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First of all, I promise that this is the last one of these I'll make for quite a while, so please don't kill me
Secondly, this is mostly a question, so I won't be discussing the philosophical implications of game design.
I open with a basic question: If I'm running a level 50 character who has unlocked his or her Alpha Incarnate slot and isn't exemplared, can I get a Shard drop off a level 49 enemy, and if so, is the chance for a drop reduced?
Pretty much everything beyond this question depends squarely on what the answer to it is, because I may have to swap my running difficulty if I can indeed get drops off the -1x? difficulty settings.
Right now, I more or less plan to set my difficulty up thusly:
Level 1: Base, unchanged
Level 12 DOs: Up to +0x2 no bosses
Level 22 SOs: Up to -1x3 no bosses (that's harder for me)
Level 42 Commons: Up to -1x3 yes bosses
The difficulty settings I use now are based on a few factors which were true when I decided to settle on them, but which may or may not be true at the time. More specifically, they're based around my expectation that I won't have any Fitness powers (that's now inherent), that I'll be playing Blasters (I no longer do) and that I'll need to fight 50+ enemies for shards (which may or may not be true). Now's as good a time to reconsider my decisions as any. -
Personally, I detest touch screen technology with a passion. It's not comfortable for my hands, it leaves horrid smudged fingerprints all over the screen and I don't feel it's superior to a keyboard in any way. Tablet games made specifically for it, that's fine, I guess, but I still prefer a more traditional control scheme.
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Quote:Unless you have a quote to confirm that, I can tell you that we already have precedent for costume items being animated to respond to power activation sequences. That's how custom weapons work. If they can be triggered to appear and disappear based on what power is being activated, there's no real reason why holsters can't be triggered to stock or empty based on precisely the inverse triggers.Maelstrom's holsters were not a test for implementing holstered weapons on a large-scale. They are a custom one-off set of animations specifically built to the actions Maelstrom can take, and are only available on Maelstrom's frame with his body build and exact costume parts.
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The problem is that any way you put it, it's an active process. I have to actually go out and ask people to join. It doesn't matter how easy it is, it's still not as easy as putting the onus on people to join me, as opposed to me inviting them.
The trick with the notion of auto-teaming tools is to let the game handle the work in organising and putting together the team for you, both initially and continuously. The idea is to remove the need to socialise just to make the system work. I have nothing against socialising, but I prefer doing that for its own sake, not for the sake of operating an in-game system.
The thing is that if I feel like I want to team, I want a system which allows me to click a button and be put on a team. Not necessarily with people I'm going to like, I can't expect a game to account for that, but be put on a team just the same. If I find that team disagreeable, then I can quit it and ask to be put on another one. Once teaming has no opportunity cost, then the apprehension towards will disappear almost entirely. Oh, sure, you'll still get the occasional people who just want to keep to themselves, but even they will have one more choice to team much more easily if they want to.
And traditional teaming via chat organisation will never die. Some people are just too particular about who they team with and what they team for. However, automated teaming will put far more people together than the game does right now. When a game puts it on you to find people, interact with them and play together, many people will opt not to. When the game offers to find people for you, that's far, far superior. -
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I think it's high time we did something about this. For all of its innovations and genre revolutions, City of Heroes has been falling behind in team-building tools for years now, and falling behind HARD. Granted, there is a section of our population and of MMO-playing people in general who believe that this being a social environment, the responsibility should fall on the player to head out into the wild, interact with people, forge friendships, organise events and generally live the life of a socialite. Ignoring the fact that that's not what everybody wants, an hour into any MMO (or MMO-like game) that's come out within the last year will give you ample evidence that this doesn't have to be the case.
My reason for bringing this up is something of a crisis of conscience. I've often gone on the record as decrying forced teaming, refusing to team much of the time, complaining about team tasks and many other things of this nature. Yet I've tried a few other MMOs within the last few days and found myself on a team the majority of the time. And while I initially expected to hate it, I found I left teams happy and satisfied, exactly like an MMO should play out. And I began to wonder why. Why is it that I can team so easily and have so much fun doing it in, say, Spiral Knights, but it feels like pulling teeth here? Well, the simple answer to that, surprisingly, is auto-teaming tools.
Auto-teaming tools refers to tools kind of like our AFK queue, if it actually worked properly and extended over the entire game. Auto-teaming tools are tools which facilitate teaming in ways similar to joining multiplayer servers in your typical FPS. They are tools which allow a person to either form or join a team doing what he wants to, when he wants to, and not need to go the complex route of asking people and arranging meetings. In other words, I'm talking about a team-making interface which takes away the opportunity cost of putting a team together, at the apparent cost of slightly less calculated organisation methods.
What I've come to realise is a basic obvious fact that many have previously stated on this forum - many people like to team, but not many like building teams, by which I mean recruiting, broadcasting, asking people and so forth. And that's very much true. While I, personally, wouldn't want to team all the time for my entire play session, it's not the teaming aspect of the game that I dislike, so much as the fat, laborious process of actually getting there. Even if I'm not the one recruiting potential team-mates, I'm still sitting on my hands for sometimes half an hour while the team gets going.
Now suppose this were different. Suppose you didn't have to make your own team and didn't have to ask for people. Suppose you can tell the game what you want to do, and have the game look for other people who have stated they want to do some of the same things. When it finds enough people, it yanks you out of your instance and slaps you all together in a team ready to go. Suppose you start doing something and tell the game to send anyone who wants to do the same thing to your team. How many more people do you think would team that way who wouldn't otherwise want to bother?
When I log in, my first question is "What now?" If my options are either to put in the work and put a team together or simply click my Mission Teleporter, I pick the latter every time. If my choices are between clicking my Mission Teleporter to take me to my solo instance or clicking my Mission Teleporter to send me to team in progress... I might well pick the latter, and a lot of the time, even. In fact, if that were the case, I might actually go out and make a team-centric character, knowing that I could rely on teams without without having to sit on the sidewalk like the runt of the playground and hope someone notices me or play cat herder.
Now, some might suggest that this diminishes the social aspect of running into strangers at the Market, striking up a conversation and igniting a long-lasting friendship. Ignoring the fact that not all of us go to bars to chat up strangers, no it doesn't. It's an easy way to put people within a communal situation and gives them more situations to socialise. You may disbelieve me for saying this, but I'm actually a pretty nice guy when I'm on your team. It's just that I'm never on your team because our team-building system is so byzanitne it may as well consist of mail-in invitations over physical mail services. Sure, you'll get a lot of uncommunicative twatts, just like you do now, but you'll still see much more frequent opportunities for the communicative among us to meet others we like to be around.
I firmly believe that the lack of any auto-teaming tools (that work) in City of Heroes acts as a great detriment to the game, and contributes a LOT to the hatred people like me have for team encounters, raids, task forces and even something as simple as a simu-click mission. I would bet you dollars to doughnuts that if such a system existed for the full breadth of the game's content types, that you'll see me and people like me complain about "teaming vs. soloing" a hell of a lot more, to the point where it'll go the way of "bridging" requests. -
What's funny to me is that the original City of Heroes launched with just levels 1-40, and it took all of one Issue for the next 10 level to be patched in. When City of Villains launched, it also launched with just levels 1-40, and it also took just one Issue to add not just the last 10 levels, but Mayhem missions, as well.
Now we get an expansion that is, apparently, supposed to be all about end game. It's taken them two Issues so far and it looks like it'll take them another one or two just to get to the end of it, let alone actually make enough content for it not to be a grind.
Oh, sure, when my villain first hit level 44.5, he ran out of missions entirely, save for paper missions, and I had to run something in the neighbourhood of 30 of the things, Mayhems included, until I hit 45 and got a new tier of contacts (who lasted all the way to 50). Even ignoring that that's been fixed, that's still a FAR greater content density than what Incarnates have, which is give or take two tasks.
Once upon a time Matt Miller said that they didn't want to make "just a few trials that people would be done with in a week and ask for more again." Ignoring the fact that that's precisely what they did anyway, their solution was to make a "system" which people would want to progress through regardless of content. Well, here's the naked truth - people WILL get "done" with your content eventually. The question is whether they're done because they simply did everything there was to do, or whether they're done because they are sick to their stomachs of what you're offering. The former, while problematic, is still a positive ending. You're done, you have fun, "now what?" The latter is a bitter, angry ending born of frustration and irritation. -
Quote:I disagree. In fact, let's go by examples:Every genre of games has things that are the same across all games of that genre.
Not necessarilty. Even ignoring the fail that is Mirror's Edge, I can point you to quite a few first-person games that don't play like classic shooters - like Portal. But I have one even better. Consider how different games like the ooold Doom clones that keep being released to this day as Serious Sam, Painkiller and so forth are to the army of cover-based shooting military style FPS games that Call of Duty made popular.Quote:A first person shooter will have similar controls across all games, and they will have a variety of weapons to use. There is some variety in the visuals and the storyline, but a first person shooter will play very similarly to any other first person shooter.
Yes, they have similar controls, in that you push buttons on the keyboard and things happen on-screen, but that's a very broad definition of similarity. How these games are different is much more profound than how they are similar. I'm talking about regenerating health vs. a health bar, bunny-hopping vs. cover-based shooting, currency-based item purchases vs. picking up dropped weapons, "only two weapons" vs. unlimited arsenal, single-player focus vs. multiplayer-game, deathmatch focus vs. organised team warfare, the list goes on. Left 4 Dead 2 doesn't play like Battlefield 2, and I didn't get Bulletstorm because I liked Sniper Elite. Every shooter is not like every other shooter to nearly the same extent as MMOs are, even if the bane of regenerating health DOES go a long way towards that end.
I spent my youth playing fighting games, and I can tell you for a fact that this couldn't be farther from the truth. Fighting games are only "alike" as far as the basic model goes - i.e. one fighter fighting one other fight. But even that's not true any more, with tag-in fighting games, two-on-one fighting modes and so forth. You could cite the faux 2D playing field, but that's not necessarily true, especially with the massive proliferation of 3D arena fighters such as Virtua Fighter. Not every game has punch and kick buttons, such as Samurai Shodown, which has slash buttons.Quote:A fighting game will have various characters, and it will have controls to punch, kick, and use special moves. The controls will all do roughly the same thing between games, but again the visuals and details differ.
In fact, when you get down to it, a fighting game is made by its combat system, and combat systems in fighting games are more varied than almost any other genre. Capcom's VS series and their six-button system seem to be some of the most popular, but SNK's four-button legacy lives on even if the company itself doesn't. Mortal Kombat's own brand of fighting continues to evolve while Tekken and Tobol and the like are still being made, while Street Fighter style games remain unlike all of the above. And even if you memories all of the above, I can still sit you down to something like Rise 2: Resurrection and you won't have any idea what to do, because it's not like any of those other games.
That's far, far, FAR too broad a definition to be meaningful. It's like saying that all games are alike because you push buttons, things happen on the screen and you eventually achieve an objective. Sure, it might leave out "games" like Second Life, but practically any game that's built as a game will fit that description. "You control your character to complete certain objectives" describes over half the games ever made.Quote:Action/Adventure games differ a little more, but the basics remain the same. You control your character to complete certain objectives, and you will usually obtain power-ups as you progress.
I disagree, as that has never been my experience. Whenever I ask people what games they like, they give me a list of the games they've played and enjoyed and finish with "like those." Sure, I've met a lot of people who DISLIKED specific genres over the broader characteristics that describe them, but I've never met people who LIKED specific genres because those characteristics are too broad to like something by.Quote:When you ask someone what kind of games they enjoy playing, most of the time your response will be "first person shooters" or "fighting games". People will just tell you the genre of games they like, because that is the kind of gameplay they enjoy. A first person shooter that doesn't play like a first person shooter will probably not be very popular among the people who enjoy first person shooters.
I can, for instance, say without a doubt that I don't like consoles in general as I lack the TV set to run them and don't enjoy playing games on a TV to begin with, but I can't say that I like "computer games" merely because I have a powerful computer and a comfortable setup. It's more a question of "will try" vs. "won't try" as opposed to "will like" vs. "won't like." When people bring up game genres, it's usually in respect to what games they're willing to give a chance to, not what games they're going to like.
However, I can tell you without a doubt that, barring a few exceptions, people aren't going to stand for paying money to buy the same game over and over again. That's why sequels to games are seen with such bile when they get into 4 or 5 or above, unless they offer something new. Sure, football and rugby games might somehow subsist on selling the same game to people over and over again every year, but these get bought as much for the roster as for the actual game. MMOs don't have that kind of luxury, as while people will indeed buy a game because it has Superman or Arthas in it, whether they stick with the game depends on what the game has to offer.
Again, I say all this because I'm not at all happy with contemporary MMO conventions. I want something else. I want choice. Right now, I have no choice, because City of Heroes is the only MMO out there that I'm aware of which is sufficiently different to at least CALL things something else. Right now, it's either City of Heroes or "everything else." As such, this game has no meaningful competition and I as a customer have no real choice in which game to play. Because this one is, quite frankly, the only MMO I've ever tried which doesn't suck.
Right now, if you're like me and you don't like the current MMO framework, you're SOL. That's all there is. Every game out there is about items, raids, stats, loot, dungeons and so forth, and every game which didn't start out that way gets those things after the fact. And if I'm looking for a game which specifically LACKS some of these aspects and has other aspects besides, then such a game doesn't exist, because every MMO that comes out, no matter how current, comes out looking very much the same as all the others, down to the interface, structure and even component names. -
Quote:I get what you mean, actually. Whenever this comes up, I like to refer to Psychonauts' Lungfishopolis. You could potentially have a miniature map where players have debuffed movement speed and almost no jumping ability.This would be in addition to, not in lieu of, current methodology.
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You also have to remember that there's a 30-second timer on costume swaps, meaning that if you fly, you can't land for another 30 seconds or you'd land without your wings disappearing.
I try to bind costume swaps independent of powers because costume swaps are unreliable due to the timer. -
Quote:I think you described Jane Temblor's "Rumble" power, at least partially. And I actually agree with this. That would work both for an Earth-themed character as well as for a traditionally super strong one.Personally I'd like to see a "Rocks rise, everybody flies" PBAoE, ground pound Seismic Judgement. You slam your fist(s) into the ground causing a shockwave of earth, knocking everyone down. Think Footstomp, but more "Hulk smash" style visuals. Great for Stone Melee and Super Strength toons alike.
Dancing swords are kind of an interesting idea to make a sword-based one, too
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Quote:You're not alone. I'm not sure the people who made Blaster Mastery sets completely understood what they were doing, beyond "We have these powers left over, let's use 'em." If you ask 10 Blaster players what the secondaries are supposed to do, you have a good chance of getting 10 different answers.Blaster secondaries are weird to me because they seem just really weak and lackluster. I think I don't understand them correctly. Would I get much use out of it? I don't want to be like, "I'm a witch! I know lots of magic!" and then ONLY EVER use Fire with the occasional lightning ring.
As for powersets, have you considered using an electric PRIMARY? I say this only because then you can have Bob the Voltaic Sentinel, which is a more eccentric and therefore more magical-looking power. It's also all energy, so you can more easily sell the set as a variety of magical attacks.
On the flip side, it's not quite as good as Fire Blast, but it's your call. -
Quote:Just to illustrate, I give you dordEncyclopedias and dictionaries have been wrong. That doesn't mean you can't use them as a source ever again.
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Quote:It's a bit disappointing to me that you call it an Auction House when it actually isn't, though, that's kind of my point. What we have in City of Heroes is closer to a consignment house, and it's called that in-game and in-fiction. The only reason you see people say "Auction House" is because World of Warcraft has an Auction House.I can say as a relative newbie, that I found CoH to be very new-user friendly. Prior to this game I had never touched an MMO and had played very few computer games (I'm talking minesweeper, solitaire, and that's about it). It took a little time for me to figure out how enhancements worked, and to get the feel for the auction house, but all in all I feel like the game does a good job of explaining things to new folks. That, combined with a very helpful and friendly community, made my early CoH days simple and fun.
More generally, I'm aware that games tend to be built with familiarity in mind, but it seems to me that these days we're starting to see a little TOO much familiarity. To stray away from MMOs for a second, look at what's become of FPS games - almost all of them have been reduced to slower-paced cover-based shooters based on vaguely military motiffs, be those WW2, present-day or futuristic militaries. Painkiller was... Interesting if more than a bit dumb, but it's rare to see anything too different from the trend-setters.
My problem with this approach to game design, especially when it comes to MMOs is that I have no alternative because of it. A lot of people have told me that I clearly don't like City of Heroes and should instead go play something else, but play what? Every MMO I try is exactly like every other MMO I've always tried save for the graphics. There are differences, yes, but it's generally the same experience built on the same model. If anything, City of Heroes still remains the most un-MMO MMO out there and is still one of the more diverse and different ones on the market. This game quite literally has no competition, because right now, it's City of Heroes or "everything else," and I happen to not like that one specific game model that everything else uses.
The reason I find this surprising is because I honestly though that the MMOs I was trying were simply following a similar trend in design, but what I'm just now realising is that it's not just those few... ALL MMOs seem to follow just that one specific trend in design. And I'm sure it's good enough to supply one MMO, two, maybe three. But how many do we have now? Dozens? Hundreds? They have to be, with all the F2P clone games. I fear for MMOs in general, because if this keeps going on, there simply won't be any more room for new players in what are ostensibly next-gen graphic old games. And I do fear that the player base will crash sooner or later if nothing changes on that model.
My problem with MMOs being designed for MMO players is that this allows for no or very little innovation. People expect certain game aspects because developers keep making them and developers keep making certain game aspects because players expect them. It's a vicious circle that keeps MMOs from evolving and expanding what they can be. Not only is it very hard for an MMO to exist if it isn't an exact copy of the norm, but even if one survives launch, it slowly grows closer and closer to the norm as time goes on, defeating the point.
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Let me put it this way - I don't have a problem with MMOs trying to emulate the old EQ and before model. There ought to be something for everybody. But I want SOMETHING ELSE, as well. I want a different experience, I want to see MMO developers engaged in actual competition, providing different and diverse services. I don't know what it's going to take, probably something very successful and very different. But if it keeps going like this, then there really is no point in even looking at any up-and-coming MMO, because I'm already playing that game now, only with different graphics. -
Quote:I challenge that assertion as inherently biassed and one-sided. I can't recall the last time I've run into a name in use, and I've made quite a few characters recently. Granted, none of them had "obvious" names, by which I mean Something Person. There's nothing inherently wrong with these names, they're just obvious and so much more likely to be taken and I, personally, happen to dislike them for aesthetic reasons.Everyone who makes a new character after the Name Purge happens will benefit, which is all current subscribers. When you go to roll a new Blaster on your home server, searching for names will take much less time than it would have with four years of inactive character names built up.
Recently, I've snagged names like "Sphyra," (an apparent misspelling of Final Fantasy X's "Spira" because I've never seen it written), Lurian (the name of the space station from Advent Rising) and Tenebrious (an alternate but valid spelling of "tenebrous") and "Blige," a personal name, which I'm reconsidering swapping for the "made up" name "Elaniel" which appears in the character's story. That's not to say those are GOOD names, but it is to say that most of those were my first choices for names and they went on the first try.
I have additionally tried to make a ripoff of Darksiders' War, but "War" is obviously taken and "God of War" would be even more obviously snagged. I tried Strife, but that's taken and a Marvel character, to boot. I tried Conflict, that was taken. I tried a few more, I forget what they are, and finally settled on "Attack," which was free on Victory, though if it still is I cannot say. The character's necessary powerset combo didn't exist within the same AT, so I deleted him when I ran out of room. If I do resurrect him, he'll be named something else, as I don't want to rip off other people's intellectual work. -
Dumb title, I know, and this will probably come as no surprise to anyone but me, but here goes:
I've recently tried a few "other games," more specifically other MMOs, even if I wasn't aware they were MMOs before I fired them up, and the one overwhelming first reaction I got to all of those games was "Man, I have NO IDEA what to make of all of this stuff!" I mean, I walk into the world and I'm immediately told about instances I could run, where to find the Auction House, where I can find crafting components, where I can find armour dyes, how to form or join guilds and a whole bunch of other things that I can't really take all in. The hell? You can't do that, game! You can't just throw all of these things at my face like I'm expected to know them already!
But then it struck me: I AM supposed to know all of this already, aren't I? I'm supposed to have played other MMOs and have familiarised myself with how crafting works, how to use the Auction House, how the chat interface and map work, what my keys do, how to use my inventory screen and so forth. Because, really, these days if you play one MMO, you've played them all, because damn near all MMOs on the market are just about the same game with different skins over it. Oh, sure, some may have non-visible gear, some may have dynamic combat, some may be set in space, but they're all the same MMO, and they're made such that if you've played ANY OTHER MMO before, you'll know what to do and where everything is in THIS one, too.
I've grumbled before about MMOs being sold as "Has PvP, has Crafting, has Loot, has Auction House, has Raids" before, but it never quite sunk in with me that that's the POINT! If you make a different MMO and toss an MMO vet in there, he'll be confused and have to figure everything out, possibly feel like not even bothering (like I did with some of those), whereas if you throw him into essentially the same game with the same interface and the same subsystems, he'll feel right at home.
Except this creates a pretty... Hostile environment for non-MMO veterans, or those coming from more eccentric MMOs like ours. In other words - me. I remember the first day I logged into City of Heroes. Sure, it took me a while to figure out what Enhancements were, how to travel between zones, that I couldn't attack things by clicking on them and so forth, but there really wasn't all that much to figure out. Find contact, get mission, go kill some stuff, then do it all over again. These days I fear that I can never play another MMO because there's so much "stuff" in there - and so much stuff I don't care about - that even if it's a "free" to play MMO, I still need to invest, like, a week just to know what the hell is going on in that game, before I can actually enjoy my stay.
I shudder to think what City of Heroes has become for new players these days. I was lucky to join the game back when it was simple and learn about all this stuff as it was introduced. If I had to dive in head first and figure out enhancements, combat, levels, powers, zone travel, chat, targeting, teaming, instances, controls ON TOP of all the subsystems and alternate levelling paths and loot and I don't even know what else that's been added over the years... Yikes!
So, yeah, I guess it's good practice to make MMOs for MMO players so they can feel like they never left. But I'm not sure what that does to non-MMO players who want to branch out, or hell - new players entirely, like the players we had who confessed they never even played computer games at all prior to City of Heroes. And I'm not sure that's a good thing. -
I think we can get similar functionality with much less inter-player interaction and the complication that comes with it, while adding complications of other types. Let me explain how:
First of all, put in a console which allows us to spawn one of four entities in a group of anything from 1 to 5. Those would be:
1. Common humanoid enemy, say the green bubbly from the costume creator.
2. Common humanoid ally, same green bubbly
3. An attackable object, say a large metal box.
4. A dopelganger of yourself.
Enemies here could be set to passive or aggressive. Passive enemies would stand around taking punishment until they die, while active enemies would attack you (but deal no damage and apply no status effects).
All of these should be controllable from one console.
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After this, I will want precise control over the background and lighting. I want a glass floor room with a single light source. The colour of the room should be a single flat-coloured background or a simple repeating pattern of a customizable colour hue and brightness. The light's intensity and colour should also be changeable, as well as its angle. I want to see it movable along a semi-circle rain so that it can shine anything from directly top down to horizontal at floor level to directly below. Possibly a second light on the other side could be used to provide a variety of lighting conditions. This doesn't have to be smoothly controllable. Picking in 45 degree increments should be fine, and only really make for five options total.
All of this should be controllable from another console.
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Finally, have a third console which puts you in and out of the actual costume editor, as well as serving as an exit from the changing room when you finally accept all the changes. -
Quote:It's even more funny that he asks to see your papers on your way out.I figured since I was an unknown within Vanguard, it'd be natural to have to be 'cleared' but after saving Lady Gray and everything, I figured the text would change to say "Welcome back $player"
NPCs that speak out to you need to be used VERY sparingly, because they're horribly annoying, and get old really fast. On the other hand, though, they do make for some interesting comedy when they point out names of players I'd never have noticed since I don't play attention. "Hey, Walks Like a Duck! I need to tell you about Recluse's Victory!" -
This has been going on since the day I first logged into this game back in May of 2004. I'd oftentimes hit a number key to activate an attack, watch the graphic show up to tell me my power has been queued for activation, see the system message telling me it is, then see the power unqueue itself and then... Nothing. I've gotten in the habit of hitting my binds four or five times every time just to make sure.
It's a lot like clicking on doors. You click on the door and nothing. You click on it again... Nothing. You click on it a third time and only THEN it starts to open and let you through. At least we don't get stuck for 10 seconds unable to act when nothing happens.
I blame this on packet loss, myself. -
This game's entire UI is just horrible about buttons and their clickable areas.
As a general rule of thumb, if you put in a button graphic, then make sure that clicking ANY portion of that button graphic activates the button. Right now, a great many buttons in the game are just window dressing and you have to clicks on the small text with great precision.
Additionally, when you make menus, and especially dropdown menus, then don't leave any dead space in-between the menu options. It serves no purpose other than to misclick and accidentally close my own menu. If my cursor is over the menu graphic, it should always be highlighting SOMETHING. If I run out of the bounds of one menu item, I should always roll into the bounds of the next one over with no empty space between them.
Finally, allow us to scale the size of menu buttons without scaling the size of menu text. Texts are large enough to read fairly comfortably, but buttons aren't always large enough, especially when they're barely bigger than the text in them. And in general, avoid making tiny small little buttons like the small chat channel letters. I could graduate sniper school after working with those. -
How about Shock Treatment? How about Mynx? It's just hideously irritating that these guys can use their T9 God Mode powers perma when we were specifically nerfed to never ever ever be able to perma ours.
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Personally, I prefer the methodology which exists now, which is to have Giant Monsters show up as Archvillains in instanced missions, and then scale down into Elite Bosses if your difficulty is set up for it. That's already the case with the Kronos Titan, Psychic Babbage, Baphomet and probably others I'm forgetting.
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Quote:A player costume constitutes a 7-10 KB data chunk, and a player's custom powers constitute another 10-15 KB data chunk. You can check the size of those files when you save your costumes and custom powers. The net result is that when you swap costumes, the server is sending anything between 17 to 25 KB of data to every player in range. Do it within the presence of 50 people, like on your average Hamidon raid and you're looking at making the server upload over a megabyte of data on top of whatever else it's handling at the moment. Have ten people swap at the same time in a high-density environment and you can force the server to upload 10-15 MB on the spot.Because there's never been noticeable performance problems during iTrials...
Notice I never mentioned anything about the actual timer. If you get many people to swap costumes within the presence of many others, you'll choke the server's upload, and that is a fact. A 10-hour timer on costume changes won't change that. The 30-second timer is in place to prevent a single player from doing so by binding his costume swaps to a key and spamming that very fast. With 100 ms of ping, which should be about average for US players, a player should be able to swap costumes 10 times per second absent any timer, which is constitutes a significant load. However, drop that person down to a timer as short as one second, and you're limiting him to a bandwidth load of a bout 25KB/s, which isn't all that much to speak of. Yes, you can still get lots of people to spam it, but you can't really change that with a timer anyway.
If a timer HAS to exist, then have it activate only when costume changes are threatening to overload the server's bandwidth. For instance, have swapping a costume from one player suppress other people from swapping costumes for the next 5 seconds and introduce a scaling timer that lengthens the more you swap costumes within a small amount of time. There are solutions for this that aren't as annoying. -
That's what the City Vault was supposed to be. It's been mentioned throughout the game's lifetime sporadically, but never came into existence. I don't know why or when we stopped talking about it, but I recall hearing it was technically just too difficult.
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Quote:I knew about that pic and wanted to bring it up, but I wasn't sure if you were the one who posted it last time. Based on that face, I should have knownSpeaking of naked characters, around the launch of City of Villains I made a character named The Naked Truth, who was an Ice/Ice Dominator.

