character wasn't intended to be slow but instead a competent fighter with normal weapon use.
    That's actually a good point. The dividing line, I suppose, lies in whether this set will represent just a large two-handed weapon, or whether they'll go all the way and make this an absurdly heavy, brute-force-destruction weapon. Given how Dual Pistols came out, I suspect the latter, which means it might not be appropriate for all of my weapon users, just as you say. Still, that doesn't mean I won't swap a few of my swordsmen and swordswomen to it even if it's over-the-top. I don't really have many traditional sword users, more of them are... Eccentric.

    Quote:
    Originally Posted by Leo_G View Post
    Of the ones I have:

    *snipped for quote brevity*
    That's exactly what I wanted to hear. Concepts like these are very difficult to define in objective terms, more so when I don't really know what I want, so seeing what everyone else makes of it helps build up my own mental picture of what my objectives should be moving forward. I find it very cool, to be honest, that I can go back to an old, fairly boring character, just think "Titanic Weapon" and see said character in a whole new way. That's exactly what I hoped to get out of this discussion

    Quote:
    Originally Posted by Leo_G View Post
    PS: I actually just started wondering about the flying animations to go with this set.
    That's something I've considered, myself. I remember playing some sort of horizontal space shooter game once upon a time, only you weren't controlling a space ship, but instead a flying sword-wielding knight thing. This had a weak magic ranged attack and an awesome three-hit aerial combo. I've always wanted to have something like that, and I think I'll want a ground-based and an airborne Titanic Weaponeer
  20. Quote:
    Originally Posted by Mjolnir875 View Post
    It just rubbed me the wrong way that other people in this league are being painted as uncaring and heartless.
    I don't think that was the point, actually. I didn't read the OP as saying that THESE particular people were somehow heartless, greedy or selfish, but more so that that's the kind of mental state the Trial is (intentionally or not) designed to induce. That's true for most high-stress environments, actually - when you can't afford to have any setbacks and you can't afford to baby all participants because the goal is too hard to achieve, you end up having to make a choice - do you slow down and accommodate everyone and pretty much certainly fail the Trial, or do you cut your losses, abandon the dead weight and finish the damn thing on schedule and on plan?

    But if the "high stakes game" weren't dangerous enough, you have the grind adding to it. Sure, most people can shrug off a lost Trial here and there, but when they start doing those in large numbers and when each is a feat of organisation and cooperation, a failed Trial because of - as the Ice Road Truckers call it - "rookie ****" is twice as frustrating to people. And I've seen this time and time again even in lower-stress environments. A team is doing well, somebody makes a rookie mistake, everyone dies and occasionally there will be that one hot head who explodes, curses and quits the team. Debt doesn't matter, the team isn't slowed down by much, but because the person perceives to have failed because he was "cheated" by someone else's mistake, he's still pissed as all hell.

    I've often found myself in the position of "that guy" who says things like "Calm down. We can do this. Let's just stop and try to figure out how." in the face of TFs which are going horribly badly or in cases where the team is falling apart. I rarely say this out of some position of moral superiority or extreme self-control. Most of the time, I say this because, to me, keeping the team together and fighting back is more important than accomplishing the task at hand. In fact, I'd sooner fail a TF, a Trial, a timed mission or anything else that's failable as long as we stuck together like a team and gave it our best shot. The game will more or less tell you when you're hopelessly outmatched, but I still consider it a victory if we fought our way to that point and admitted defeat, as opposed to yelling at each other and rage-quitting even just a room before.

    I don't think Oz is accusing his team-mates of being bad players or bad people, but more accusing the iTrials system itself as putting victory and reward above and beyond the kind of team spirit which leaves people happy in victory and defeat. In a way, despite iTrials being team tasks, a lot of the time people join them for personal gain so that they can solo their way to rewards with the help of others. Sure, they'll follow instructions, but with about as much social investment as following the orders of your mission control NPC telling you where to go and what to do. Such an environment can leave a person teaming for the company and the interaction feeling cold, useless and unwanted. And I know that feeling all too well.

    ---

    Off-topic, if you ever see me talk about "small-team content," I'm talking two people, maybe three at most. That group size ensures a somewhat unique dynamic which more or less involves every player into the proceedings personally and actively by not providing enough critical mass of people for some players to blend with the crowd and just observe or worse: Follow the herd. I find that the more "personal" a team is, the more people are likely to get attached to that team above and beyond a means to an end.

    In a sea of 24 people... Yeah, that's not gonna' happen, and it will leave the event feeling a lot more heartless, impersonal and unfriendly than the actual people taking place in it are. When you get tossed into a crowd, people's faces tend to blur, especially if you're stressed out to begin with.
  21. So far, a resounding "undecided," then? Yeah, I realise it's kind of early to be making such plans without knowing what the powerset will look like, act like and feature as custom weapons, so it's understandable that people would be dubious at the time. I suppose just the prospect of giant and/or two-handed weapons isn't enough to sway too many people , especially with the set so far away.

    In a sense, though, I'm trying to make peace between two somewhat distinct themes that this set will cover - that of more basic two-handed weapons and that of GIANT weapons as distinct from just two-handers. I'm still undecided as to how many single one-handed weapon users I want to reroll, and how many look fine the way they are.
  22. Some days I forget that I'm excited about the new Titanic Weapons set and I get lost in unimportant squabbles over small details. However, whenever I remember how giddy-excited I am about this set, I also remember that if it turns out to be what I think it will be, I may have a LOT of characters to reroll. As such, I want to ask you guys for a bit of fairly general concept help, and hopefully a fun discussion.

    Now, to try and formulate a more a more specific question (than even the one in the title), let's go with the following few:

    1. Can you think of any concepts that make sense with conventional Weapon sets, but don't make sense with Titanic weapons?

    2. Do you have any weapon characters? If so (assuming the set contains all classes of weapons), which ones are you leaving as is, and which ones are you remaking into Titanic weapons? Why?

    3. Has hearing about Titanic Weapons given you any new ideas? Has it given you a new spin on old ideas?

    Keep in mind that when I say "Titanic Weapons," I'm fairly sure a few people are thinking of caricatures. For the purposes of this discussion, let's assume that the set will have at least one regular sized two-handed greatsword, at least one long two-handed axe and at least one kind of large bashing weapon of some sort, all of which are large, but still of a reasonable size. I'm not talking about making parody characters or ridiculous characters, just people using heavy two-handed weapons. Please, try to exercise a bit of moderation when answering the above questions. They are legitimate questions I want to know the answer to.

    ---

    Now, originally I thought about listing all my weapon characters with screenshots and discussing them in turn, but I know these kinds of posts don't get read, so I'm only going to point out a few instances that made me consider rerolling, as well as a few instances where new characters have been made possible by this set.

    First and foremost is my own Xanta, whose entire shtick is that she's a giant super-strong Troll woman with a very large, very heavy weapon. She got Broadsword because the Legacy Broadsword for women is huge, and because the Broadsword animations look quite brutish and heavy. For her, the decision is easy - she was always meant to have a giant two-handed sword, and the only question is what KIND.

    Then, however, there is the character who's a bit problematic: The Herald. He's essentially a possessed suit of medieval armour, and his weapon of choice is a sword. I never went Sword/Shield for him both for concept reasons and because Shields didn't exist when I made him, but I now wonder if I should perhaps reroll the character into Titanic Weapons. If there's an option which looks more like a medieval sword, it might make him look a bit less weird wielding a single one-handed weapon with a free hand.

    After that, there is Mary-Beth, my literal cowgirl, who is very large and has a very large mace. I keep wondering if she wouldn't make more sense as a Titanic Weapons user, considering "big character, big weapon" is the running prerogative here.

    Then there's a concept revisit. I have a couple of characters who I made into agile Katana fighters for no reason other than because they were small. For my pink bunny girl it makes sense, since she's a bunny and hence agile, but for my fallen angel, I find that I have NO justification whatsoever, other than "there were no better sets at the time."

    Finally, there's a new character concept I've been working on and unable to make. I was trying to do a shameless ripoff of War from Darksider, only to find that such a character wouldn't be interesting to play powerset-wise. Now that I have a Titanic Weapon to give him, my physical embodiment of armed conflict who is given form and strength as conflict occurs may actually happen in the actual game. I'll have to think of a more complex story for him if it comes to that, though.

    These, and a few others, are what keep me up at night, wondering what I'll do about Titanic Weapons when those come about. All of this assumes the set won't suck mechanically or be horribly ugly aesthetically, but on this account I choose hopeful excitement, so I'm looking forward to it. I just want to cover all the bases I can with little to no information so I'm ready to act immediately when that launches.

    ---

    Any help on the matter is greatly appreciated.
  23. I have a couple of things to say on the matter.

    First of all, people who don't get stressed physically cannot appreciate what people who DO get stressed feel like. It's not just a case of simple confusion or lack of experience, it's a case of genuine discomfort, and as Oz explains, the easiest, most natural reaction to that situation is to simply shut down. For an outside observer, it's really hard to tell and, moreover, really hard to appreciate the full scope of the situation. More than anything else, this IS NOT FUN.

    I don't have a pre-existing medical condition of the sort, myself (none that I'm aware of, anyway), but I fully understand the stress that comes inherent when situations spiral out of your control, yet at the same time you are compelled by circumstances to keep acting without chance to pause and gather your thoughts. That's one big reason why I avoid "fast" teams and why I get so pissed off when teams start employing some complex strategy without explaining what they're doing. Because in those situations, my reaction is to take my hands off the keyboard and close my eyes, but I CAN'T as I've taken on a responsibility to the team by joining into a task which requires my help.

    Secondly, people don't appreciate how stressful dealing with large groups of other people can be. This seems to be specifically the case for those who thrive in such environments. However, the mere fact remains that even if a group is sitting idle, doing nothing but chatting, this can still be a very chaotic, very stressful situation if you happen to end up in a large group of "quirky" extroverts. That's one reason I almost never do voice chat if there are more than two other people in the channel. The way people behave in large groups is very different from the way they behave face-to-face.

    Not everyone is good at dealing with large groups of people, and even those who are often pay in stress for this ability. I'm in the awkward position of being pretty good with people, meaning people I team with never appreciate how much effort being as cooperative is costing on my end of the keyboard. It also means that when we're done with a large, gruelling team task and everyone's pumped for more, my desire to just shut down the game, lie down and recharge is seen as ungrateful. Did I not have fun? Was the team not good enough? That's not the point. Dealing with people in itself is taxing and stressful for some of us, even if we've learned to be good at it.

    Finally - and this is speaking purely for myself - I care about my fellow players before I care about my game, at least when they're not calling me mean names. That's one reason I don't want to team as often - I don't want to have to worry about other people's experience. What this means is I'm far more concerned with looking after other players than I am with "winning" at a task, which is what I believe Oz was talking about. My mentality is that if you're not teaming for the company and benefit of others, then you're playing a single-player game that just happens to have other people in it.

    That's one reason I don't like high stakes, dangerous team tasks - the imperative to "win" at those is so high that it sometimes overshadows what I consider to be the bigger imperative: We're all here to have fun, and we team together to have even more fun than we could have alone. When I get on a team, my prerogative is not to draw some kind of meta-game advantage out of having other people, and I worry when game systems are designed to promote that as it leads to sacrificing other people for the sake of my own fun. My prerogative is socialise with said people and find a way to have fun together, even if we ultimately fail.

    I've often said that City of Heroes is the most fun when things go wrong. What I mean by that is that I don't like the game when it's all going by the numbers, everyone is quiet and following the perfect plan step by step and I may as well be playing a bot match. It is when things go wrong and we on the team end up needing each other in more ways than just power balance - when we end up needing each other for moral support, for organisation and for actual cooperation - that is when I have the most fun. The team game in City of Heroes really shines when the actual people behind the characters step forward and act on their own personalities. Watching a jumble of weird costumes bathed in a soup of effects isn't nearly as interesting.

    ---

    If we should take anything out of this thread, it's that not everyone is right for Trials, and that's OK.
  24. You'd be better served posting this in the Tech forum and phrasing it as a question. What you describe has nothing to do with the processing power of your computer and all to do with connectivity issues, which may either be related to the server you're on (sometimes, servers grow unstable and eventually crash), or to something on your end of the connection, or the worst case scenario - something on a hub between you and the server, which is out of anyone's control.

    I'm not saying that the servers shouldn't be upgraded, but what I AM saying is that there may be things you can do to improve your gaming experience, and I'd strongly suggest you try doing that whether or not a server upgrade happens.
  25. Quote:
    Originally Posted by Furio View Post
    Uh, how so? I don't see any evidence that Posi's endgame work has eaten into non-endgame work. Without them providing a breakdown of labor since the promotion of War Witch, I don't see how anyone could claim that.
    By virtue of that being almost exclusively what we've gotten since Incarnates came to the scene. If Matt Miller's explanation had held water, we'd have seen at least a comparable amount of non-Incarnate content being developed, but this hasn't happened. Now, again, this may be a case of most of the studio working on Freedom content so there being few people left, but we were promised the game wouldn't focus on end game all of a sudden, and it has.

    This isn't about patience or preference or accusations. It's about the simple fact that one of the developer-stated problems and reasons they didn't want to do end game content to begin with has happened exactly as Jack Emmert and Matt Miller predicted it back in 2004, and Matt Miller's promised solution to that problem hasn't worked.

    Also, the mere fact that they delayed Going Rogue, then launched it without End Game and had to wait a whole other Issue to so much as add it, and then wait a half-issue to add to it tells me that there's a hell of a lot more work involved with Incarnate than anyone cares to admit and, quite possibly, than anyone expected. They've blown several soft deadlines already, and the first couple of months after Going Rogue release were spent with people demanding their end game that they paid money for.

    I'm more than positive that Paragon Studios bit off more than they could chew, and the small amount of content that gives Incarnate rewards is proof positive of that.