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I've been trying to resist saying this, since I know someone (possibly multiple people) put a lot of time and effort into this splash page... But the first time I saw it I actually laughed out loud, before hearing Plinkett's voice in my head saying "What's wrong with your face!" I'm not worried about BABs' skin tone or the curvature of Sister Psyche's spine, as that's just artistic license, but the faces on both of them are just... Oh wow...
Please, forgive me for criticising artistic work while possessing no artistic talent, but I can no longer resist saying this: Both of their faces are really bad. Let's start with the more benign example.
BABs' face here is weird. It's not that it's contorted in a "You are tearing me apart, Lisa!" scream, it's that his right cheek is bulging out like he has a shoe box in his mouth with teeth and a tongue painted on it. His left cheek that we can see is perfectly fine, in that it displays a straight line of tissue from the cheek bone right down to the chin, but his right cheek has this weird protrusion. There's no bone there to push the bottom of his cheek out like that, there's no jaw muscle so near the chin to bulge out, and it makes his face look either like the inside of his cheek is padded or like his cheek is drooping like that of an old, wrinkled man. Worse, it makes his face asymmetrical, which is really odd.
Then there's Sister Psyche's face, and that's just... Wow. Please, please don't take this as an insult, but it reminds me of the kind of face you'd see on Cartoon Reality, with the huge O-mouth and the exaggerated facial features. The way the lower lip droops over the chin, while possible to do and often practised by women trying to look sexy (and failing), is REALLY uncomfortable to do and not at all natural for a surprised face. I mean, BABs may look like he's constipated, but that's how people roaring and yelling tend to look, and I can tell what his emotion is - AAAAAA! Sister Psyche just looks like her face is melting.
What really does me in is that the corners of her mouth are way, way low for this to be a natural expression. Yes, there are muscles on the face which can pull the corners down, but these are more often associated with a "Ew! Gross!" emotion more than one of shock or surprise, which is what her deer-in-headlights eyes say. And - and this may just be perspective speaking, but her face looks like it's folding in half and being drawn in by the gravity created by BABs tremendous size. It also kind of looks like her nose and mouth are off-centre from the plain of her face.
All told, don't get me wrong - I like the artwork. The colouring is absolutely soling, best I've seen in quite a while, and I've seen a LOT recently. I mean, BABs' gauntlets in game are kind of dinky and low-res, but the gauntlets in this shot are simply breath-taking, doubly so since I don't actually like their design, but I like the ones here. The lighting is also excellent, with both highlights and shadows, and even the apparently controversial skin tones I find are very well done.
But those faces... -
Quote:Personally, I feel it's less an issue of what I want or you want or Evil Geko wants, and more a case of what the development team can plain afford to develop in a reasonable timeframe and fashion, and keep in mind that my leeway for both is fairly loose.And its so easy to say "if there's not enough for me, they shouldn't launch at all" but that voice is counterbalanced by an equal number of voices saying "launch now, period." People were begging the devs to release the Alpha slot even if there wasn't a direct way to unlock it or slot it. They were perfectly happy farming shards for everything, and their attitude is "if you want to wait for content, you wait for content: don't make the rest of us wait with you."
The thing is, this isn't the first argument we've had for end game. We've spoken of upping the level cap in the past, adding more TFs or some new kind of progression, and the development team has always given us the same answer: They can't keep up with the speed at which players play through content, and no matter how much extra stuff they append to the end of the game, players will go through it in a week and ask for more.
What happened to this explanation? One possibility is that the development team now is capable of producing more content than the development team which made those claims, but having seen their capability of producing Incarnate content, there's no evidence of this. Another possibility is that they deemed end game so important that it was worth devoting what subjectively feels like three quarters of their resources to just that, even in the full knowledge that that still won't be enough, but I don't think this can be considered a good choice.
When Matt Miller talked about Incarnates when he stepped down as Lead Designer of City of Heroes and promoted Melissa Bianco in his place, he talked about leading a separate design team which would work exclusively on the end game system. He said this both to reassure us that development on Incarnates won't eat into development of everything else (a statement proven false on its face, eventually) and so that they could have creative freedom to design something truly spectacular and groundbreaking. Maybe I'm just too jaded, but what I see in the Incarnate system isn't sufficiently different from normal content to get my panties up in a bunch. It's more complex, yes, but I don't find it more exciting, personally.
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Basically, it comes down to this: The development team spent years insisting they didn't have the resources to make proper end game and finally did it anyway. And it's possessed of exactly the kind of bugs both Jack Emmert and Matt Miller were citing as making end game impossible before. If you can't afford to make and maintain a game system without halting development on everything else, then either find a better way to make that system or make something else.
After all, when BABs said that power customization would take several Issues over the span of a year and a half to two years during which time the art team would be unable to do NOTHING else, you didn't see fans of power customization (myself among them) come down from the hills to insist "Doesn't matter! Do it anyway!" We understood that this idea was just too expensive and left it alone. And when power customization finally did come, it came because of an increased staff roster and better technology, not because someone bit the bullet and did that in place of everything else.
I understand that end game is important (to some people), but I don't think the development team has the resources to so much as even make it, even with all the cut corners of intentionally designed grinding and farming. -
I have a few favourites, myself:
The Eternal Nemesis, first and foremost. I love it for both the pandering to Nemesis in how he's securing other people's technologies and sciences, only to find out he had them beat all along. I love it for how it represents a villain who actually manages to win without making it feel like a downer ending. And I love it because it's Nemesis.
Division: Line. More specifically, this arc absent the ruinous context of the Rikti War Zone. I like it because it used to be the first time we actually saw a glimpse into Rikti society, first began to see them as real, actual people, rather than faceless monsters. In a time when the Rikti never, ever spoke, getting one to actually speak with people and *gasp* even cooperate with them? It's like capturing a Zergling and sitting down to have tea and crumpets with it and having that work.
World Wide Red. This is a long, complex, exhausting arc which takes me through a pretty elaborate sequence of events, each of which makes sense as the next logical step. I like that the arc doesn't feel rushed, I like that there's so much to say in it, and yet there's room for all of it and more, I like that the Malta Group are treated with respect and recognition for not just being a large thread, but for being a COVERT threat. It's a big story akin to a three-hour movie, and it makes sense.
Oh Wretched Man. I like the arc because it is so loaded with emotion, even if most of it is tragic. I like it because it gives a personality to what is otherwise a pretty faceless big-name NPC. I like it because whoever wrote it was very good at writing, and because whoever wrote it really put in a lot of effort and a lot of heart. I like it because it deals with the drama of the people behind the masks, rather than taking refuge in audacity and throwing "Freem!" in my face all the time.
Burning Dreck. This is probably the best arc about the Freakshow, especially now, in a world that sees them more as cute class clowns than as the dangerous, insane murderers that they are. Burning Dreck shows us the Freakshow's true face - that they are willing to murder innocent people not just for deranged fun, but for cold hard profit. It shows us that many of their leaders are hypocrites and users. It shows us that they are dangerous and scary, and that their weirdness isn't "cute," but rather "creepy." This arc more than any other shows the Freakshow as a realistic, credible threat to the city.
Time After Time. I like this arc because it's one giant kick in the nuts of the whole railroading storyline in City of Villains. After spending the whole game with an omniscient narrator telling you how much you want "brownie points with the Spiders," you finally get a chance to slap Lord Recluse upside the head, get in his face and walk away standing strong and tall while he stumbles for retort that won't make him sound like a complete sissy. This is the game empowering the player in-story and finally freeing said player from the yoke of the plot... 45 levels too late, but still, I appreciate what it does. The devastated future is a nice touch, too.
That's all I can think of off-memory. I'll see about checking the wiki at a later time. -
Quote:Except train stations are real locations, they look like buildings, they occupy a plot of land, they have moving parts and while you can't see yourself riding them, they do show you the interior of the vehicle just the same.There would be no difference technically from the current trains or a teleporter.
Teleporters like I've seen them practically anywhere else in the game - Vanguard, SG Base, Shadow Shard cop-out teleporters - have non of those characteristics. They're only a step removed from plopping an NPC down on a street corner whom you can pay to loading-screen you to another location like in Lineage II. And I HATE that. I hate NPC vendors standing on street corners, I hate contacts distributed randomly to alleys and below underpasses, I hate "cheap" solutions to problems when it's obvious how cheap they were. Remember the SO vendors standing in Fort Darwin from CoV Beta? Yeah, obvious placeholder.
If you REALLY want to replace train stations with teleporters, you have to replace them with Teleporter STATIONS at least on the order of magnitude of the underground Portal Corporation gateways. Something big, something which is its own building, and something that looks like it's an actual, believable part of the city built for lore reasons. I DO NOT want to see a dinky "pillar of purple swirly" that I can click on and travel to any zone. -
What the intent of that post was that animated hair doesn't have to be animated via the cape rig. As far as I'm concerned, it SHOULDN'T be animated via the cape rig, because that's not designed to handle hair, it's designed to handle cloth, and hair is not cloth.
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The very WORST system for fast travel that a game can employ, from a purely aesthetic standpoint, is teleporters. As any Star Trek fan will tell you, cool as teleportation may be, it's always the CHEAPER option to more elaborate travel systems, like a shuttle lander, a train or an elevator. Anything that requires specific graphics, a specific location, its own building and has moving parts is a vastly more expensive amenity in terms of art team resources, and also a vastly more interesting thing to behold and use.
I tell you - the very WORST thing to ever happen to the Shadow Shard is the cop-out teleporters, where they just slapped a few copy-pased stargates and put a small, dinky glowy thingy in the zones to return back from. It's both bad because it looks like complete garbage and because it essentially signed the death warrant of the Mole Points system, which had its own storyline, its own locations, its own interiors and geometry and its own sense of immersion.
The last thing I want to see happen to City of Heroes is to swap the frankly very interesting train stations for Base Portal Jr. -
Story arcs almost exclusively. I like to take my time, read the story, fight everything on the map, explore every corner and generally have free use of my time. Moreover, story arcs allow me to get into the story much better, thus improving my immersion. To this day, I still read all the stories, even though I can quote most of them from memory.
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I've made slight formatting edits to the quotes.
Quote:Yes, I will back you up on this all the way. I've said it before - a game with no goals to achieve - a pure aimless sandbox - grows old VERY fast. However, that doesn't mean that everything should be eligible to be gated behind an unlock. Functional "stuff" like greater power, more abilities, higher stats, access to more areas of the game, name colours, character titles, special privileges and such, those I will always support being gated. In fact, I have a big problem with Veteran Reward and Booster Pack powers being available from level 1 (or level 4) onwards. These, to my eyes, should be earned, not simply given.Something that I'm pretty sure Sam will back me up on is that we're not against unlocks, per se. We're against gating costume parts. Having to do the ITF to get Roman parts makes sense. But to repeat what others have said, my characters have no use for Roman armor after creation.
However, where gameplay is a game (sic), costume design is a toy, at least in my opinion. The gameplay side is something that you play, overcome, defeat and achieve things in, but costume design is different. Costume design is an artistic process, one which is impossible to define down to mechanical terms of "progression." You can't simply take all the costumes made in the game and align them in order from best to worst. Even removed from complex mathematical power balance where the limiting factor is usually a person's inability to work the math required to find the optimal solution, in costume design, there IS no objective truth behind what's good and what isn't.
I take a stroll through the costume design thread and see a costume quoted over several pages with people gushing with praise, and I think "Good god! This is the ugliest thing I've seen all year!" By contrast, I'll see a design that the author rejects saying "Yeah, no, I really don't like that!" and several people proceed to mock, yet I think "I WANT THIS! GIMME THE COSTUME FILE! NAO!" Trying to come up with objective measurements for making a costume "better" with level is an unwinnable fight, because what makes a costume good is different to different people. And, ultimately, the only person who matters is the owner of the character.
My disagreement with unlockable costumes is, I admit, partly due to the fact that I want more freedom in costume design for myself. But it is also in part down to the fact that such gates give costume pieces weight that they do not deserve. Over the years, I've seen plenty of costumes where people clearly just unlocked a new item and just slapped it on a costume it looks really out of place on, just because... Well, they unlocked it, they should use it. It's an achievement, right? In a very real sense, this is like taking a nice tailored suit and slapping on the reverse baseball cap you earned at the fair. To some, it may look good, but generally speaking, it's out of place.
What I value above all else is individuality. When I bought the Animal pack, one of the first things I considered making was "a tiger." The first time I logged into the Praetorian tutorial after the pack came out (on a non-tiger character, luckily), I saw two almost identical tiger characters, almost identical to how I'd have made mine. Why? Because those were the new pieces and everyone was using them not because they were good (even though they were), but because of the assigned value of being new. I have no respect for characters that could have come out of an assembly line, regardless of what in-game achievement that may signify, because it doesn't signify what I find to be the most important achievement in costume design - artistic achievement.
And again, I don't want to insult people who want unlocks. I'm not saying you guys are elitists or that you want to rub your unlocks in people's faces. Far from it. If you can make it work and still produce a good costume with these pieces, then my hat's off to you. But please, don't use "status symbol" costume pieces JUST because they're status symbols. Try to put at least some artistry in it, that I may be impressed by your work IN ADDITION to your achievement.
I actually have something of a suggestion in this regard. For me, my mini-goals are to top myself with each new costume slot. You want a hard challenge? Forget unlocking all the Vanguard pieces or reaching level 50 for that damb Ascension armour. Try competing with YOURSELFQuote:I agree. However, there are people that are motivated to play games by having mini goals. Simply gaining lvls doesn't cut it. Unlocks are just that. Most every other mmo has content locked behind achievable conditions. Flying Mounts and Epic Gear... Costume pieces are part of this games unlocks due to the nature of this game.
Whenever I make a new character, I put my heart and soul into his or her costume, I do the very best I can... And then I try to do even better the next time I make a new costume for that character. If I can succeed at this - and I don't always manage, I find that this gives a sense of satisfaction that no unlock in the game has ever given me. If I fail - and I usually do - then I still have my default to fall back to. But I have a fair few characters who use their third, fourth or even fifth costume as their default these days. As I got better at making costumes, their designs improved significantly.
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Also, here's something of an anecdote, just to further illustrate my point. I have a character, we'll call her Kia, who's a Sword/Shield Scrapper. When I first made her, I used an engraved Round shield and the then-new Valkurie sword. I thought that if I made the sword "fancy," as that was at the time, then she would look better. But the truth is that I hated playing the character. Something about her was off. VERY off. I could never put my finger on it, but something about her bugged the hell out of me. I could hardly force myself to play her, abandoning her several times and essentially forcing myself to play her.
Then I ran the ITF and unlocked both the Romulus Shield and the Romulus Sword. I tried her with the Romulus Sword, almost as a joke to see how she'd look, as I'd used that sword on another character. And then, in that one instant, I knew what had been wrong - the Valkyrie sword is too short for my sense of aesthetic. The sword was what was bugging me, so I swapped her to the Romulus Sword, and I NEVER looked back. Suddenly, this "off" character whom I hated playing was so awesome I had to occasionally stop playing and pinch myself to make sure I wasn't dreaming. She is currently my only level 50 hero on Pinnacle, and I wouldn't trade her for the world.
At the time, I wasn't as aware of exactly what my sense of aesthetic was, and I was kind of stabbing in the dark and trying to replicate what others suggested I might like, so I stuck with a character who bugged me because I didn't know better. I WILL NOT make the same mistake again. I WILL NOT make a costume I hate again, and I WILL NOT play a character I don't like. Because those first 35 levels were not worth it. I want to make a character who looks good from character creation, or I will simply not make that character at all. At all. I have far too many ideas and far too many other characters I actually enjoy playing to torture myself dragging a placeholder costume through the levels until I can unlock what I perceive said character should have had since creation.
Incidentally, I never used the Nictus Sword or Nictus Shield. I didn't even use the Romulus Shield like I'd been planning, because it ended up not looking as good as the Round shield I had already. That's what I dislike about unlocks so much - they're given such weight in the game system (must be level 35, must run a TF twice) - and yet when I unlock them... They don't fit the character. Worse still, a free item fits the character so much better, not because the item is somehow "better," but simply because I've found a better way to use it to create a costume more appealing to my eye.
In fact, I've had a BIG problem with loot-driven games, in that what the developers perceive as looking better (i.e. epic gear) isn't always what I see as looking even good. Most Fantasy MMOs, for instance, draw the elite gear for warrior types as bulky, heavy, giant armour. Well, suppose my "heavy warrior" looks like this or like this? Head to toe fancy engraved armour just doesn't cut it. In fact, in games that allow me to use one piece of gear for stats and another for looks, I tend to use starter gear for looks because it's usually less intrusive.
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Personally, I'm not against status symbols. I just don't want them to be costume items. -
Quote:This came out of a discussion over a global channel about auras lagging someone's Dark/Dark Scrapper into unplayability, though he said that lowering particle count had helped and was also looking to "Disable FX when close."Well, I have a feeling that those four powerset auras are the reason why we don't get multiple other aurs.
The thing with defence set auras is that not only are they designed as though your character is the only one on-screen who is running an aura, but also as though that one aura is the only one you'll ever run. For EACH of the three or four auras you have. This produces a lot of graphical slowdown for an effect that's actually WORSE because auras end up stacking with each other into a complete mess.
Once upon a time, BABs sat down to redesign the whole of Invulnerability, because every toggle had many of the same effects which stacked overtop each other and produced system slowdown. The effect of it was probably the smartest aura design in the entire game. Allow me to explain:
Temp Invulnerability: "Visual toughness" sparkles along the body.
Unyielding: Ring of light around the feet.
Invincibility: Large glowing aura at the chest.
Dull Pain: Small glowing aura all over the body.
The Invulnerability auras complement each other, and each constitute a distinct, unique logical part of an overall view of what the character should look like with all four auras on at the same time. No aura stacks with another, no aura is a double of another, no aura hides or overshadows another. And all of them are fairly low-key.
Now compare this to what may well be the WORST example aura design - Fiery Aura. The set has three auras on it - Fire Shield, Plasma Shield and Blazing Aura - and all of them are essentially the same effect. Sure, if you use default colours, Fire Shield is orange and Plasma Shield is blue, but they are THE SAME EFFECT, just recoloured. If you do like I do and customize them to the same colour, you simply have the same effect twice that doubles in intensity when you stack it.
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ALL defence sets need to receive a pass by the art team, and be optimised such that their auras don't lag when close, don't stack with each other so much and that they constitute logical parts of a singular whole, rather than each a complete visual unto itself. Energy Aura needs a pass BAD. That used to just about kill my PC when I backed up against a wall, and most of its auras are a blur anyway. Willpower needs a pass, as well. It essentially has the same chest glowing aura four times over. And there are others, besides.
This really should happen at some point. -
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I'm ambivalent on the matter, as I don't care about badges in the slightest. On the one hand, having more clutter in the Paragon Store might make it seem "full enough" and shunt other things I actually want into free Issues. On the other hand, I do appreciate that much of the meaning of those badges is symbolic and selling them would ruin their value to a large extent, so making them account-wide would be a better choice.
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Quote:Game, set, match.I can only assume that a fair number of people left it be known that they desired raids and the devs decided to link that to character advancement.
Character progression and raid grind are not the same thing, and they aren't intrinsically linked. You can have character progressions sans raids, as the old Inventions system demonstrated, and you can have raiding without character progression, as the Hamidon and Rikti Shuttle raids demonstrated. Choosing to roll both concepts into one is not the natural state of things, it is a conscious design decision, and one I happen to disagree with. -
Quote:Which is why people should be allowed to voice their opinions, concerns, criticisms and complaints and the professional game designers left to decide what to make of those. As long as players play forum police against each other, doing their best to suppress dissenting views as if for fear that "a vocal minority" will be heard and bad changes made, these arguments will happen.Well since I like *some* (not all) aspects of the trials others don't like, it comes down less to whether the devs ignore complaints and feedback, and more which complaints and feedback they choose to align themselves with. While there are specific detail aspects I can agree are problematic about the trials and the reward systems surrounding them, ultimately if the devs change some of the fundamental design decisions that some players are complaining about, I'll have just as much right to complain the devs aren't listening as other players do now. The devs have no way whatsoever to escape the charge that they are ignoring feedback.
My only concern, in this thread and others, is to make my opinion heard and not have it pissed on by other players. I've no illusions that I can force the development team's hand or bully them into submission. The best I can do is present a strong argument and cross my fingers.
At the end of the day, players yelling at other players that they're playing the game wrong or their opinions are wrong or they're horrible human beings is pointless. We are all customers and we all have the right to request the game be made more like what we like, even if that means making it less like what other people like. It's neither our job nor our place to define which direction is right. That's why we have a professional development team - they get to make that decision. We can only appeal to them, and it would be a lot nicer if we could do that without having to elbow our way through a wall of players blocking the way. -
The argument that "People do raids, therefore people WANT to do raids," aside from being a logical fallacy of a pretty obvious nature, is slowly being proved wrong by the many people who are starting to make the counter-argument of "I like to team and I like raids, but I'm getting burned out and I want something else."
What people want is more content. I don't know what Paragon Studios' deal is, but the rate at which they've produced content is somewhere between slow and "mid-air stall." In the past year, we've gotten all of three Trials, two TFs and two arcs, and I21 is promising a new zone that's all of 6 levels in range - 20-26. I don't know if they're holding content back to sell with Freedom or if 3/4 of the studio are working on Freedom content or if they just fired everybody, but I've not seen content introduction this slow during the dark days of the Post-CoV 15.
When Cryptic Studios sold the City of Heroes franchise to NCsoft, along with their entire City of Heroes team, I could tangibly feel the re-investment. Suddenly, there were no more talks of "This would take too much work." or "We don't have the manpower to do that." The studio hired new people, stepped on the gas and started not just releasing "biggest bang for the buck" additions, but actually releasing what I call "luxuries" - additions that make the game better but aren't always Issue showpieces or likely to score high on banner ads. We got several ATs revisited and - in my opinion - fixed up, we saw power customization, we saw lots of things of this nature. Even if you didn't like one particular aspect of a new Issue, there was always something else interesting for you.
These days it feels like we're back down to 15 people working on the game, picking only the highest-value targets, focusing on only one thing and working as though directed by marketing, rather than good game design. The thing is, what people want is raids AND solo content, and there's no reason that it has to be JUST one or the other. We paid Paragon Studios a significant amount of money recently - $20 for an expansion, $10 for the Booster that came with it, another $10 for the Animal Booster, another $10 for the Steampunk Booster. They should have had the money to work on more than one raid per Issue, so it becomes a question of what, exactly, it is that I'm paying for. Freedom, though, is the most likely answer.
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If you think that what the players want is "raids, raids and more raids," you are provably wrong. Even the people who want raids are starting to ask for other things as well, and more raids won't alleviate these desires. If we keep seeing mostly just new raids, this will only get worse and those browbeating fans of practically anything else will just lose more of their support. -
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The funny thing about the "You don't need this!" argument is that it can just as easily apply to:
1. Earning experience.
2. Earning Inf.
3. Earning powers and slots.
4. Acquiring Inventions or any kind.
5. Defeating enemies at all ever.
6. Using the chat system.
7. Playing the game to begin with.
People seem to define "need" as "Someone sitting behind you with a gun telling you to do this." or, alternately, "You will die of exposure and starvation if you don't do this." Neither is true of ANYTHING in this game. Whenever someone somewhere says he or she "needs" to do something, you should read that as "need to do something IN ORDER TO HAVE SOMETHING ELSE." No-one pays to play games against his will. We play games because we want something out of it, and it just so happens that if you want something out of the Incarnate system, you "need" grind and farm Incarnate content.
Let me turn this question around: Name one singe thing to do in-game (other than billing and EULA stuff) that you NEED to do, unlike Incarnate content that you do not. I want to hear at least one in-game activity where "need" applies in a sense that does not apply to Incarnates. -
So your solution to the problem of a character progression system based around having cookie-cutter characters who all look the same is to support a system that gives value to random objects, thus resulting in cookie-cutter costumes that all look the same? The mere fact that you'd mention using the Nictus shield on two different character is evidence enough for this, partly because I actually hate how the thing looks, and partly because you're supporting costumes that don't so much look "good" but rather look "exclusive."
Personally, I find that to be the very antithesis of everything the City of Heroes character editor stands for. The editor, as I see it, is a tool for creative expression. It doesn't reward exclusivity, it rewards artistic skill. Yes, a new player just logging into the game may see a Bright Nova or a Nictus Shield and be impressed, but that new player would be equally impressed, if not much more so, by a great, well-made costume even if it comprised entirely of stock parts. Because it's not the parts that make the costume, it's the skill of the maker behind the wheel.
Take one look at the "Best Costume Designs" thread and note what people there praise - not the Vanguard/Rularuu/Ascendant encrusted costumes (not frequently, anyway), but all too often the simpler Tights+Patterns designs, the more iconic creations, and often the purely bizarre oddities we come up with. That, to me, is how the system should work - give people as wide a creative toolkit as possible and then grade their performance, not their entitlement.
Achievements in the game will not give you a "better" costume, because what is "good" is entirely subjective. They may give you more options, but as is the case with capes, those options aren't always useful for every design. At the end of the day, what matters is what you do with said options, not which options you have. I sincerely hope that with the Freedom move, I'll have the option of voting with my wallet and broadening my creative toolkit AT CREATION. -
Quote:I actually agree with Leo somewhat here - Broasword isn't graceful. At all. It has animations which were intended to also work with a bashing weapon, after all. However, I actually like the set BECAUSE of that. If you make a large enough character and give him (or especially her) a large enough sword, then the unwieldy "Urk!" animations of broadsword actually work to the character's benefit, replacing skill, grace or even any sort of aiming with just brutish, violent swings. I made characters on exactly this premise several times already, and I have a sneaking suspicion I'll be remaking all of those characters come Titanic Weapons, hence the question.Firstly, yeah, to say something is graceful would imply it is light and/or fluid which BS definitely isn't. If you know me, you know I do not care for BS's animations...the sounds are nice but the animations are whack. As of currently, for a graceful sword wielder, Katana or Dual Blades would fit the bill way better. As Sam said, that extra arm does practically nothing and the actual strikes are less than convincing not to mention the body movements...It just doesn't work in my head.
Possibly, though a lot of the characters I feel like remaking are actually based around raw strength more so than skill. You've already seen Xanta (everyone hasQuote:Perhaps for a 'less skilled' sword wielder? This is going on the asumption that TW may have a 'spinning strike' or two to give a sense of momentum and power, with the right model, it may look 'better' for a seasoned swordfighter where as BS is more straight forward "smack 'em in the face with metal" set.
), and her entire shtick is that she's very big, very strong, dressed in very heavy (if still very revealing) armour and swinging around a sword longer than most of her enemies are tall. I'm pretty much positive that Titanic Weapons will be a better thematic choice for her in absolutely every case, barring total set suckage. But the rest... I don't know. Does that armoured knight look like he makes sense to have a bigger weapon?
That's kind of the point of me asking, though. I'm not looking for a straight, objective answer as there isn't one. More I want to pick people's brains and see how they see things, get some perspective and maybe re-evaluate my own style and preferences. It's good do a pass on long-held notions and opinions from time to time just to see if you haven't outgrown them, you know?Quote:Annoyingly short and somewhat vague answer: Theme, as with MANY other power decisions.
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Something interesting and mostly unrelated that I want to say about Broadsword:
I dislike most of the existing Broadsword models because they look like one-handed weapons, and in more than just hilt length. The weapons themselves look like they're about the right size and shape to swing around one-handed without putting undue stress on your wrist, and they look like they hit about as hard as you would with a stick.
This isn't the case for the Legacy Broadsword for women. Not only does it have a hilt more than long enough for the weapon to be wielded two-handed, the weapon's apparent weight and length make it seem just too big, bulky and heavy to swing around one-handed without something in the system giving or breaking, superhuman powers notwithstanding. It just LOOKS like a two-handed weapon, so even though my character isn't using it with two hands, it still looks like a two-handed weapon.
In general, though, I seem to prefer LONG weapons over anything else. There's a sort of "critical length" beyond which a swinging weapon feels like it attains a sort of inertial force of its own, delivering hits at a force greater than just the strength of the arm. This is true for all weapon classes - swords, axes, maces and beyond. When a sword is too short, to my eyes it looks like a knife, in that it can cut, but it can only cut with about as much strength as you have to force it into your opponent's body. A longer sword, on the other hand, can more than cut. It can HIT things and it can hit them with an apparently great force of impact.
Titanic Weapons being all two-handed and big means they'll be long, as well, and that means they'll have a LOT of apparent strength of impact. As such, I'm having an increasingly hard time justifying my use of anything else. -
I recall someone in-game bringing up an interesting point:
They claim they can't let us use multiple costume auras because of performance issues, yet they force us to run upwards of four auras just from our powersets?
I'm a fan of being able to use miltiple auras of multiple types. I would, if I could, have constant Wisps circling around my character, combined with a basic Eye Glow which triggers only when the character enters combat. -
I'd like to see the faux-Incarnate auras and emotes put in the Paragon store. Moreover, I'd like to see ALL costume items, auras and unlocks currently available via in-game action put in the Paragon Store, as well, meaning Vanguard gear, Roman gear, Rularuu weapons and more. On the reverse side, I'd like to see currently bought-only costumes available via SOME kind of in-game action. I'd still buy them for real money either way.
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Quote:In no particular order:To those saying this issue should not have introduced another trial, well, what else would you have preferred being done? I am serious about this, please say exactly what you would of wanted
*New powersets (plural) now, as opposed to in six months.
*More power customization, specifically pool and epic customization.
*More weapons for existing weapon sets.
*Custom animations for existing weapon sets.
*More costume pieces and auras THAT I CAN ACCESS, for money if need be.
*That muscular skin texture for women that I almost made David promise.
*Removing redraw from weapon sets when a power can be used like BABs promised.
*Solo-capable content that is specific to the Incarnate storyline and offers us non-punitive speed of progress.
*Fixes for, underperforming powersets and specific powers, or even entire ATs.
*New power pools, new epic pools (electricity for Scrappers, pistols for Scrappers, etc).
*Something that doesn't have anything to do with Praetoria or Incarnates, be it story arcs or zones.
*Powerset proliferation, specifically Axes for Scrappers and Stalkers and Swords for Brutes.
*Better colour selection for air- and ice-related powers, better colour selection and "themes" for darkness powers, more colours for earth powers.
*New mechanics in costume design, such as non-robotic items in "robotic arms" torsos, animal muzzles as face details for normal faces, animated/moving/wobbling hair.
*Fixing inconsistencies in the editor, such as lack of shiny tights for Large boots and gloves, lack of scaly texture for Monster hands and so forth.
*Fixing at least some of the numerous bugs in the game, such as Keith Nancy's final mission where the dialogue with the "double" no longer happens.
And that's just off the top of my head. -
The reason I started off saying I don't want to talk about the meta-game mechanics or the in-game lore surrounding Incarnates was because both of those are sort of giant cans of worms that tend to side-track discussions and make me yell at my screen
For what it's worth, I tend to ignore the "Well of the Furies" and "Origin of Powers" storylines and explain the new-found powers as my characters being just that damn good.
I'm more talking about what kind of skillset a fictional character would need to have to qualify as an Incarnate as our game represents them. And I think in so doing, I thought of another example - Soul Reaver's Raziel. He's able to jump between the world of the living and the world of the dead almost at will, he's functionally immortal, he can swim (unlike other vampires), he can phase through grates, shoot telekinesis, climb, glide, use the Soul Reaver and infuse it with a variety of elements, consume the souls of the dead, travel through time and is somehow immune from pre-determined destiny. He's not a literal god, or even a demigod, but he has a bag of tricks so big that even if he weren't the protagonist of his own game, he'd still have to be a major mover and shaker.
I'm kind of torn between making a character an incredibly powerful specialist, like the dude from Infamous who wields almost godlike powers, but is stopped by chain link fences thanks to how electricity works, and making said character a powerful specialist with a wide array of extra abilities, like the guy from Prototype who can jump, fly, glive, transform, consume, regenerate, climb and form a variety of weapons.
Interestingly and largely unintentionally, I've already done something of the sort to the eponymous Samuel Tow. He started out as just genetically-altered human with very fast reflexes and an unusual sword, but pretty much every time I tell a story about him, he gets a new toy added to the arsenal. One of the first things he got was an inertial projectior which allows him to jump incredibly high and far, change direction in mid-jump and land from practically any without injury. Somewhere along the line he got super-human senses like hearing, smell and eyesight, at times bordering on precognition. He picked up a pair of handguns that get more and more absurd the more I revisit them. He has a techno-suit of the HEV Mark 4 Protective System variety that gets more and more elaborate the more I write about it. And right now I'm in the process of revising his signature cape into something of a hard light protective construct. And all of that is without me even stopping to think what I'd do with his Incarnate powers (haven't played Sam in a few years, he's out of content).
I can certainly see people's reluctance to give up an established concept for the sake of explaining why said character is now able to "call down the thunder" or summon the ghost of a dead Praetorian, however. Some of us are rather a lot more picky about what our characters can do than this, and I'll be the first to admit I had (and still have) a big problem with CoV-side patron power pools, in that they link us a bit too close to Arachnos. Even so, some of them can be sold as doing other thing, if you skip the Arachnos summon. That, actually, is how I generally see my own characters becoming Incarnates - they're what they've always been. They're just getting stronger and developing new tricks.
However, the reason I made this thread is because I began to wonder if I really should be keeping my characters so narrowly focused and just giving them even more absurd levels of power, or if I should look to expanding their abilities so that they are never unprepared. After all, a character who is able to adapt to any situation and respond to it appropriately is just as awesome as a character who is amazingly powerful in one situation but can be rendered helpless in another. In some way, I wonder if raw power is more important, or if never being made powerless isn't the more awesome alternative.
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I actually have an easier, more abstract example to end this with: The dumb hero. Ever noticed how in a lot of games (it's usually games) the hero is a big, strong, fearless, awe-inspiring man... Who is nevertheless dumb as a rock and damn proud of it? He needs a support character (or ten) to think for him, tell him where to go, what to do and how to act, interpret clues for him, unlock doors, decipher codes and look information up for him, all the while he acts like big dumb muscle. In fact, our characters in City of Heroes are often treated like this, when contacts say things like "With my brains and your brawn, we make an excellent team!" Hell, that line in itself is right out of Half-Life, said to Gordon Freeman, a god damn theoretical physicist!
In this sense, it is sometimes bordering on Mary Sue when you create a hero who both has the raw, brutish strength and square jaw of a regular, run-of-the-mill "big dumb hero," but at the same time has the fierce intellect of Gregory House. Usually, big dumb heroes are only held back by problems they aren't smart enough to solve, needing a smart character to solve them instead, but if a hero is strong AND smart... What more can you ask for? -
I have to agree with Moo on this one. Gating basic emotes behind the Incarnate system smacks of desperation. It's a bribe no different to putting PvE badges in the PvP zones. It tells me "Hey, I know you don't want to run Incarnate content, but we need a certain critical mass of players for the system to work, so let's see how we can make you run then anyway."
The argument that "no-one is forcing you to do it" is sorely misguided and quite narrow-minded, I think. No, no-one is forcing me to do the Incarnate Trials. And so I don't. And so you end up with a disgruntled customer. I could have used those auras and those emotes and played in my little toy room like a little kid, not bothering anyone, but I can't. And so it bugs me.
Here's the thing - I'm not going to farm iTrals. I don't care if I was offered real cash, I still wouldn't do them. Bribing me into running them with rewards that have nothing at all to do with end game doesn't make me want to run them more. On the contrary, it makes me RESENT them more.
Add all the iTrials you want, 10 per Issue if you want. I don't care. Just stop gating cosmetic options behind them that have nothing at all to do with that content.
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Incidentally, I hope and pray that ALL cosmetic items will show up in the Paragon Store. I fully expect Freedom to ask me to pay more money even as a VIP player, but THAT is one thing I would be happy and even excited to pay money for - to remove all of those annoying restrictions on costume items. -
Quote:Now that you told me what to look for, yes, his last name was Valentine, one of the two Valentine Brothers who assaulted the Hellsing mansionFor your original comparison, it might be safe to say that the players will become Alucard and Recluse and others will be Valentine (I think that was the dude's name) even though their abilities are still supposedly beyond our own.

I actually think Alucard is a good example in this case, not because he's god mode sue, so much as because he has some of the widest range of abilities in fiction while still making sense to have them. I'm somewhat leaning towards that interpretation of "godlike power," in part because of how the system is designed and what our enemies do, but also in part because I see godlike characters as needing to be independent, and this requires a broad range of abilities to achieve. Sure, you can afford to not be able to jump or attack and only carry a big shield if you're always going to be partnering with another character who can only run and jump and another still who can only shoot arrows and attack with a sword, but when left on your own, you end up slightly less than godlike.
For instance, much as I dislike Prometheus (because he's a giant jerkass and ugly as sin), the way he's presented still gives him an air of godlike ability. He seems able to travel through time and space at will, he has a fortress somewhere on another plain of existence, he has agents all over the multiverse, he has intimate knowledge of the Praetorian military effort and apparently a host of other powers that he doesn't talk about and gets grumpy if you ask him. That's kind of what a "god" typically is in most non-religious stories - a plot architect who has the power to not just follow the plot, but actually set it up.
It occurs to me, in fact, that my desire for specialised godlike power may be a bit... Misplaced. Characters of a specialised skillset make for very good protagonists because they're easy to restrict by plot contrivance, and are then forced to exercise their speciality to defeat said contrivance. Gods, on the other hand, typically aren't as easy to limit by plot without EXTREME contrivance, as they usually possess powers that can circumvent many of the difficulties the plot presents. Hell, even just the power of FLIGHT would render a lot of video game plots about 15 minutes long down from 12 hours.
Actually... Flight is kind of a good point. We're already kind of sort of demigod-like as compared to the protagonists of a lot of other RPGs. Have you noticed how many contemporary RPGs revolve around getting to places and fighting through hordes of enemies along the way? We don't have to do that. We can just... Fly! Turn on your flight power, fly up above enemy projectile range and just fly to your destination. This kind of sort of eliminates missions that ask us to reach a location, missions that ask us to chase an enemy or missions that ask us to cross large distances - because we already have the power to circumvent the limitation of physical location and render it obsolete.
I wonder if that's how we're meant to see Incarnates - less so as specialist powerhouses and more so characters who have lived a long life and gathered a whole bag of tricks, as most "veterans" in stories tend to have done, especially with super powers. An item from here, a technique from there, a genetic alteration from that one incident, some lost knowledge from a specific enemy, and all of a sudden, the character is more than just one or two powersets. Hmm...
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By the way, I ask these things not to criticise, but more so to try and conceptualise the system and then try and comprehend what it means for my characters. -
Preface: I'm not going to be discussing the Incarnate SYSTEM, its rewards, costs, tasks or anything either meta-game or storyline. I'm looking at this from a much broader perspective just to wrap my head around a few concepts.
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With all this talk about demigos recently, I'm sure a lot of us took our existing very powerful characters and tried to make gods out of them. And while I can't speak about other people, I never really got a good idea as to what exactly that abstract concept would mean in general storytelling terms. To some extent, "a really powerful version of your character" does indeed qualify, but literal gods in stories at large seem to have a rather broader scope of abilities than just a very powerful specialisation.
I recall a specific instance in the Hellsing manga that's present in both anime adaptations, where protagonist Alucard fights another vampire, supposedly an incredibly strong, evolved one. And indeed said vampire is incredibly fast, very skilled and manages to shoot Alucard to pieces with a handgun. The protagonist responds to this by pulling himself back together, turning into a monstrous shadow and delivering something like the following line: "Come on! Regenerate, summon your minions, rise up and fight me again!" Much to his surprise, the supposedly powerful vampire doesn't even suspect vampires could do any of that.
Something of this nature takes place in Mender Ramiel's arc, where I'm asked to speak with the Statesman. A normal person would board the train or go via super travel, but instead I teleported to his location, spoke with the Statesman and hopped a portal right back into Ouroboros. More than just being powerful, this gave me an odd sense of breaking the rules, that I could just appear to a signature character, get what I need out of him and simply disappear again.
I suppose what I'm asking is just how much of a breadth of abilities do you feel an Incarnate should posses? For example, say you have a strong fight. A VERY strong fighter. Should an Incarnate version of said fighter be just simply stronger still, or should it have other abilities as well, such as the ability to come back from the dead, travel between dimensions unassisted and know the secrets of the past before the age of gods, just as a random collection?
It occurs to me that, even in fairly simplistic storylines, the stronger, "elite" characters tend to have all the abilities of all the weaker specialists and THEN a speciality on top of that. I've spoken in the past about Incarnate powers making characters too homogeneous, but I'm starting wonder if that wasn't the point, and a good thing besides. If, perhaps, being an Incarnate entails more than just "great" power, and instead supposes "varied" power. All characters being able to do a lot of everything doesn't strike me as odd of a design choice as I first saw it as.
Really, this comes to power level vs. breadth of abilities. How much of which one do you believe makes an "Incarnate?"
