Samuel_Tow

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  1. Quote:
    Originally Posted by Stogieman View Post
    Sam, I hope you don't hoard physical things like you do your PM's. I'd hate to think you have hundreds of boxes of laundry detergent or candy bar wrappers laying around the house.
    I don't specifically "hoard" them, as such, as electronic mail takes up no physical space, and removing it takes time and effort that produce no meaningful benefit. As such, I just rear my PMs and leave them alone.

    I did once have to clean up my PM box when we had to migrate from the old forums to the new and I had to drop them below 500 PMs, out of around 800, I think, and most of what I deleted was at the time five-year-old conversations with people who had long since left the game, like Anti-Catwhroog. My only criteria was to delete enough PMs, starting from oldest to newest, to get my PMs below 500. I probably have a lot more left that aren't at all relevant, but I haven't gotten around to cleaning them out.
  2. Quote:
    Originally Posted by Arcanaville View Post
    Remember that we're not discussing whether people should allow games to make them uncomfortable. If you believe that to be false, that's your opinion. But that is not relevant to whether they *do* feel uncomfortable, and whether game designers should acknowledge that fact and avoid such situations or ignore that fact and not care if such situations occur.
    I want to cut out this small part of Arcana's post and present it by itself, because this is almost the entirety of the spirit of what I wanted to bring up originally. How uncomfortable are people willing to be when playing games, and how uncomfortable should developers of games allow their games to be INTENTIONALLY?

    To add a slight appendix, it's not just a question of whether developers should care about comfort zones or not - in my opinion it's just good sense to at least be aware - but rather a question if developers should DELIBERATELY design games that push us out of our comfort zone. Which, by the way, I'm not claiming is a wrong and evil tactic. It's been made pretty clear to me that some people simply like to be pushed, as well as to push themselves, and face things that could be defined as "unpleasant." Their reasons for this seem to vary, but their reasons for this are irrelevant to the fact that some people simply choose allow themselves to be taken out of their comfort zone.

    Should developers be aware that people have comfort zones? Yes, they very much should be. It's only good sense. Should they choose to avoid pushing those, or should they choose to push them intentionally? I don't know. THAT is the heart of the question, and it is a question that has no one right answer, and not even a clearly separable set of stances on it. As Arcana points out, it's a matter of degrees of tolerance and preference, which is why I find the answers given so far to be fascinating and enlightening at the same time.

    My position on the matter is pretty much public knowledge at this point, which makes it, and deconstructions thereof, largely uninteresting to practically anyone, myself included. I'm more interested to hear other people's positions on the matter.
  3. Quote:
    Originally Posted by The_Volt View Post
    I hope it's on the way and what I what I glimpsed in the i20 trailer will be available for us...

    http://www.youtube.com/watch?v=FHerDKOQxBE&hd=1 (Go to 40 seconds in)

    Not sure if this was brought up anywhere else, but that blue and white dude is wearing IDF gloves and boots. He is however getting attacked by player looking characters so he might just be an NPC...an NPC with sexy gloves and boots.

    Edit: Made a screeny:



    To me that is definately this guy's gloves and boots but in white and blue:

    The gloves there are Enforcer. You can tell by the oversized screw looking circle right above the wrist. The boots look more like the larger PPD boots we have right now than those in the IDF pic.
  4. Quote:
    Originally Posted by Tenzhi View Post
    Perhaps having nearly 700 PMs in your box ripped a hole in the space/time continuum...

    If I get more than 5 I start getting annoyed at the clutter and have to delete some.
    Well, that's PMs which have accumulated over the past seven years. I even have a PM from CuppaJo in there somewhere

    *edit*
    New unread PM is still being listed there, and I can't find one even with people taken off the ignore list. Huh.
  5. Quote:
    Originally Posted by Coolio View Post
    Unread PM's are listed alongside read PM's but they are in Bold text.
    So any pm's shown as Private Messages as against Private Messages, are classed as unread.
    Yeah, I checked, I have no bold PMs from the last month. I've been following my PM box pretty closely the last few days, so I'd have spotted a new one if it popped up.
  6. Your suggestion did get me to go out and try taking people off my ignore list, but doing so and reloading my PMs did not produce the mysterious 1 unread PM.

    In fact, the internal tools for my PM box list my total PMs, both sent and received, as 698, but the external warning says: "Private Messages: Unread 1, Total 696." That's one more than my PM box counts, and this one more showed up at the same time as another, actual new PM from someone I was having a conversation with.

    Huh...
  7. Quote:
    Originally Posted by Zombie Man View Post
    Have you /ignored anyone?
    I have, but PMs from ignored people still show up in my PM box, they're just listed as "You are ignoring this poster." Or at least that's how older PMs are shown. Are you saying new ones won't show up at all?
  8. Quote:
    Originally Posted by Slashman View Post
    Not that I'm saying your friends are being dishonest, but I often question that point of view when I hear it.

    You have people who say they'd much rather cooperate with others than ever compete with them in a game. I'm going to assume those same people never play Scrabble, Monopoly, Chess or any other game where they might win and someone else might lose? I mean...they never competed in sports at school and basically live their lives with an unquenchable hunger to never do better than the other guy?

    In my experience, most of the time it really comes down to: 'I don't want to lose, I can't guarantee that my skills will let me win so I won't play.' That's just my personal experience though.
    This is a point where a lot of the disconnect regarding "competition" occurs. I once said that a lot of viewpoints can be divided into two categories - those who treat games like a sport, seeing them as something to excel at and compete over, and those that treat them as a toy, seeing them as something to be used to make themselves feel better even if they don't strictly deserve it. Now, I'm not saying that all of humanity is neatly divisible in two easily-definable groups, but if you examine PvP-centric arguments, you'll notice many of the people fall in one category much more than in the other.

    As for striving to never be better than anyone else, I feel that's a misnomer, in the sense that I, personally, don't do so. At the same time, I don't specifically TRY to be better than other people. Competition has the tendency to make people not just want to be good, but to be BETTER than other people causing both resentment and stress. I, personally, prefer to play games where I can be happy for other people when they're much better than me, not feel bad about it. When I play, say, L4D2 co-op, I welcome good players and enjoy their company. When I play L4D2 versus, good players on the opposing team just make the game horribly punishing. Especially when I'm just trying to have fun shooting zombies, NOT proving I'm better than actual players.

    I generally prefer to play WITH other people, not AGAINST them. Preferably with other people against the computer. There's an easy target for you. The computer is always the enemy, always easy to hate and always a convenient antagonist, because no-one can really feel sorry for machine code. When playing co-op in anything, I get to help other people, and I get to fight an enemy that has no feelings and can never feel bad about losing.

    An additional factor is that the computer is almost always gimped. Computer-controlled enemies are stupid, they fall into obvious traps, they obey the spirit of the law even against good sense and good judgement, and are generally intended for me to best, thereby making myself feel better. I can keep on playing, knowing that I'm better than the computer by right of birth, pretty much. When I play against other people, that isn't so much the case. Other people are cheap, because other people are smart enough to use the rules and exceptions of any system to their benefit. When I turn on my Unstoppable, the computer will swarm me with enemies that I can take out before it expires. When I turn on my Unstoppable, a smart player will run away and wait for that to expire, then attack me while I'm drained. Other players are regarded as my equals, and they are not dumb enough to respect the system's rules when they're designed to screw them over like the computer will.

    Some people are just not competitive, and will simply walk away from activities that boil down to direct competition as the primary motivating factor or primary operational mechanic. I, personally, was never good at sports as a kid, and I never cared to be. I used to be good at Deathmatch FPS games, but mostly because I played with a solid group of friends, and we essentially cooperated to make for a memorable experience much more so than we competed for points. In fact, we valued getting killed in a particularly spectacular manner even more highly than getting a highly-skillful kill. I lost interest in FPS competition when Counter-Strike made it "serious business."

    ---

    To go back to topic, "competition vs. cooperation" is a very important aspect of quite a few people's comfort zones, both pro and against. I've gone on about what mine is, but it's been made clear to me by other people that, to them, competing with an actual human being is what they enjoy the most, precisely because real people are smarter, better and more meaningful as enemies than computer-controlled cannon fodder. In fact, catch almost any unofficial chatter about Marvel vs. Capcom 3, and you'll see people talking about how that game is about the "challenge" and the "competition" and the "tournaments" and suchforth. While I don't agree, there is no denying that this is what a lot of people see as that game's greatest selling point.

    To be honest, I feel lucky to be in an MMO where PvP is so isolated. Nothing infuriates me more than having to worry about being attacked by other people just going about my business. This isn't the sort of attitude I come to the game for. Survival of the fittest is FAR out of my comfort zone, for the simple reason that I am - to be blunt - not fit. That's precisely why I play games: To get what I can't have in real life. What takes me out of said comfort zone is being told I can't have that because I'm not fit enough. Yeah, I know, but isn't that missing the point? Well, I don't really get much of a say when I get gangbanged just hunting kobolds for livers that most of them apparently don't have, causing my hard-earned items to drop and be stolen by my killers. I've blacklisted games for less.

    Which is why I say that City of Heroes is pretty good in this regard. The worst another player can do to me is be a dick over text, which /ignore solves post haste. But I don't have to worry about fighting for my survival in a lawless world. I don't have to worry about my equals stepping up to take my stuff. The only thing I have to worry about is the computer, but the computer will always be a second-class citizen. I will always be better than the computer, even when it cheats. Sure, it won't always be easy, and it won't always be a sure deal, but at least I'll know I'm intended to be able to win. Which is more than I can say for fighting other people.

    In City of Heroes, we have a much higher percentage of nice people, I've noticed, and in my eyes that's largely because the game encourages us to cooperate, and it encourages us to want to help others. The more good players there are, the more success everyone has, because every good player can only represent help and can never represent harm.
  9. Quote:
    Originally Posted by Zombie Man View Post
    Try restarting the client. Jim should send you up the contact chain to Doc.
    Jim Temblor WILL NOT talk to level 20 characters, but he WILL talk to level 21 characters. I have no idea why, but that's how he works.
  10. This is a first for me. My PM notification says I have 1 unread PM, but when I look in there, I don't see any unread PMs. Does anyone know what might be going on? More specifically, does anyone know how I might get to see that PM? I'm curious here!
  11. I keep wondering if it's not possible to simply append conflict names with EU_Name. Since global names can't use underscores in them when player-created, there should never be a conflict between a swapped name and an existing name.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Also, asking "should games take Samuel_Tow out of his comfort zone" is a much stranger question to put up for discussion. Although EvilGeko would probably say "yes."
    And I wouldn't know.

    Again, though, I apologise for mixing the terms up. My preferences are not very important to the meat of the topic, and I should not have brought them up as prominently as I did.
  13. Quote:
    Originally Posted by LIGHTNING HAWKZ View Post
    I've been playing City of Heroes now for some years - seven, to be exact, and I feel that the developers have introduced some great, but much needed changes to this game.

    With that being said, I believe some of what we're all looking for now is more environment interaction, as well as more character animations, such as getting slammed through walls or being able to grab other characters or environment objects.

    I'd also like to see more costume interactivity, such as our costumes affecting our power stats depending on their design design, including pieces we can obtain from defeating rare bosses.

    I also feel that it's time to give the powers a total makeover. I feel no pressing need to elaborate.

    Adding more environments to the game, like they did with Praetorian Earth, should also be a high priority. Other planets, dimensions or planes of existence feels like it should be a priority.

    Now, it may seem like this will raise subscription costs cost, but I feel that's not a great problem, at least if it's not by a great amount. $20 to $25 a month should be able to pay for everything the game needs.

    These are just some of the changes I would like to see. And trust me, I really don't think our competitors will last.
    *fixed for style, spelling, punctuation and presentation.

    I really don't have too much to say to this eloquently presented, aesthetically pleasing suggestion, as it contains quite a few things I disagree with and a few more that are far too vague to be relevant.

    I do want to comment on the drive to increase the game's monthly fee, however, as I feel this would be a complete disaster. One of the central goals for each and every change to the game should, ideally, be to not alienate virtually your entire playerbase, and charging close to twice the current subscription fee - especially of people with multiple accounts - is as close to a commercial suicide as I can imagine. There are a lot of things people threaten to quit over, and a lot of those are empty threats, but reaching into their coffers is the one sure way to burn practically EVERY player currently subscribed.

    As for the suggested changes, some of them aren't bad. Grappling has been discussed enough, to the point that I'll only say it's not going to happen due to technical limitations. Nothing else is necessary. However, at the same time, I have to say that destructible walls are something I've wanted to see for years now. The tech to put it in the game already exists, in the form of jail doors. The easy solution is to add destructible doors in places of the current openable ones. The cool solution, however, would be to model walls with holes in them, then fill those holes with seamlessly-blended destructible "doors" that just happen to look like pieces of the wall. That way, we break the breakable part, and it looks like we broke the wall. Everybody wins. Well, except the masonry.

    On the flip side, tying power stats to costume pieces is an incredibly bad idea. One of City of Heroes' greatest aspects - and greatest by FAR - is our ability to create not just cool costumes, but cool costumes that match our vision as close as mechanically possible. This gives players a sense of ownership of their characters that using developer pre-designed characters just doesn't hold. Tying costumes to powers, therefore, is not a good idea, as it both infringes on costume design AND eliminates a whole slew of legitimate costume designs that deliberately do not match a character's powers. That girl in shorts and a tank top taking grenades to the face without flinching and tearing chunks out of the ground is that much cooler for not having to be heavily armoured or wearing power gauntlets.

    As for the concept of additional environments, I'm more or less for the idea. While, yes, we should make use of the ghost towns we already have, such as Boomtown, Terra Volta, Dark Astoria and so forth, eventually we'll have to expand and add more interesting environments just the same. The Shadow Shard is a good example for an otherworldly environment, and a pretty dang good one, save for legacy such having left it with no content to speak of. The much-discussed Moon zone is another good example, and there are others. An underwater bubble city would be cool, off the top of my head, as would a high-altitude mountain environment, or even an open overworld floating fortress map like what you'd see in Water World, or even Sky Captain's flying aircraft carrier. Or, hell, why not a UT2004 as_convoy style constantly moving ground convoy location? The opportunities are there, but they all require new art assets.

    Generally, though, this is fairly typical of brand new posters. It's a mish-mash of laconically-presented ideas, and a mix of good ones, bad ones and ZOMG KILL!!! ones.
  14. If we were allowed to invite our own alts to our own SGs, this might get me to give a rat's *** about SGs again, if you'll pardon my English. I've always wanted to bundle up my own characters into their own SGs based on character concept, but this means I need an outside player to act as the doorman, and it means that my Super Leader always gets demoted and it's a hassle and a half to get him re-promoted, only for him to be demoted a month later.

    While I'm sure a SG application process would be great for groups of actual different people playing together, I'd still prefer a simpler process of inviting MY OWN alts.

    In fact, if I'm inviting my own character, can we just skip the confirmation and just invite that character straight away? I'm inviting MYSELF, are we honestly expecting that I might refuse my own invitation for myself? That'd be like asking myself for permission to pour myself a drink. I could, but what would be the point?

    So here's my suggestion - make inviting a character that belongs to you to a SG result in an instant invitation (provided you have the right to invite) without needing you to switch characters and accept your own invitation.
  15. Quote:
    Originally Posted by Arcanaville View Post
    I think the best response I have to this is to point out that you're conflating "challenge" with "discomfort" when that's not universally true. For example, I don't mind being challenged. Game challenges do not make me uncomfortable, and thus they do not by themselves throw me "out of my comfort zone." My comfort zone doesn't require a lack of challenge. In fact, the total lack of challenge can be itself slightly uncomfortable, because it makes gameplay perceptually more tedious.
    I apologise for the mixup of terms. I have no good structure for clearly denoting what's pure personal opinion on my part and what's more general uncharged contemplation. In my case, as Ironic points out, "challenge" is indeed a source of discomfort. Or more specifically, challenge over a long period of time such that a single-time action of adaptation does not solve it.

    To bring this back to City of Heroes, the game is by far and away not easy (despite what people may claim), but a lot of its difficulty can be overcome once you know how to do so. I have no problem with this kind of challenge, as it's a solvable problem. This is as opposed to something like Quake 3 Arena, where the "challenge" is the skill level of other people which will ALWAYS be a challenge no matter how long you play, especially if you suck - and I do.

    In general, when it comes to challenge, I prefer the kind that's "solvable" or "fixable," as it were. By contrast, I had a friend who wanted - in his own words - for every battle to be a boss battle. He wanted to be challenged all the time. It made the times when I teamed with him kind of... Awkward.

    Quote:
    Should games deliberately remove people from their comfort zones? Well, if they signal up front that they are that kind of game, sure. Just like there are movies that pretty much signal right up front that they are intended to make the audience squirm. That's legitimate when its honest.
    The way you phrased it reminds me of what may well be the best example of a game which is deliberately designed to push people past their comfort zones: Eve Online. In the pase, Eve has been described as "legitimised griefing," and the few stories about it that made headlines (Internet headlines, that is) had to do with grudges, griefing and outright dickishness between its players, and sometimes even between players and developers.

    This is the kind of game that haunts me in my nightmares, and when I see elements that remind me of it, it sends chills down my spine. It's a game that's designed to be uncomfortable, from what I can tell, and this is pretty much the polar opposite of what I want to play.

    And yet, Eve Online remains one of the more successful MMOs out there even today, with still a solid player base last I checked, and represents a concept that draws quite a few people to it. Clearly, the prospect of creating an inherently unpleasant, uncomfortable world is still to some people's tastes, hence why I wanted to hear from others about it.

    Quote:
    There is a balance between what the players want and what the game developers want to make. If this game decides to be a superhero game and not a fantasy orc and elves game, that's not up to a vote. Similarly, if this game chooses to pick a spot between Sandbox and Fear Factor and decides that's the appropriate challenge spot for the game, then while that is partially negotiable I think at some point the developers of the game have to make a decision and stick with it. Waffling is penalized far more harshly in the long run than almost any disagreeable decision alone.
    I agree with you there. City of Heroes has been both blessed and cursed with a very communicative development team, which has historically entered into dialogue with the players far more often than any other I'm aware of. This means, on the one hand, that people more often feel their voices are being heard, and so are generally happier even with aspects of the game they may dislike. The flipside of that coin, however, is that people also feel that they HAVE to be heard, and as such will be much more persistent in voicing their complaints, and at times even praises. Like so many things, it's a double-edged sword.

    To the development team's credit, though, they have historically done well enough to incorporate user feedback into their development cycle, even if it usually takes them a few years to do so. The pot of gold is there at the end of the rainbow for the exceptionally patient.

    Though, to be on-topic: I agree with you. A game does indeed need to follow its own design goals, and not constantly waver back and forth trying to guess what its players want, and I'm obligated to say that City of Heroes has occasionally been guilty of that, as evidenced by the list of abandoned features. So, yes, I agree with your assessment.
  16. Quote:
    Originally Posted by Slashman View Post
    I don't have a problem with the launcher, I have a problem with the fact that I apparently can't have free and easy access to a file that is needed to make the damn thing work on my system. Apparently because my IP is being rejected by whatever server the file is being stored on.

    Nice going NCSoft.
    Completely off-topic, but: This is why banning spammers by IP is a bad idea.

    Personally, I feel the NCsoft Launcher installer needs to be hosted on the City of Heroes FTP. If we'll be using the Launcher, it makes sense for it to be there, instead of those ancient direct game installers and the soon-to-be-deprecated updater, doesn't it?
  17. Quote:
    Originally Posted by LISAR View Post


    When I was shown what they looked like I thought they were kinda cool myself.
    Ah, I see what the problem might have been. When given bright colours, the adorably crude ice effects start looking like the Holtzman effect from dune, which is to say they look like energy fields... Very blocky, ill-shapen energy fields.

    Then again, does Dark Blue fire really look like fire? Because on my screen it looks like ink. And Stone Armour was even given the ability to not actually consist of "stone," but instead of pure crustal.

    I keep thinking that ice effects ought to stop looking like glass and be made a lot less transparent, like glacial ice, instead, which is opaque. That way, we may be able to recolour the things without making them look like something TOO far removed from ice.
  18. I honestly don't remember, but I probably did. Here's my line of thinking: Once upon a time, I made a suggestion for a halberd powerset which had an "intermediate" animation consisting of spinning your weapon really fast. If you queued up attacks one after the other, they would come out faster from this intermediary animation. If you took your time, your character would go through a "wind-down" animation to go back to combat stance, and then have to go through a "wind-up" animation before he could attack, this making the set faster if you attack non-stop than if you start and stop.

    I did also suggest a very basic, no-frills hammer set in the past. In my head, I kind of combined the two concepts and came up with what I thought was a completely fictional concept. I apologise if it sounded like I was mocking you. I really wasn't.

    Quote:
    Of the top of my head, an alternate BU power: Meldown- click self buff with a bigger buff than BU that decays over time, eventually to a portion of -dmg for a time. Thinking about it, such a power would actually be quite good on Brute vs Scrapper since, just like +dmg, -dmg has less of an impact on a Brute. And a set that caters more to a certain AT isn't a bad thing so long as it's not debilitating to any in particular.
    Personally, I've never been a fan of "self debuff" powers, and this goes all the way back to Unyielding Stance and Rooted. It just seems like an annoying way to balance powers. I can kind of see crashes on certain very potent powers (like Rage), but on a short-duration buff, it just seems needlessly punishing.

    That is, unless we're talking about a very long-duration buff, but at that point we're running into the problem of emulating Rage, itself.

    I can say this, though - large but diminishing buff does not sound like a bad idea.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    If you really feel that way, maybe it's time to quit playing and find another game that isn't so repetitive.

    Oh, wait, ALL MMOs are repetitive.
    I really miss the time when you were a nice guy and didn't resort to sarcasm and prods so much. I mean that.
  20. I have to agree with the distaste for Facebook and Twitter, as well as with the irritation that they're so omnipresent. It seems like every site nowadays has link to "Like us on Facebook!" Ugh... That sounded dirty, didn't it?

    I don't have a social networking account, and I'm not interested in having one.
  21. Quote:
    Originally Posted by firespray View Post
    I think you're oversimplifying the situation here. Games are not made for one person. They're made for thousands. And everyone has different comfort zones. So pretty much everything in a game is likely to go outside someone's comfort zone. You mentioned that the market goes outside your comfort zone, but for a lot of people, getting the market added to the game was the best thing that ever happened to it (myself included). It fits right in my comfort zone. And everything is like that.
    True, true, no game can match all of its players' expectations perfectly, that much is a given. But that's not really what I meant in this case. It's more a general attitude towards... Let's say "getting" its players to expand their playstyles and try out new things.

    Again I keep coming back to Bulletstorm, because it's a perfect example of this. The game is a very decent shooter, but it comes appended with that irritating "skillshot" system and the tagline "kill with skill," which serves to do little more than make the basic act of killing something far more complex and more involving than it needs to be. Is that a good thing? I don't know. What do you want out of a shooter? Do you want to just shoot things dead and not get killed? If so, Bulletstorm is out of your comfort zone. Are you tired of just straight-up semi-cover-based shooters and want a game which challenges you to play in a new and unique way? Then you'll feel differently.

    Specifically on the topic of the Market and Inventions, as that keeps getting brought up, it's a bit of a special case. The running mentality is (or at least was) that if you don't like the system and don't feel like going out of your comfort zone to engage in a system you don't like, you don't have to. The problem is that it has become impossible to ask for build advise without writing an essay about why you're not going to use Performance Shifter or Numia's Paizuri or whatever else may be expected of you, and why you don't have multiple hundreds of millions banked on your character. Because this has become expected of people.

    As well, as new content is created and people clamour for it to be more difficult, the argument for that is that we're so much stronger now that we have inventions, neglecting the fact that "we" not always are. I'll grant you that to a large extent where the "pressure" to step out of my comfort zone on the subject comes from the players, themselves, rather than from the game's specific direct design, but it's there nonetheless.

    To be fair, that's not to say I'm being forced to do something I don't like - I'm not. Far from it. I still play the game as I did before this whole thing, or at least a lot like it, and I still keep away from the system lest I make the game unfun for myself. However, this does beg the question - is it right for people to expect me to step out of my comfort zones and use schoolyard taunts to mock me for choosing not to? Because that's happened. Is it right from a game design standpoint? I don't know. I personally don't like it, but again - I'm biassed. That's why I'm posing this as a question, not giving an answer.

    Quote:
    Originally Posted by UberGuy View Post
    Most players view the purpose of a things like Inventions to be the benefits one achieves by obtaining Inventions themselves. Some (like Sam) have distaste for the various hills the devs have given us to climb before we can obtain those rewards. We don't get deep access these rewards automatically - we have to go out of our way to obtain lots of them, and some people seem to wonder why that has to be. They would prefer that we had to do nothing special and just have these rewards be bestowed on us naturally, for doing other things we did before.

    However, I think that this misses the realization that the very process itself of working towards lots of Inventions is actually the goal of the Invention system. The benefits that Inventions bestow are intended to compel players to ascend the hills the devs have placed between us and those rewards.
    I see your point. This was something of a realisation for me way back when - that it's not a matter of gritting my teeth and getting it over with so I can go back to "the rest of the game," because that was missing the point of the system. Inventions are not a means to an end, they are an end unto themselves, a system intended to be entertaining and engaging in itself so that people will want to engage in it and keep engaging in it for the long haul. To treat it as a gate is just missing the whole point.

    That in itself, however, presents a problem, in that the whole system then becomes extraneous if one doesn't enjoy engaging in it. Unlike a bit of content which can be played past and forgotten (say, defeating 100 Overseers) but which would leave you with a reward that outlasts the pain, Inventions really are a gameplay style choice more than anything else. For those whose playstyles fit that regardless, I'm sure this is a great boon, but for those whose playstyles don't work that way, it... Isn't. So then the question becomes - how much should the game do to get me out of my static comfort zone and teach me to like Inventions?

    As it turns out, not much, not in this game, for which I'm thankful. But again, not all actual players appear to agree with the game's "if you want" approach, which, again, is where the thread's central question becomes relevant.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    When a game forces me out of my comfort zone, I assume that it is trying to teach me something. I like it when games alternate between teaching me skills and asking me to apply them in various situations. When a game on the one hand has nothing more to teach me, or on the other hand asks me to learn more faster than I want to, I lose interest.
    I want to be entirely subjective for a moment here, just to provide a bit more context:

    I have to disagree with you almost completely on this point. I don't question what you like and dislike - I respect your preferences. I just want to explain that I really don't share them.

    When a game is trying to "teach" me something, it brings to mind your typical Kung Fu movie of the wise teacher trying to instil some humility into his arrogant student, an make him understand that he knows nothing. I'm sure this is true in real life, but coming from a game I chose to play, it usually comes off as patronising. "You don't know how to have fun, young grasshopper. Forget what you've learned and do as I say, and I shall teach you how to have real fun." No, thanks, sensei. I'm pretty sure I already know enough.

    Now, that's not to say I won't give a new game or a new addition to an old game a chance, but by the same token, I won't give it endless credit and endless time. If it doesn't catch me before I run out of patience, it doesn't catch me. I don't care if it would have taught me the meaning of life; I'm not putting myself through unfun gameplay with the promise of providence.

    ---

    Completely separately, I just thought of something to say on the subject of "providence." I can't speak for anyone else here, but I can divide my experiences of new "things" in two categories: 1) Meh, what is that now? and 2) Holy hell! Why didn't I think of this before?!? In a lot of cases, I don't mind my comfort zone challenged, provided it's being challenged by something which inspires me right off the bat. I'm not sure I can even call it a comfort zone challenge at the point, actually, since it just demonstrates to me that my comfort zone was larger than I was previously aware.

    However, that's only with response number 2). With response number 1), my charity is far more quickly drained, as I essentially find myself doing something unpleasant and hoping that it will either end or get better soon. Not only is that not a good experience, but it has the potential to be a remarkably BAD experience once I realise I was barking up the wrong tree all along and said experience will NEVER get any "better," because I was already experiencing the "good" part and just being unable to appreciate it.

    Quote:
    Originally Posted by Bosstone View Post
    Bit of a hijack, but you are aware that the Black Isle guys worked on Fallout: New Vegas, right? It's the same gameplay as FO3 (with a few changes), so that might still be a deterrent, but the story and the setting are very true to the original games.
    As I understand it, Black Isle went under and were bought up by... Someone, I forget who. And either way, Fallout: New Vegas isn't a game in Black Isle's iconic style, it's a mission pack for Fallout 3.

    Quote:
    Originally Posted by Bosstone View Post
    I wish I had some insight on the main topic, but other than to point out that 'going out of your comfort zone' and 'keeping at something you don't like until you like it or at least don't mind it' are two different things, I got nothin'.
    True, true, they're not the same thing. However, the former here assumes, as I mentioned before, that you can go out of your comfort zone, but then go back into it soon thereafter. Such a slight excursion is really not something I think games can, or indeed even SHOULD avoid, as it's not a big enough problem, I don't think.

    The latter, on the other hand, assumes that one either change his tastes or otherwise suppress them for long periods of time. My opinions on the matter have been made clear, so I'll instead say that this is precisely what some people have advocated to me, in pretty much those exact words. Comparisons have been to real-life military service, real-life sports and even real-life martial arts, which tells me some feel quite strongly about it.

    If you ask me, there's really no doubt as to the answer of the question. But I'm not an important guy, which is why I don't want to impose my own answer to people, but instead hear people's answers from their own reasoning.
  22. Quote:
    Originally Posted by TonyV View Post
    It sounds to me like you are trying to equate giving rewards for task forces with "taking us out of our comfort zone."
    And in this you are wrong. Completely. I've explained why that's not what I'm talking about, so I don't feel the need to repeat myself.

    In fact, I find it hugely disappointed that you can't look past current events and see only loaded questions when I specifically explained that that's not what I'm talking about, and have not used that as an example anywhere in the tread at any point.

    Quote:
    Originally Posted by TonyV View Post
    Should games take us out of our comfort zone? I don't know, should games have pizza in them? What difference does it make? The question has no bearing on whether a game will be more fun or less fun.
    This is both incorrect and terribly one-sided. Games pushing us out of our comfort zone, or indeed not doing so, is a design decision, and one which plays quite a crucial part in a game. Look at the literal metric ton of Modern Warfare sequels, spinoffs and knockoffs. Their entire goal, stated or otherwise, is to give players very much exactly what they expected, just more of it. They play to their genre, they play to their theme and they play to player expectations. These games are literally built on the assumption that this is what people want, so changing as little as absolutely necessary about them is the winning strategy.

    Now take something completely different - an FPS game without the S part: Portal. When this came out, it was pretty damn revolutionary, and indeed set something of a precedent, despite one not really having been followed (outside of Darksiders). These days, most people wouldn't describe Portal as a First Person Shooter, largely because it helped legitimise its own genre of first person puzzle games, even though such existed even before. However, when it came out, it was very much out of the comfort zone of most FPS players. But it was good.

    Contrast this with Mirror's Edge. This game really isn't a First Person Shooter, either. To be honest, I don't know WHAT it was trying to be. However, it pushed FPS players out of their comfort zone, and into a zone that... Frankly, I don't think many were OK with. I know it got critically panned, and I know it ended up quite awkward, as a First Person Parkour game just doesn't flow as well as a third person one, especially when all you see the bulk of the time is a face-full of wall, hence the majority of its problems.

    If Modern Warfare was an example of keeping people in their comfort zones, then Portal is an example of getting people to expand their comfort zones and Mirror's Edge is an example of getting people to recoil from the uncomfortable. That, in a nutshell, is what I'm talking about.

    P.S. You'll note I didn't mention the Incarnate system in any of the examples above.
  23. Quote:
    Originally Posted by UberGuy View Post
    I'd find it incredibly unlikely that you were alone even if no one here had affirmed that you are not. However, I do suspect very strongly that you are in a significant minority of players. I am one of very few people I knew who started playing this game who still do play it, and they all left because they wanted something new. If CoH had not changed in some notable ways, even I probably would have stopped playing it seriously around the I12-ish timeframe. That's not because of anything that happened in I12, but because I think that, without Inventions to give me something to chase, I would have bored of playing without goals too much by then to remain active.
    To be fair (and specific), I'm not against adding more ways to play the game, with papers, tips, the Architect and so forth. However, I am somewhat disappointed that regular missions seem to have been relegated to such a low priority of late. Sure, we get a few new ones occasionally, that's not a problem. But with the advent of all the different types of rewards for all the different types of new activities, it seems like the old activities have fallen behind.

    To be a bit more genera, there's a tendency in game design to make your newest addition also be the new focal point of the game and the best of the very best, even when it's not appended to the end of the game. This creates a sort of content power creep, where every new expansion, DLC or mission pack has to be "better" than the previous one, to the point where the strongest items in the game are those from the current expansion and the rest go in descending order by the age of the expansion they came with.

    In City of Heroes, we see this with the Architect, which I'm told is a source for easy drops. After that, we see this with Alignment Merits, which I'm told are an even better source for easy drops. Many people, when confronted with my trademark "What are you up to today?" greeting will respond with "Running Hero Merits." Normally I'd ask why even if I can guess at an answer, in the hopes that the person would elaborate and so strike up a conversation, but in this case there just isn't anything to talk about - it's good rewards. In fact, I've considered asking people why they don't run just ordinary missions, but I realise I have no argument to entice them with even for the sake of idle conversation. And that's unusual, since I can make an argument for almost anything.

    WoW, as I hear, is notorious for sort of "replacement" design, where they'll always creep their level and their gear and their raids to up the ante, as it were, leaving older raids and older quests to gather dust. Now, I did hear they'd repurposed some of their older raids into level cap raids, but I don't know enough about that to comment. I do know, however, that this sort of design can and does often lead to a part of the game stagnating and becoming that much less enticing, if just by comparison.

    Now, I'm still here, so the old game has clearly not stagnated in my eyes. I wouldn't be paying out of my pocket if it had. However, the "Neuron design" approach does run the risk of getting there eventually. At this point, I'm really not sure if the old game is indeed officially supported and recognised as an intended part of the game, or if it's regarded as outmoded legacy content still in the game because the money and manhours haven't been there to retrofit it to be like the new content. And honestly, I'm not sure which case is better.

    To summarise: Yeah, I'm probably in a minority, but it keeps me here and subscribed, so it has to be good enough.
  24. So, essentially, we're not preventing spammers from registering accounts, but rather from logging into the game? Huh... I suppose that could work.

    People are not very likely to have duplicate MAC adresses on their network cards, are they?
  25. Quote:
    Originally Posted by Leo_G View Post
    And referring to the 'momentum' idea, that was simply an experiment if I could create something that 'simulates' the concept of momentum. Would I want a Hammer set to use it? Probably not but if we were ever getting a set that hinged its concept upon something like momentum, I'd expect it to feel different from normal sets since this is a 'Superhero' game, we'd need 'Super momentum' to portray it.
    Err... I apologise. I pulled the word "momentum" out of a hat to make it seem like I had more examples to give than I actually did I didn't realise, or rather didn't remember, that you'd actually suggested it before. That was my bad.

    Really, I just want a power that grants a short-duration, high-yield damage buff so as to give me a very strong alpha strike, and Build Up is just the best power I can think of to do that. I know it may be passé, but I'd rather look for innovation elsewhere.

    Secondary effects are an interesting opportunity, as is a non-standard utility power - as you mentioned, like Parry. I keep thinking Lingering Radiation, or something like it, might be a good fit here, and it would be quite novel among melee sets.