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Quote:This is something else I wanted to say - all the bad things I said about the writing in City of Heroes don't apply to Praetoria... Mostly. The arcs there are well-written, they draw from history established in-game, they have a lasting impact (sometimes different depending on what you do, such as Steffard becoming a serial killer), and there is enough of a weight of lore to Praetoria to make for a believable environment.For the most part, the Praetorian storyline does not bother me either.
What bothers me is that it seems to be the only storyline at the moment.
That's Praetoria up to level 20, however. The praetoria of 40-50 and especially the Praetoria of 50+ is boring and trite and has no real backstory other than "Tyrant bad! Go kill!" What was an otherwise rich, engaging world with believable characters and emphatic morality is rendered into nothing more than what Praetorian Earth was before we started calling it Praetoria - a goatee evil version of our own world. And it's not just the old, not-entirely-changed stories that do this. The Incarnate content does as much, if not more, to profane an otherwise good story.
The other problem with Praetoria's canon is that it's precisely skin deep, as others have pointed out. Yes, it's very interesting and engaging, but between the four paths to level 20, we exhaust literally ALL of it. The ghouls have been fixed, the Syndicate is broken, the Destroyers have been curbed, Metronome has been stopped and... There really isn't much more than this. I guess the Mother of Mercy hospital and Penelope Yin's story may be interesting, but everything else is done, including David Nakayama's Noble Savage.
Once upon a time, a developer described a lot of the "hanging" stories in City of Heroes, like Tub Chi, Lughebu, Tielekku and so forth as "story seeds," that is plotlines which exist as part of canon, but aren't explored. That's why when people are asked to point out what else they'd like to see explored in City of Heroes, they always have a pick. But if you were asked what else Praetoria had which wasn't explored, but you'd like to see it, what would you pick? What is there to pick? The world of Praetorian Earth begins with Going Rogue and ends with Going Rogue, and there is nothing which has been established which could serve to expand or extend the plot. What could we POSSIBLY have that could fill in another 30 levels' worth of content? Because I see nothing of the sort even hinted at.
BioWare's games are very good at drawing on a larger universe without actually HAVING a large universe. You meet veterans from wars only mentioned in history books, you're faced with prejudice and racism that has existed for centuries, you explore cultures set in their traditions opposed by factions whose goal is to innovate, but whose objectives and beliefs are formed by those same traditions... You have a wider world from which each story originates, in which each story takes place and which each story ultimately reflects back onto. Their stories don't exist in their own pocket dimensions, unrelated to anything else ever in the world.
Even if you don't HAVE a huge Tolkeinian world all written down to language of the elves and the dwarves, you can at least have enough of a world to reference, or at the very least make up references to a broader world as you go. Such doesn't happen in Praetoria. We have the one bum in the tunnels who talks about the USA and that's it. Few people talk about the Hamidon wars, the world before, about politics, about economics, about culture, religion, ideas, hopes, beliefs, hatreds, anger, resentment. Praetoria has just enough depth to carry it 20 levels. However, when that is done, we MUST leave, or else we'll drop off the edge of the world. -
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Quote:That's what I was going to say, as well. The game has no one single main plot (then again, what RPG does these days?), but it has a large selection of primary plots that not only spawn multiple level ranges and multiple storylines, but draw on established history and backstory.A massive invasion by extradimensional aliens has devastated our hero population and destroyed huge swaths of our city. Years later, we're still recovering, and they're still there, still trying to figure out how to make a comeback and wipe us out. Issues later, they do make their comeback.
A mysterious group of mages run around kidnapping citizens to use in....some kind of ritual, we're not sure what they're doing exactly...they control demons and spectral soldiers....holy crap those spectral soldiers are really them, they're kidnapping citizens to use their bodies as puppets, and they made a deal with the devil millennia ago. A few issues later you go into the whys and wherefores of said deal.
A low-rent street gang is dealing a drug that gives superpowers to a slightly higher-rent street gang. Then you find out that the source is an established crime family. And then you find out that the drug also allows a small number of users to "pierce the dimensional barrier," whatever that means. Then you find out exactly what that means. Issues later you find out who was behind it all (although if you hadn't at least guessed or speculated who was behind it you weren't paying attention.)
Way back when, the government decided superheroes were a national resource, and should be put to use in defense of their country. In practice, black guys with superpowers were sent out on suicide missions in service of some white guy's agenda. They weren't too happy about that. The Might for Right act was repealed. Some people had a problem with that and passed their own unofficial Might for Right act. And if you weren't on board, they'd kill you.
No plots? No, it doesn't have one single plot, but well, the Incarnate system has a single plot and we get threads like this. Instead, the game established a number of running plotlines so there would be something for everyone. How many people have you run into who dislike fighting CoT because they don't like magic in their comic books, or don't like Malta because they have no powers? Now think of the people who love the idea of fighting evil wizards, or a secret worldwide conspiracy? And it's not like any world that allows anywhere near the diversity of this game's world has a single shared running plot anyway. That doesn't mean they don't have plots.
We know who and what the Circle of Thorns are not because Roy Cooling says "Oh, I know all about them. Let me tell you!" but because we learn about them all throughout the game. By contrast, the Legacy Chain are... Um, they are... Erm... Good guys? And even then I'm still reaching here, what with them trying to KILL all villains in the Rogue Isles. To quote the Spoony One: "We've not established Serge!" Who are the Legacy Chain? Who are the Goldbrickers? Why are the Luddites always protesting? What exactly is the divide between the Marcone and Verandi families? Why are Skulls and Hellions in the Rogue Isles?
Establishing characters, factions and concepts BEFORE using them is a fairly basic storytelling device that I see no reason to avoid on such a large scale. USING established characters, factions and concepts instead of needlessly inventing new ones (Blood Coral? Really? Why?) should be treated the same way.
When City of Heroes launched, almost all the stories tied together and to existing history. Everything was referenced somewhere else in the "plot," and everything referenced something else, as well. Each story was like a good comic book movie - acknowledging that continuity exists outside what little could be fit into 90 minutes, but not tying the plot around continuity the movie couldn't feature. So why have we completely abandoned City of Heroes' continuity and are now either disregarding it out of hand or outright contradicting it? Why can we not write stories within the established universe, instead of shoehorning inapplicable stories into it?
OK, I'd expect this from a player who is either not happy with the existing storyline or otherwise doesn't want to tie his characters to someone else's IP (read: me), but such a player would be working for himself at the expense of the game's writing. A writer hired to write for the game has the responsibility to write for THIS game, and so few have done so recently.
City of Heroes no long has any plots. It has separate unconnected monster of the week episodes. Each episode establishes a brand new, never before seen threat, then remedies it by the end of the episode, never affecting the status quo and never drawing on the status quo. This is a significant step DOWN from what we used to have. -
Quote:The reason I say this is that I have a very low tolerance for system complexity, especially when it comes to things I need to remember. I don't see anything wrong with adding such systems (developer time arguments aside, as those are not interesting), but I simply feel that this is better served using existing tools, rather than inventing brand new ones.Lol, you always have such high stipulations to your agreements, Sam. I mean, what harm would it be to have a 'Lift up/Carry' skill that requires a couple points you might have to gain through some missions when all it'd do is give you the extra option of having "You heroically carry the victim to safety, all the while being thanked for your constant sacrifices," or "You contact a squad of medics and assure the victim will be taken care of," if you can't lift them? I mean, if it's non-combat and has no actual impact on xp, mission completion or rewards and simply offering flavor text or even just a badge saying you rescue people by hand, is it really something you can complain about?
Let me explain what I mean: Once upon a time, all we had was Inf. Now we have Reward Merits, Tickets, Vanguard Merits, Alignment Merits, Shards and probably something else I'm forgetting. Before we used to have just missions, and we added Paper/Scanner to this. Now Tip missions are completely separate from that.
I am a firm believer that a system should never have more tools than is strictly necessary, and instead attempt to add more variety with the use of those tools. This makes it easy to learn, but hard to master. On the contrary, a system that is very complex is usually hard to learn, but once you do learn it, there's nothing to master about it. It's just homework. The one thing I don't want to have to do in my games more than almost all others is have to pause the game and Alt-Tab to the Internet to find more information. And I'm not talking about finding guides or cheat sheets, I'm talking about something as simple as "Who among those contacts is in my current level range?" Sure, level range notes on the contacts screen would help with that, but it's besides the point - I want a simpler system.
Temporary powers provide such a simple system, because I don't have to remember what I brought, and I don't have to look up what mission gives me more "People Carrying Skill" on ParagonWiki every time. And I do forget, occasionally, much to my everlasting shame.
If such a system of "other other skills" must exist, then it would have to be put together in such a way as to be easy to deal with. All such skills displayed in the same place, with the ability to look up missions to improve said skills from the same window which houses them, and notifications when these missions become available. DO NOT make me have to remember who gave what out when and what I had to do to get which point in what skill, nor what skill was used for what task under which circumstances.
Unnecessary complexity can and has ruined games for me. -
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I believe he/she is talking about our headshots on the ID screen. I haven't checked, however, or if I had, said difference must have slipped me.
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I have a question: Considering there is no level 51, how ambiguous is it to say you're level 51? What do you think the person means? That he can get into zones a level 50 character cannot? That he can accept missions a level 50 character cannot? What difference does it make whether you say 50+1 vs. 51, when for all intents and purposes, they're the same thing.
No, you're not level 51. I know this, because I know level 51 doesn't exist. But BECAUSE level 51 doesn't exist, then the only two conclusions I can draw from you claiming to be level 51 are A) that you made a typo listing your level or B) that you are level 50 with one level shift.
Now, if we could be, say, level 40 with one level shift, then I wouldn't agree with calling yourself level 41, because you're not like the people who are legitimately level 41. In these cases, I would ask that level shifts be stated separately. However, since level shifts can only be earned after reaching level 50, I don't see this as a problem, either. You can't gain a level shift at level 40, or even at level 49.
"So what if I exemplar?" If you exemplar, then your level should have come up in conversation beforehand. If it hasn't and yet is still somehow relevant for some reason, then yes, I fully support listing your level as 15+1, rather than 16, because there are people who are level 16, and you are not one of them. There are also people who are level 50 genuine who exemplared to 16, and you are not one of these, either. You are a level 15 with a level shift.
However, until and unless characters can gain that 1 point of experience and reach level 51, saying you're level 51 is unambiguous and undeserving of nitpicking. You know what the person means, and he is technically correct, because what you are claiming the confusion is with does not exist.
This is like asking for the price of your hot dog in any American city, and when being told "five" demanding that the vendor specify that he's talking about dollars, because he could mean pesos or euros or florins or some such. You know enough to extrapolate the necessary information without even thinking. There is no room to complain. -
Quote:Apologies for misunderstanding.CoX lacks end game content. With the exception of the Hamidon encounter, now the Rikti Warzone, some PvP in Recluse's Victory and a few Task Force missions, there isn't much there unlike WoW has chains of Raid Level content. Here I think, CoX is more about the journey than the end. There are multiple story arcs that you can't necessarily see with just one toon and the diversity of skillsets (and character design) lend itself to making multiple alts. It's not a long-term solution for Hard core players and Achievers but it's a very statisying one for explorers and casual types.
Still, I want to update this information somewhat. The last few Issues have been about not a whole lot more than end game, introducing the Incarnate system's first slot and four more to come with I20, as well as the Tin Mage and Apex TFs, the Weekly Strike Target, and very soon the Behavioural Adjustment Facility and Lambda Sector Trials, with an entire new tech for auto-teaming coming with them (though only FOR them at the moment).
We should have plenty of endgame in the near future.
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Other than that, welcome to the game. My suggestion would be to find your niche first and foremost, then expand from there. City of Heroes is a VERY expansive game, and trying to take it all in at once can be daunting and disheartening. It's not too much to learn, however, and people are generally willing to help teach you. -
Pitching ideas is easy. There's a whole forum for it. Convincing the developers to abandon a horrible storyline and pick a better one... Not so much.
That said, here are a few easy ideas I've thrown around over the last few months:
Option 1: The obvious. Rularuu the Ravager stirs from whatever Darryn Wayde had planned. The Shadow Shard becomes much more active, with all of Rularuu's aspects awakening and unleashing their own minions on the place. Ruladak the Strong gets to keep the Soldiers of Rularuu, who can be renamed into the Soldiers of Ruladak, Lanaru the Mad gets more forms of his storm elementals, renaming them to Tempest of Lanaruu, or some other synonim. Whoever it was that was in charge of the Shadow Shard reflections gets more reflections, renaming them to Memories of Whoever. Faatim the Kind could have the Shadow Shard survivors act as his followers, called Followers of Faatim. I don't know enough about the other aspects to comment.
Rularuu himself doesn't need his own minion faction. The reflections are his minions.
In the intervening years, FBZ's General Hammond has pushed for an increased presence, bringing in more modern US troops, armed with the latest power armour, energy weapons and meta-human enhancements, as well as reinforced by Peacebringer Corp and Psi-Ops commandos. This way, he has been able to take the fight to the Rularuu and set up secure Mole Points farther into the Shard. However, this has necessitated the dismantling of the Cop-Out (Copperfield Outlands Industries) teleporters that used to lead to indiscernible blotches of whitish energy, as they have proven to consume far too much power without a static receiver, and have proven to be far too dangerous to traverse besides. The Mole Points are now the only non-manual mode of transport between the zones. Mole Points are further equipped with distance-calibrated recilmators which "fish out" people who travel too far below the islands, assuming that they have fallen off.
New advances in the understanding of the Shadow Shard have revealed a fifth-dimensional link between the mystic geysers that litter the islands similar to the link that Horta Vines around the Shadow Shard share. This has allowed those equipped with Tachyon Calibrators to enter the geyser network itself and travel between geysers without the risks involved in the crude method of hurling one's self into a geyser's ejection stream and hoping this lands you on solid ground. This network is still not fully understood, so travel is only currently possible only to the nearest geyser along, meaning each one Geyser links to only one other such. However, extensive mapping efforts have been successful, and the locations of ALL geysers and their destinations have been added to the standard Shadow Shard map of known areas, replacing the previously unreliable and incomplete guess work. For those uncomfortable with entering a fifth-dimensional wormhole network, conventional jet packs are still available, though they remain slow and have limited fuel due to the Shard atmosphere's effect on rocket fuel combustion.
However, the Soldiers of Rularuu are no longer he only dangers the Shadow Shard has to offer. The denizens of the Rogue Isles have also gained access to a section of the Shard. Crey Industries recently patented their own version of a dimensional gate. Rumours abound that it is based on stolen Nemesis technology, but the few who've had access to the theories behind the flash metal plastered in Crey logos claim it far more resembles the Circle of Thorns' "Tower to the Heavens" research. Quick to capitalise on the opportunity, Aeon Corp have offered Crey facilities, resources, energy and, more than anything else, a safe haven from US authorities. As a result, Crey now operate their portals exclusively from their compound on Nerva Archipelago, offerring services to the denizens of the Rogue Isles and Lord Recluse's chosen, in return for a hefty profit from Aeon Corp at no operating cost, while Aeon Corp scientists are in turn always trying to reverse-engineer Crey's portal technology. Countess Clarissa Crey is unable to comment on the matter due to an ongoing criminal trial she is involved in.
Crey forces in the Shadow Shard routinely clash with General Hammond's expedition force soldiers, causing no end of tension, and opening many opportunities. Hammond has been authorised to sanction the assistance of any Paragon City heroes in the defence of his installations and in the containment of Crey expansion, in return for Freedom Corps supplies "Infulence," while Hero Corp operatives, always looking for the next big opportunity, have taken to handing out bounties and hiring Paragon City heroes to aid in the effort in exchange for cold hard cash. Of course, heroes who just wish to help are always welcome to assist the rest of the expedition force officers. In response to this, Crey have taken to hiring mercenaries from the Rogue Isles, though largely to swell the ranks of their own forces and to use as cannon fodder against Hammond's expedition force, as well as to distract the Soldiers of Rularuu. Arachnos forces have have also been station at Crey's Shadow Shard facilities, though largely to deal with the up-and-coming destined ones and their ongoing tests. They are not above handing out simple mercenary work, of course, as Arachnos forces in the Shard are badly understaffed due to acting as liaison and not the controlling force. Though they will usually attempt to pay in Arachnos supply credits, they will still pay real money as long as the job gets done.
For those uninterested in a struggle with their own, there is always the greater threat and opportunity presented by the unusually aggressive Rularuu forces. Research personnel on both sides are constantly working at understanding their nature and motives, as well as untangling the mystery behind the Shadow Shard and the spirits within it, with no help from the Midnight Squad, as per usual. There is always more than can be learned about Rularuu and his aspects, and there is always more to do to keep them from scratching at the doors. However, simple containment may not be enough, as recent discoveries are revealing concerning threats.
There is no known "bottom" to the Shadow Shard, but there is uniform gravity pulling "down" all throughout. Portal Corps and Crey have so far mostly explored the upper islands, the ones closer to what can be described as the "sky" and "sun." However, there are floating islands lower down, mired in fog and obscured by the interlocking shadows of islands above. Exploration of these has been poor, both because of their remoteness from established footholds and because they house far more ferocious monsters than the islands above. Theorists suspect that there may be something sinister and dangerous lurking at the bottom (or centre, depending on how you look at it) of the Shadow Shard. Speculation has suggested everything from Rularuu himself to a black hole to the beginning of time and space. Considering chances of exploring the very "core of the world" as the locals call it are slim, however, making the confirmation or dismissal of such rumours unlikely.
All throughout the recent happenings, a certain group of mystics have questioned just how "real" of a world the Shadow Shard is. There have been many aspects of that word that could be interpreted as symbolic representations of abstract concepts, and the laws of physics there act in ways unusual and inexplicable, though only ever so slightly. Some have theorised that the entire Shard may in fact be an illusion, or the physical representation of a mind. No concrete evidence to any of these allusions have ever been found, but many who have been in the Shard for long will tell you that it wouldn't surprise them is this were true.
Whatever the case may be, one fact remains: The Shadow Shard has become an incredibly dangerous, hostile place. Survival is a trying affair, but actually facing the horrors that lie beneath the surface of this strange world will require power on an entirely new level to anything that Paragon City has seen. The natives fortell of a time when men will need to stand against the gods, themselves, and it is not clear whether they mean the Aspects of Rularuu, Rularuu himself, or something even greater. If one must fight the gods, then one will probably require the power of the gods to do so. -
Quote:Not necessarily. I failed to find good examples from anime, but this is practically a trope in and of itself, and it rarely requires any specific movement of the character. Think of it as the typical Hong Kong kung fu movie strongman punch that ends exactly where it hits the other guy, with the other guy flying back. It's a straight punch delivered from a standing stance, not a running leaping punch.There's a problem with those attacks. The ones you specifically shown. You know what happens after them? The character moves forward to burn off the momentum. That's something that's limiting the CoH engine. That punch and keeping your footing would look silly, though I'd be happy to have the Devs prove me wrong. Maybe an alternate Crane Kick?
I'm positive it can exist in this game, and look good at it, too. All we'd really need is a straight-arm punch directly forward, with the leading shoulder full forward and the stance weighted to the front, as well.
As I mentioned before, very few attack animations in City of Heroes feel like they have any weight behind them. Think of the couple of uppercuts we have: Cobra Strike alternative and Knockout Blow. Both of those are extended arm swings, as though the character is counting on the upward momentum of his fist to bring force of impact. Now contrast this with your typical Shoryken. Note how, with that, the character crouches, then uses the full force of his body to rise up and deliver a punch with his weight behind it and rooted into the ground. THAT conveys a forceful impact far more than special effects and giant explosions could.
About the only set of animations in the game that really have a feeling of force being them are the Sword/Axe/Mace family, simply because they feel like the character is either putting his back into them, or otherwise using the weight of the weapon. -
Quote:Yes, I use that on my MA/Regen Stalker (as opposed to the squat Assassin's Fist), and it is probably the closest I can come to it, but it's hamstrung by being exclusive to Stalkers, and a precision attack, as well. I mentioned both Jin Saotome and the Incredible Hulk for a reason - I want an attack like this for a heavy fighter, such as one using Super Strength or Stone Melee.
You do have a point, however - the animation is not entirely absent from the game.
Yeah, I know. But between my Scrappers and my Brutes, that's the best I could do. Eventually, I rerolled said MA/Inv Scrapper into a SS/Inv Brute, and I'm using Ground Punch as the next best alternative. It's not quite a straight punch forward against a brick wall enemy, but it IS a straight punch, and I can imagine Crash performing the same against an enemy standing up, rather than against the ground (or while standing on the turret of a tank).Quote:Well, technically the alternate animation for Eagle's Claw was taken from an existing power: Stun (its also used by Impale). But what I don't like about it is that its *not* a basic, forward punch. Its actually an overhand throw, like a baseball pitch. In fact, the original animator must have been using a baseball pitch as the actual reference for the animation, because the animation is actually called "baseball_punch."
In general, I find most of the old punching animations to be clunky, because very few feel like they have much weight behind them, Knockout Blow being the worst example. -
Quote:Some day we'll remember this and laugh. And laugh. And laugh. Oh boy.Remember that argument we got in way back when, discussing the idea of powerset and/or AT respecs, when I said that my character should have the "Street Fighting" set when it came out because it would fit his concept better and I was only using MA as a stand-in, and you were like "No. Your character is Martial Arts, because the game says so" and I was like "NOO WAAY" and then Martial Arts got punches?
That was great. -
Quote:Some days I wonder if we didn't suffer for losing Jack Emmert (a scary thought). Sure, the guy had a very *** backwards view of game design, but damned if he didn't at least keep the plot consistent and the story fast and loose. These recent... Developments trouble me. Stories coming out of the aether, story arcs existing with no backstory, no build-up and no lasting point, shoddy writing, railroading plots... I have to wonder how much of a crap anyone on the development team gives about this game's story at all, to say nothing of games as an artistic medium. This approach that "Story is just an excuse to punch things." and "You can just pretend it didn't happen." has the potential to erode one of the core principles of what makes City of Heroes great.The only nitpick I have with the Going Rogue storyline is the same ole nitpick I keep hearing from others, that it may represent a divergence from the mega customization that really put City of Heroes on the map seven years ago. If you're an incarnate, the Well of the Furies is your origin of power--and seemingly, gone are the days when your origin of power was up to you. But the story's not over yet, and I half-expect Paragon Studios to prove me wrong.

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I still hold Oni as the pinnacle of level design, as Bungie hired actual architects to design their levels. You know, before they sold their souls to Microsoft and rebranded themselves to Halo Team. Of course, people being stupid, there were complaints that the levels were boring and confusing, what with them resembling actual buildings instead of levels ripped from DOOM 2: Hell on Earth.
Personally, I'd love to see verticality in City of Heroes instances. Right now, they are entirely flat floor plans, with alternate floors consisting of laterally-translocated maps, which is why we need teleporters/elevators to move us around. Yes, some tileset pieces do have floors in them, but nowhere on any map can you see tileset pieces stacked on top of each other. In fact, wherever you DO see this, you can also see map artefacts as the black box around the foreground tileset piece clips over the map for the background one. All tileset piece transitions are horizontal, as well, You never go straight down through the floor to a tileset piece below, or climb up through the ceiling to a tileset piece above, because they are not stackable like this, that one map notwithstanding.
Personally, I'd prefer to see City of Heroes buildings built up complete blocks without a "void of blackness" to them. So instead of a warehouse that looks like a tree structure, you have a warehouse that looks like a giant square that's sectioned into smaller squares and rectangles. Office buildings would similarly fill an entire (if imaginary) building's footprint without relying on zillions of locked doors, or at the very least explore most of an office building with entire, easily-definable sections closed off, as opposed to just snaking hallways seemingly dug underground.
In other words: Ono. -
That's pretty much my experience with her. My Axe/Shield Brute got hit for 7500. That is where my interest in that TF died forever.
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Last time this came up, I wrote a Java programme to copy sliders from one costume file to another. It's not rocket science, just text file manipulations. The developers should be able to do this officially.
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Quote:When the solution to a problem requires me to simply make a different character, that is what I consider a "bad" challenge. Years ago, I complained that running bosses were hard to catch. People told me to immobilize or slow them. When I exposited that I had no such powers, (Kat/SR Scrapper), people shrugged their shoulders in response.Just to put this in a different perspective...
What can you do when you encounter a "difficulty"?
- Give up and walk away.
- Work your way around it, which directly relates back to "problemsolving".
That's my approach. I'll be the last to say I like difficulty for giving me a headache. I like difficulty as a strategic challenge. I like difficulty because it presents the opportunity to do precisely that problemsolving you mentioned.
Not I said "require me to use all my abilities," not "swap abilities I have for other abilities" or "go get more items/powers/etc." Challenge, as such, comes down to what a player does in real time, not how a player prepares beforehand, at least in my eyes. "Challenges" where the only difficulty comes from having minimum build requirements, after which point they become easy are exactly the wrong kind of challenge, and those are the sum total of challenges we have.
Build stronger. Optimise more. Grind for more "phat lute." Bring more people. The game encourages us to trivialise challenges by building to prepare. These, I am sorely uninterested in. I don't play City of Heroes as a puzzle game where the point is to find the right build to tackle each challenge. I play it like an action game, where MY build has to tackle each challenge, or I do indeed walk away and never try again. -
Quote:What I'm saying is that those choices would feel poignant if they didn't come with consequences attached. When you put specific consequences to specific choices, the player then picks which consequence they want and only then works back which action to take. A friend of mine recently complained about a choice in Dragon Age 2. You're given a choice between two options, but one option results in a member of your party being horribly executed. This is not a choice between right and wrong, faction 1 or faction 2, it's a choice between "Do I want to let my party member die or not?" This is no longer a lore-relevant moral choice, because it doesn't concern the character's morality so much as the character's pragmatism.I do, however, think that the shades of grey happen at the more naunced of the two factions. Power Loyalists and Resistance Crusaders are both fairly selfish/bad people. The moral choices provided in them are given in those terms. However, the Warden and Responsibility paths are the ones that the moral choices are usually real choices. The bad guys in those arcs are usually likable, or at least understandable. The syndicate in the IC Responsibility arc has more honor among each other than anyone except maybe Kang during that whole arc. I thought it was a great choice at the end. Maybe I'm reading too much into it, but the interesting questions take place then and not at the more extreme positions.
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Quote:I agree with the Guy. This reminds me of Torak's "I don't like Hotdogs!" sketch.This strikes me as telling people that if they go into dinner with the mindset that you love Brussels sprouts, you'll enjoy a dinner made of them. Of course, that ignores that the reason some of them were eating Brussels sprouts all along was because of what was for dessert, or because of the company at dinner. Telling them to enjoy Brussels sprouts when they don't get dessert, or when they don't want to have dinner with the other people there just isn't going to convince them to enjoy that dinner.
-You should try hot dogs.
-I don't like hot dogs.
-But you can put mustard on them.
-I don't like hot dogs.
-They're pretty cheap.
-I don't like hot dogs.
-They go well with sporting events.
-I don't like hot dogs.
-They're not as bad for your health as burgers.
-I don't like hot dogs!
In other words, this is a misunderstanding of the entire point. When a person comes from the standpoint of not liking a particular activity, then ordering said person to like said activity or trying to explain how said activity is not productive. No matter the argument, the fact remains that "I do not like
green eggs and ham." -
Eva is being realistic. You come up with an absurd post which reads like a backhand insult to people levelling complaints that isn't in the slightest funny (unless you count "random" to be funny, which it isn't) and then proceed to give it no context. It just comes off as a mean-spirited dismissal of people who are making legitimate and serious points.
Maybe I'm reading it wrong, but to me, it reads like a cross between "So you want the developers to drop everything and work on what YOU want?" and "You just want everything for free without having to work for it." Neither of the two is good. -
Quote:This is something the old CoH game really did very well, something which CoV did reasonably well, and something which recent content has FAILED UTTERLY at recreating, and I don't know why that is. The writers aren't (always) horrible, but the storyline never seems to want to build big bads up to be big, and when it does stop to do so, fumbles so bad it scores an own goal (see: Emperor Marcus Cole).Who we fight as Incarnates should be worthy of the battle, not some old rehashed boss with the new Well-powerered Turbo-Boost stuffed up their ying-yang.
To build up an enemy as a credible threat takes good storytelling. You need to establish that enemy as early as possible, and then proceed to keep referencing this enemy, his deeds, his amazing power and influence, his awesomeness, but never show or involve this enemy directly. That way, after enough time has passed and players are used to only hearing about this person and seeing how everyone is afraid of him, and seeing how the storyline has taken them far and wide to avoid confronting him, his ACTUAL appearance will itself become a novelty. Because when we face this person we've been avoiding the whole game, when he says "I am assuming direct control!" and when he finally steps into frame, it's a big deal.
City of Heroe writers have the tendency to run its signature characters into the ground, show us they're useless and pathetic, make a mockery out of them, turn them into butt monkeys and running jokes, and then act surprised when we can't take said enemies seriously. The Praetors are a great example - you spend 1-20 exploring all the ways in which they're stupid, they suck, they're weak, they're disorganised, then you spend a long time not seeing them, then you beat up on them some more, the narrative treating them as nothing special... And then all of a sudden we're supposed to get this "big fight feel" from confronting them? Uh... No. Bobcat is dumb as a sack of hammers and Neuron is an incompetent, super intelligent idiot (there's an oxymoron for you), Marauder little dog that's all bark and no bite, Mother Mayhem is insane and quite pathetic, Chimera has daddy issues and Anti-Matter is the butt monkey of the Praetors, constantly getting lead on and strung up by Tillman and taking the heat and the workload of his colleges. And I'm supposed to treat them with fear and respect?
Think about it like this: If the first thing you ever knew of the Star Wars franchise was the Prequels trilogy, where you spent three long movies watching Anakin Skywalker being whiny and insufferable, ending up with the wimpy NOOOOOO!, Would you honestly take him seriously as a credible, respected threat in episodes IV, V and VI? I couldn't. In fact, I no longer can.
And this is what it's like with the Praetorians, like we were invited to sit in on Marauder's psychiatrist sessions, listening to him talking about how mommy never played with him when he was little, how he secretly has a pink fluffy comfort blanket, or how he acts tough because he's secretly insecure. And then you both walk out of the office and he goes "I'm the big dog around these parts! Fear me!" Not happening, dude. Not happening. Sure, I'll be polite enough to nod in agreement, but you can bet your polkadot undies that I'll be laughing at you behind your back, and I will never be able to take you seriously again.
"Big" threats don't necessarily have to be large, physically. If a decent storyline is painted behind them and they are build up as a credible, legitimate threat, even a tinly little girl can be scary. Hell, that's essentially what both FEAR games are based on, and it works. Don't humiliate your villains if you want to use them for big bads later on, simple as that. -
No. I never wanted challenge, and I never cared about challenge. To me, games are about entertainment and problemsolving, not difficulty and exclusivity. Any encounter which requires me to use my full spectrum of abilities is "challenging" enough, whether I had any difficulty in actually defeating it or not.
I do not need nor do I want to be challenged. -
Quote:I've used it, not because I expressly like the animation, but because it's the closest thing to a specific attack that the game SORELY MISSES. I mean, more specifically, a basic, strong, forward punch. Jin Saotome demonstrates:And on that note, the alternate punch animation... does anyone use it? I tried, really hard to get used to it, and finally just gave up. Taking EC and then using the punch is like like taking Siphon Life and slotting it for tohit debuff. I'm sure there are people that do it, I just will never understand why.

Think back to all the animations we have for all the punching attacks in the game. This doesn't exist. We have a wide-swinging haymaker (alternate Haymaker animation), we have an uppercut (alternate Cobra Strike animation, original Knockout Blow), we have an underhand gut punch (Boxing) a few downward looking punches (Brawl, Barrage, Energy Punch, etc.) but the ONLY straight punch we have is Jab, and that's... Well, a jab.
Think of it this way: You are super strong, you have a thick brick wall in front of you that you'd rather punch your way through. You don't swing, jab, uppercut or pummel said wall. You give it a straight punch at shoulder level, and if the show animators like you, you blow a huge hole in the thing, with expanding shockwaves and all the fanfare. Or, for a little bit of a more specific example, look at this Hulk Punch:

To loop back on topic, a straight punch power with sufficient ground-shaking and sprite effects to it would carry an inherently HUGE value to it. So huge, in fact, that I'd want it to be the best attack in whatever set it came with, such that THIS would be the one attack I'd want to use all the time. That Super Strength doesn't have this is EMBARRASSING. That Super Strength instead has a Popeye windup punch is just... Depressing.
I've often wondered if we can't give EVERY attack a few extra frames of animation that can be interrupted by another power, and reserve those few frames for returning to combat stance. That way, if you used an attack alone, it would flow from stance to animation to stance fluently, but if you chained attacks, they would flow into each other (with a bit of a skip) without going through the start-and-stop affair that is the current animations system. Not having to return to combat mode after EVERY attack would make most sets flow far better.Quote:There are tiny pauses in there that I wish the new animator could make more fluid, but that chain looks like this. Probably not the best videography, but I was in the middle of testing something in the AE and that was what was available. Strangely, when I decided to start fraps, the two vamps suddenly got a lot more accurate in their swings, like they knew they were on TV. -
I wouldn't be against non-combat missions, myself, if people stopped insisting to make them timed. There are few things I have such abject hatred for as I do for timed missions, especially "5 minute" timed missions. HATEEEE!!! The mere fact that the Steel Canyon fires can time out and KILL me often causes me to ignore them, when I would naturally attend far more if I didn't have to worry about failing them so spectacularly.
In general, I don't need artificial pressure threatened by a timer.
With all of that said, I would like to see non-combat missions, but not if they required what amounts to a brand new game inside our old game to achieve. Not if they rely on the introduction of completely new skills and abilities that aren't useful in the rest of the game.
To my eyes, "crutch" temporary powers like the Steel Canyon fires extinguisher are the solution to the discrepancy between ATs. Say you have a mission to make your way through a ruined building and save people, busting through collapsed walls to get to them. If you can bunch, explode or burn your way through them, GREAT! If you happen to have no personal offense, sell, have this Jackhammer temporary power to take down walls with. It won't work on enemies, and the collapsed walls are kind of resistant to all other kinds of damage, so even if you have explosives you may want to use the Jackhammer anyway.
Or how about this: A sci-fi power plant is about to go into core meltdown and all staff have been evacuated. You need to make your way inside and activate a series of suppressor mechanism. No special powers required, but you don't have a map and the inside is kind of a maze.
There are options to introduce non-combat missions using our combat powers without making them hugely complicated, which I feel is a wrong design choice in general.
