Samuel_Tow

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  1. I prefer more enemies to tougher enemies, myself. However, I also realise that at least for the first few options, every sept in enemy numbers makes things much more difficult than the "corresponding" step in enemy level.

    Easy example: if we go off a "base" of -1x2, the possible increases in difficulty are not equivalent. Going up to +0x2 is FAR easier than going to -1x3, and I've tested both enough to know this for a fact. Sure, +0x2 will occasionally give you a nasty spawn here and there, but -1x3 will give you nasty spawns all the time. Too many enemies present too big a pool of hit points and stack both their damage and their debuffs (and their buffs) far too high.

    That said, I'll still pick more enemies over harder enemies. Nothing depresses me more than to look at MMO Clone #472046 and see teams of five fighting single enemies, or at most two or three enemies at a time, when I can nose-dive into a spawn of 17 people and have a reasonable chance to survive.
  2. Quote:
    Originally Posted by DanZero View Post
    Did I miss anything?
    A point?
  3. Quote:
    Originally Posted by Blue_Mourning View Post
    No reason it should be either.
    Good point! I can't believe that went so far over my head. Having a Nemesis on Praetorian Earth does not require the Praetorian Earth Nemesis in particular.

    In fact, I believe Nemesis Rex is still unaccounted for. Would love to see something done with him, since he seems to be even more awesome than our own Primal Nemesis, what with having already conquered his entire world, as well as those of multiple dimensions.
  4. Quote:
    Originally Posted by Lycaeus View Post
    If I’m not having fun, the destination is not worth suffering through a lousy journey to reach.
    I believe this single sentence needs to be printed on t-shirts and handed out to game developers the world over to wear, because it points out a fundamental step that far too many game developers tend to forget about: People come to your game to have fun. You can't tell them that the fun only starts 25 hours in.
  5. Quote:
    Originally Posted by Soul_Stormer View Post
    If we completely save the world from the praetorian threat in the first two trials, what else are we going to do?
    Fight Rularuu the Ravager. Fight the Rikti Homeworld armada. Fight the Batallion. Fight the Coming Storm. Fight Lughebu. Fight the Demon Prince. Fight the Shiva overmind.

    There are options.
  6. Quote:
    Originally Posted by Jophiel View Post
    Like I said, I'm just playing a game. My nicey-nice characters work Warden/Responsibility.
    And this reaction is precisely why that design is wrong. In order for morality to be grey, you need to present the player with a non-trivial choice. Not "if I want to be good, I go where the good guys are." That's a problem, not a choice.

    Again - even for lack of the appropriate tech, City of Villains still got moral choices right in spirit way back when. You are told to either kidnap an innocent school teacher and have her tortured and "broken," or you can sit on your hands and let her escape. Period. Why? I don't know. Why DID you choose whatever it was you chose? The game doesn't know, and the game doesn't care, because the game isn't going to hold your hand and tell you which choice means what. You decide whether what you did was good or bad, and you decide why you did it.

    Dividing Praetoria's morality into clearly-defined factions was a mistake at inception. Nothing good ever comes out of binary conflict. And while the developers may or may not have tried to present each faction as more good or less evil, you still end up with clear labels of who is good and who is bad. "The Resistance" may not be good or bad, but the Wardens are good and the Crusaders are bad, which is still not grey.
  7. Quote:
    Originally Posted by firespray View Post
    Powerful. Definitely powerful. I'm not that visual a person to be honest. I'd much rather take a power that makes me 10x more badass and looks like crap than one that looks pretty but doesn't do much.
    Much as I hate myself for saying it, I'm getting there, as well. I WANT and LOVE big, showy powers, but when they come with horrible performance (Bitter Freeze Ray is probably the best example), I start to feel cheated. Like I bought this really cool, shiny new car, only to realise it has a bike engine under the hood and no seats in the cabin, plus there's a hole where the bottom of the trunk used to be.

    Beautiful powers with horrible performance take up my pity spot of things I'll use against my better judgement, and while I will enjoy the spectacle every time, I'll always feel cheated at the end.

    That said, a power that has great stats but horrible effects (like Bitter Ice Blast) is just as bad as a power that has horrible stats but great effects (like Bitter Freeze Ray). Neither is good on its own. We need both at the same time.
  8. A couple of points:

    First of all, when one of the most prominently touted features of a new addition is that it's not so bad if you don't think about it too much, something is fundamentally wrong with the basic design of it.

    Secondly, this is a classic case of bad writing, in the sense of "boring." It's busywork. It's just one small, mundane part of one larger, ongoing war, and this makes it uninteresting from a plotline perspective. It's like all of those games that yank a person from Earth and drop him into an alternate dimension, and then proceed to FORGET the main plot, spend the whole game faffing about with a civil war, and pick up on the plot right at the very end.

    In other words, Timeshift.

    You know how Unai Kemen will send you on all of those "Your princess is in another castle!" missions where you explore Dimension #1, then Dimension #2 and then Dimension #3 for no reason that couldn't apply if it were just one Dimension? This is all of those missions all over again. You know how Angus McQueen sends you to a ChemicalX factory to stop the Rikti from taking it over, only it turns out they didn't plan to and there was a random unimportant Council base there, instead? This is that mission.

    Small tactical objectives building up to a large advance is how one fights a real-world war. Small tactical objectives that build to a large advance is not how one writes an interesting story, because it is BORING. Games, movies and books have the option of skipping events that aren't central to the plot and then summing up their results, or even ascribing those events to people other than the protagonists. It gives the fictional world more breadth without making the story needlessly fat.

    If we are to take on these super-super tasks, then is it too much to ask that these tasks be relevant to the plot, rather than just consistent with the setting? Can we at least HAVE a plot, please? Because the City of Heroes I remember was conceived and written up as an exciting fictional world with a game taking place in it, not a meta-game experience with fiction crowbarred in to excuse it. When did we stop caring about the game's writing?
  9. Quote:
    Originally Posted by NobleFox View Post
    The fact that you deciding Cole's regime is not really all that bad suddenly marks you as a villain was just another eyeroll-inducing reminder of the immature mindset.
    This is pretty much what ruins the morality system for me - that they've tied so many consequences to it to the point where our choice of morality is driven more by the consequences than by our (chatacters') moral standing.

    It's interesting if you want to challenge the player to make tough decisions, but that's exactly the WRONG approach to make. In a game so heavily based on "alts" and with such great customization, the challenge should be aimed at the characters, with the player free to make a no-consequence choice.
  10. Quote:
    Originally Posted by Paragon View Post
    A little bit of this, a little bit of that (quotes shortened to reduce post size). What I truely wanted from CoX endgame was more choices, not more problems.
    Thank you for the link, it was very enlightening. It takes just about everything I've ever said about Praetoria's morality and the implication of our Tip missions and puts a concrete term to it - choice vs. problem. All of our morality "choices" are actually problems, because they're gameplay rewards with storyline written around them. This is why I've always been in favour of morality without consequence, such that we can depict our characters as having the morality they're supposed to have, rather than pick the alignment that has the badge missions we're after.

    Quote:
    Originally Posted by Liquid View Post
    Same. I wanted more stuff to do, not more stuff to get. It feels like we're getting a little more to do, and a lot more to get. And those things to get redefine my characters for me in multiple ways, which is not something I ever expected.
    This neatly encapsulates everything I've ever wanted to say about end game: "More stuff to do, not more stuff to get." This has been my central complaint about the current end game - it consists of very little, very repetitive content that, by its sheer smallness, is bound to leave some people in the cold. There just isn't enough of a body of content for everyone to like something out of it. We do, however, have a huge array of even more rewards tied to it, transforming said content from a game into a gate blocking said rewards. Never a good thing in my eyes.

    ---

    To go back to the above link, I like to see the game past the end be mostly choices and not many problems. I want to feel that the game has indeed ended, but that there are still things I can do post-credits. A game which never ends is like a cartoon or anime series it never ends - sooner or later you'll stop watching it, and it won't be on a triumphant climax, but rather on a slow downward spiral. Again - never a good thing.

    I am a firm believer in the adage that all good things must come to an end, and not because that's reality. No, on the contrary, all good things in entertainment must come to an end, because they decline the longer they persist after a certain point. I have much fonder, more precious memories of games that started, took me for a ride and ended on a high note, never to see sequels at all, than I do of games which dragged on for 10 years through ever more embarrassing sequels and ever dumber stories *coughtombraidercough*. Excuse me, must have caught a cold from someone.

    To me, a self-contained, finite experience that ends before it wears out its welcome is far superior to one which splays out over an infinite plain, with eventual suck in the distance in all directions.
  11. Going by the thread title, for me this is a hard question to answer, and for a simple reason - both concepts are intertwined in my head. Let me explain.

    I define "cool" not as something that specifically LOOKS cool, but something which generally FEELS cool, and "feels" is a very abstract concept. When it comes to powers, the coolest ones to me are the powers I feel like I want to use the most. I'm not talking about a conscious decision that "this is a good power, I want to use it," no. It's kind of like smelling your favourite food and feeling like you want to have some. There are certain powers that I feel this about.

    So what makes said powers cool? Well... To be honest, performance, to a large extent. I don't know if this makes me suggestible or observant, but the more useful a power is, the more it tends to grow on me, and the more I start associating its look, sound and "feel" with good memories and good emotions. For instance, Blaze is probably one of the least interesting, least inspiring visuals in the entire game, yet the power is so good that I've grown to adore that tiny little devastating fireball, to the point that it soured me on all other Blasters who had nothing of the sort (which is why I no longer play them). By contrast, a very cool-looking power may start out impressing me, but once my sixth sense realises it's next to pointless to use it, I end up feeling reluctant to try it, and I start associating its visuals with bad memories and negative emotions.

    I've always been like this, to be honest, both with games and longer-running series. I'll start out a game and look through the available selections of characters, cars, spaceships or what have you, and pick the ones I think are the coolest. As I play it, however, oftentimes the squinting bucktooth hunchback of the lot will start showing its true potential, and will convince me to see its charms where before I saw only ugliness. Capcom's Jin Saotome from the VS. games is a good example. I never really liked the guy's look, and everyone seems to regard him a joke character (even if they're wrong), but I've found myself drawn to him once I figured out how to play him.

    This, in large part, is why I've made so many arguments about how some powers - particularly snipes - should be more powerful than they are, and that some powers don't really deserve to be as strong as they've been made. Sidestepping the Blaster Snipes controversy, Blaster Nukes are hideously underwhelming, even for how short a duration they have. Have you ever activated Inferno without any enemies around? It's more or less just Combustion with screen shake. Where's my giant mushroom cloud? Where's my supersonic flaming shockwave? Where's my pillar of fire to the heavens? The graphics for nukes are EMBARRASSING in this game, and there's no excuse for it, not with how strong they are.

    I also want to complain about the Incarnate AoE attacks, but I've only seen clips of them so I'm not qualified to comment. Suffice it to say, though, I don't think they look nearly big enough, from what I've seen.
  12. Quote:
    Originally Posted by BrandX View Post
    Turning Cobra Strike into a clone of Crane Kick, with a chance for stun instead of CK's chance for KB!
    Every time I remember this, I thank my lucky star that they chose to unsuck Martial Arts. I appreciate it.
  13. Quote:
    Originally Posted by Fleeting Whisper View Post
    It's been suggested before, but... Vet reward costume claim tokens. Rather than getting the costume pieces for the vet reward, you choose which piece goes with your reward. Then, people who want boxing gloves don't have to wait years and if they're not particularly fond of the super sentai pieces, they don't have to get them when they could be getting what they do want.
    I'd actually like to extend this to costume sets that are locked by the game through late-game activities, like the Rularuu weapons, the Roman gear or the Vanguard set. Speaking of which, what's today, like 22nd? Cannot wait!
  14. Dang... When I first started reading, I thought this would be about selling the Vanguard pack and others like it, containing otherwise-unlockable costume pieces for character creation. That'd make me part with my cash, STAT.

    Oy vey. For lack of an iPhone, I can at least refrain from disagreeing.
  15. Quote:
    Originally Posted by Olantern View Post
    I posted a thread that included some story arcs for the zone. The only one of my suggestions that made it into the game more or less unchanged was the creation of a character (a Longbow agent in my write-up, Borea in the game) who gave out repeatable missions, like the newspaper.*

    * This was before police scanners and tips were added to the game. At the time, the only repeatable missions were in the PvP zones, in the Shadow Shard, and in papers (villains only).
    Wait, how does that work? "Longbow" didn't exist prior to City of Villains. The red-and-white tights trainers and vendors were and are Freedom Corps members. Longbow only came into being with Issue 6 City of Villains, which is when Newspaper missions came into the game, as well. True, Mayhem missions took an extra Issue, but even before that, Bank Missions took their place. Borea was four Issues after that in I10 and the Rikti War Zone.

    Also, didn't the Shadow Shard have repeating-mission contacts since I2? I thought that's all the single-player contacts in the Shard ever did. General Hammond is constantly losing Patrols, Dr. Boyd is obsessed with Obelisks and Dr. iForgotHerName is obsessed with Kora Fruit. There was that Russian Lt. Something guy who gave out three missions on a loop, all Nemesis, I think.

    I apologise if that makes me sound like a jerk. This just made me curious to ask about.
  16. Quote:
    Originally Posted by Rebel_Scum View Post
    The point and the reason for it is not that they don't look good, in a lot of cases they do. The point is they don't look like ice, at least in the eyes of the devs who worked on it. If you want a character with crystal armor, make stone armor. Pick the crystal options. Problem solved, outside of granite armor anyway but customising that is a whole different can of worms..
    Here's a practical experiment for you: Take Fiery Melee's Fire Breath power, pick Dark Fire, then colour it blue/blue (and I mean 0,0,255 blue). Have a good look at what comes out of your characters' mouth and tell me it doesn't look like blue ink. Even if it doesn't look like that to you, I dare you to claim it looks anything like fire. Because it doesn't.

    I'm generally an opponent to using one powerset to represent another powerset, or to represent something it's clearly not (like Dark = Sand), but even I have to admit that precedent exists. If you can explain why your sand deals Negative Energy damage, then more power to you. If someone's powers revolve around cold, but around a chemical which freezes emerald green or ruby red, then I see no reason not to let them.

    After all, if the argument is that green ice doesn't look like ice, then I dare say black fire doesn't look like fire, and red radiation doesn't look like radiation. Wait... Wait, no, that doesn't work.
  17. Quote:
    Originally Posted by SuperOz View Post
    As to Prae Nemesis being involved...there's some supporting evidence to that as he's not seen in the opening chapter of the Alpha Slot arc and the Menders openly speak of him not being as he seems. If he is manipulating Praetorian Hamidon and by extension Praetorian Cole, it'd make sense as he was also responsible for agitating the Rikti into invading from another alternate dimension.....
    I don't think Mender Silos is the Praetorian Nemesis. That would be... Amazingly lame. Last we heard of Praetoria's Nemsis, he died a simple toy maker back in the 1800s somewhere. No reason that can't be expanded upon, however.
  18. Quote:
    Originally Posted by Aett_Thorn View Post
    I can only imagine the steam-powered Devoured Earth that would be created here. Swarms of flying nano-bots? Machines that could disguise themselves as trees? Steampunk rocks? Machine gun-wielding fungi?

    Sounds like fun to me!
    He doesn't have to be steampunk, really. Nemesis was originally skilled as a toy maker, as I understand it, and extrapolated his technology from there. But what Nemesis is the most skilled at appears to be long-term planning and short-term micromanagement, or in other words: The creation of evil schemes. I have no reason to believe he couldn't pull these off with the Devouring Earth at his beck and call, as opposed to an army of people and robots.
  19. Quote:
    Originally Posted by McCharraigin View Post
    One I can solo...that's all.
    I have to second this, just because I share the sentiment.

    ---

    I want my "end game" to take place after the game has actually ended, that's pretty much the entirety of my preference. I want to have the closure of having completed all of the game's progress, so that I can now use all of my earnings in an entirely new and fun experience liberated from the rat race of progression and unburdened by consequences of failure. And, yes, I realise this sounds like a sandbox.

    I've often said that if I can choose between a character who can progress and one who can't, I'll pick the one who can progress, but that's only because the ones who can't have already done it all. If my level 50 characters moved onto an entirely new set of content that was more concerned with getting through interesting stories and not with experience, drops or efficiency, I'd play them. I'd play them a lot. But the eponymous Samuel Tow has done every mission he has access at at level 50. Why WOULD I play him again? To replay them ad nauseum? No, thanks. As long as I'll be replaying missions, I may as well replay them with different characters.

    Probably my favourite end game in any game has been the one in Carmageddon 2: Carpocalypse Now. When you finish, the game dumps a crapton of cash on you and unlocks all vehicles on all tracks for all game modes, and allows you to play any that you like, or run around and perform stunts at your leisure. I must have something like 10 hours of video of amazing crashes and thousands of screenshots of weird stunts.

    I don't need levels or "dings" to enjoy a game so long as there's something interesting to do. As such, I prefer my end game to take place at the literal end of the game.
  20. Every time this comes up, I have the same thing to say: you can have hero vs. villain conflict without having player vs. player conflict. The last thing I want to see is incentive for people to go out of their way to ruin each other's gaming experience. I want to see villain players pitch in over Help chat to help a hero figure out his power trays. I want to see hero players offer to swap to a villain and help take that down that EB. I do not want the game to breed confrontation. I want it to breed more cooperation.

    Quote:
    Originally Posted by Cyberium_neo View Post
    Story wise it clearly stated that player Villains in most major missions under Arachnos banner and thus are natural rivals for player Heroes whom serve under regulation established in Paragon.
    And then there's this. You point to one of the DUMBEST storyline decisions in this game's entire history (and I'm counting the Origin of Powers, so that's saying something) and base a pretty significant conclusion on it. If you walk around and read people's bios in the Rogue Isles, you'll note that most of them don't paint themselves as Arachnos lackeys. In fact, a great many of us have typed our fingers to the bone complaining that City of Villains treats us like hired thugs. And the fact that newer story arcs seem to avoid that tells me the developers finally get it.

    Neither heroes nor villains are easily classifiable in two monolithic factions that should be opposed to each other for no reason other than because heroes and villains fight. The fact that almost the entirety of the pre-existing CoH game got put under the banner of Longbow and "Longbow" became synonymous with "hero," as well as the fact that all villains were written to be Arachnos followers and "the Arachnos" became synonymous with "villain" is probably the biggest narrative fail of all. Not only does it completely ignore specific characters' backstories, likes and beliefs, it also imposes the next best thing to the typical WoW race warfare without any express need for it.

    Villains and heroes are their won separate entities, and they do not need to be shoehorned into their roles, as both are self-defined. Not all heroes hate all villains, and not all villains attack all heroes on sight. Nor should they. "Us vs. them" is Cold War propaganda.

    ---

    I'm reminded to praise City of Villains, actually, on how beautiful the latest few story arcs added to it have been. Sure, not all of them have great writing, and some of them make us look a bit sheepish, but by and large they treat us as legitimate, self-made villains, not as cronies who should be paid and berated for the lowlives they are. As villains, we work for ourselves, to forward our own goals, often over the dead bodies of people who get in the way. And I love it. That's what a villain should be.

    This is actually where Tip missions fail, and for a couple of reasons. Firstly, the Villain missions are just absurd. Not only do villains seem to have an obsession for screwing over Longbow (Why? Because they're the only "heroes" in this game?), but their motivation, more often than not, my villain's Tip motivation seems to be as giant a dick as possible, for no reason other than because he prefers to be a giant phallus. "I do it all because I'm evil. And I do it all for free. Your tears are all the pay I'll ever need." Not cutting it.

    Villains, as I see them, don't NEED to have crawled out a Saturday morning cartoon and then passed through the Jason Voorhees school of villainy on the way here. As was mentioned before - discounting the mentally ill, most actual villains don't wear clip-on cards declaring their evilness and don't set out to be the most evil jerk in the world for the bragging rights. "For the evilnessnessness!" is not a good motivation. Quite on the contrary, most villains are after something that they either shouldn't have, or that they are willing to hurt people to get.

    To me, the difference between rogues and villains isn't the presence or lack of maniacal glee at the prospect of pain and suffering, but rather discretion vs. ambition. A rogue picks his battles and finds the most profitable one. A villain follows his agenda and stomps on anyone and anything that gets in the way.

    Secondly, Tips fail, ironically enough, because they try too hard and attempt to give too many reasons why we're doing something, as though the writer was afraid we would be reluctant to take certain options unless we were reassured that there was ample reason to take them. It's like:

    -Mr. Rogue, you will now go save a hero's life.
    -But I don't wanna!
    -It's the right thing to do.
    -And I care about this why?
    -It's, err... Bad for business if the hero dies and the PPD tighten things up.
    -They have nothing on me. I'm good.
    -But if you do, you'll get good press and probably a reward.
    -Meh, I can get more from my old contracts.
    -Well, um... Oh, the hero is rich! He'll PAY you when you save him?
    -Hmm... I'm interested. Do go on.
    -Well, he's also connected, so he can get you a pardon on some of your older crimes, too!
    -OK, now we're talking! Gimme' the address!

    I don't need to be told why I chose to do something. Give me the choice and let me fill in the details as to why this particular character took that particular course of action. City of Villains was unironically a lot better about it. Almost every choice was so crafted to give you no benefit and give you no omniscient narrator reason why you would pick either side. Do you shut down Amanda Vines or let her broadcast? Yes or no is irrelevant. The bigger question is WHY, and this question the game never answers for you. You write the answer for your own particular character.

    ---

    To me, the cartoony faction warfare of generic heroes vs. generic villains is a drawback to the game's narrative more than it is a help. I don't want to see any more co-op missions, far from it. But at the same time, I don't want to see needless animosity that doesn't have a more specific reason. "Tunnel Snakes rule!" does not count.
  21. Quote:
    Originally Posted by Santorican View Post
    I've never minded working toward a never ending goal but I'm quickly understanding that I am a minority of people(or at least a silent majority) who do not want instant gratification.
    Underhanded criticism aside, there's a serious flaw in this logic, or at least as I understand it.

    One cannot work towards a "never-ending" goal, because that's working for a goal which can never be achieved. When a goal cannot be achieved, it makes no difference how great it is. If you know it's impossible to achieve, then there is no point in working for it.

    The only way a never-ending goal can be worth pursing is if it's not the goal that matters, but the journey spent in pursuing. Hence, the journey. However, such a journey cannot and should not be referred to as "work," because work it ain't. It's fun, else we wouldn't be on it, what with there being no end goal to it.

    "Working for an endless goal" is an empty premise, because it implies you don't like the work, but know you will never get to the goal. This is not a valid motivation for players at large, and I'm confident enough to state that as a fact. You need to reward your players, either with a great journey, or with a reward at the end. Having neither makes for a horrible game.
  22. Quote:
    Originally Posted by Eva Destruction View Post
    Wait wait, I've got it! What if....bear with me here....Preatorian Hamidon IS ACTUALLY PRAETORIAN NEMESIS!?!?!?!
    This I actually find interesting, because it would give quite a bit more depth to what is currently a pretty shallow narrative. Yes, we have a world of about five character personalities and a plot that's about as deep as the actual gameplay gets, but at its heart it's a fairly standard "good guy turned extremist turned bad guy" turned cosmic abomination for some reason. Having an actual plot TWIST to the story might make it feel more like a legitimate story.

    Bringing the Nemesis into the picture adds a lot of such potential plot unexpected twists. However, adding Nemesis into the pictures also adds the EXPECTATION for unexpected plot twists, which often defeats the purpose. So, adding a Nemesis who is not the Nemesis, and was perhaps forcibly converted into a Devoured is an interesting concept. One has to wonder how the Hamidon is able to retain his memories and control the Devouring Earth, and if it's not possible for another to do the same if one showed enough will and initiative.

    In fact, just reading the suggestion gave me all sorts of interesting ideas, not least of which being an Infested Kerrigan style takeover, where a recently-devoured but very strong-willed person is able to wrest control of the group overmind. This has potential!

    ---

    At its heart, Praetoria is a political story, and I feel a lot of us who've grown bored with it so quickly feel that way for precisely this reason. It's plot, yes, but it reads like presidential debates, or Marxist-Leninist theory, or Fox News. But - at least to me - it no longer reads like a story, so much as like description of a setting. Throwing in a few left field plot twists may actually make it a bit more exciting than the omnipresent "Resistance vs. Loyalists" duality that I had enough of back when it was the "Longbow vs. Arachnos," instead.

    In fact, it's more than a little amusing how much more depth both Longbow and Arachnos have been given when they were thrown into a conflict that has more than two sides.
  23. Quote:
    Originally Posted by GuyPerfect View Post
    The numbers are difficult to conceptualize in any form of tangible debuff... I guess you could say it this way: For two consecutive attacks with 95% chance to hit, if the first one misses, most characters will have had a 95% + 100% hit chance. Tankers on the other hand, with another foe in Gauntlet range, have 95% + 95% hit chance. That means 5% chance to miss (1 out of 20) for both attacks, which comes out to 1 out of 400 to miss both.
    The way I look at it is this - with a 95% to-hit, the minimum overall hit rate you can expect is 1 out of 2, or 50%, if the game hates you, which I've seen extend over three streakbreaker hits, at times. The minimum a Tanker without a Streakbreaker can expect to see is 0% over several attacks.

    Moreover, this eliminates a tactical advantage that the Streakbreaker provides, that being guaranteed hits. If, for instance, the Energy Punch on my Energy Melee Brute misses, then I will immediately follow that with either Total Focus or Energy Transfer, swapping targets if necessary, to ensure that this one particular very important attack will land a guaranteed streakbreaker hit. A Tanker with a malfunctioning streakbreaker lacks this option.
  24. Обикновено нямам претенции към хора, които говорят чужди езици зле...

    Ahem...

    I usually have no problem with people who speak foreign languages badly, as long as it at least appears like they tried and simply couldn't do any better. I can forgive lack of knowledge or experience, as not everyone can be expected to know every language. What I DO have a problem is when carelessness and laziness produce a text which is next to impossible to read unless I want to sit down and spent an unjustified amount of time decoding it.

    It's especially bad when the person in question doesn't realise, or worse - doesn't care that their writing is unintelligible and makes no effort write at least a little better. I generally don't comment on people's spelling ("loveing" in the title is misspelled), but that's under the assertion that if I can understand it, there's no point in making a stink over spelling.

    This I cannot understand, or find a point in.

    ---

    Apologies for the tangent. Just wanted to clarify that I don't hate people who don't write perfectly
  25. Using pseudo-pets to implement chain attacks is something I've been suggesting for some time, so I agree. I'm not sure what the practical applications of that would be, however, as Standard Code Rant applies. But I do agree nevertheless.