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Quote:You know, I never really checked to see if the upgrade itself was the culprit. I think what changes Henchmen powers is customizing the Henchmen summon power, like how you customize the explosion colour of your Trip Mines or the colours of your Poison Gas Trap's poison gas cloud... Well, it would, if Poison Gas Trap weren't bugged to not take custom colours and always display a light teal steam-like gas cloud, but I digress.Huh. I must not have been paying attention to the MM power customization because I had no idea this was possible. I knew about the ability to color the normal attack powers in the Necro and Demon sets, but I didn't realize the upgrades could be colored too or that that color change would be transfered to the pets. That's awesome! I need to play around with my Demon/Poison MM some more.
To the best of my knowledge, I know that Necromancy Henchmen powers are customizable to the colour of the summon, and as far as I know this applies to all henchmen including the Extracted Soul. I also know that Demon Summoning Hellfire powers are customizable to the summon colour. However, Hellfire powers constitute a total of two henchmen - the Hellfire Demonling and the Hellfire Gargoyle. The Fiery and Cold demonlings, the other Demon and the Demon Prince are not customizable and keep their elements of fire and ice to their default colours.
I have not checked to see if the Ninja Oni summon is customizable and if his fire can be retinted, though now that I know this, I probably should at least check. I know Mercenaries, Thugs and Robotics have nothing that's applicable to power customization.
I'm easy to please, yes. Throw me a costume piece, a customization option or a new toy of some sort and I am indeed content and quiet as I go play with it in the corner. This is why I say I'm getting concerned when I start feeling really bad about the game - because I'm not a hard guy to pacify. Hard to shut up, maybe, but I take pleasure in the little thingsQuote:It doesn't take much to please Sam. A little pea green yack and he's re-subbed for 6 more months.
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Quote:I don't mean this as a criticism, as you're free to play what you please, but note that almost all the activities you mentiond are hero-specific, and the ITF is quite high-level.- Positron 1 and 2.
- Lady Grey
- A Manticore
- A Citadel
- Hero and Villain Tips
- A Hami Raid
- Five Flavors of ITF
- Various AV help calls.
The reason I mention this is because I've been running low-level villains and low-level praetorians almost exclusively... Pretty much since I19.5 came out, and whenever I see a call for a non-WTF activity, it's always either out of level range by about 20 levels, or otherwise on the other side of the faction divide.
Come to think of it, it's been literal years since I've run a Virgil Duray SF, and I don't think I've EVER run the one with the sky raiders or the one from that guy in Sharkhead that I don't even remember his name. -
This suggestion is too generic for me to elaborate on, but I want the general idea to happen so much I have to agree with it on principle.
So, yes, I agree. Very much. -
I agree with the Romulan Colonel Sanders - this is a bad idea for a 7+ year veteran reward. I wouldn't even want to see this in a Booster Pack, to be honest. I would personally really want to see something like this for free.
Believe you me - if I could make some of my characters 10% taller. I SO WOULD! Like, just about immediately. If this is deemed too "something" for a free Issue, then I would indeed pay extra for it. Just that in a booster pack would be enough for me, I want it that much. -
Personally, I'm getting increasingly sick and tired of "kneel down and stroke the ground" summon powers. In a game as fast-paced as City of Heroes, being rooted down in place with an interruptible power you can only place vertically under your own butt is just annoying.
Personally, I feel all such powers need to be changed to tossable, self-deployable gadgets, and yes, that does indeed include things like Time Bomb and Trip Mine, Specifically, I feel that Poison Gas Trap needs to to be turned into this. Throw out a poison vial with the same motion as Alkaloid and have it stick to the ground where you summoned. If there are enemies around it, it activates immediately. If there are no enemies, then it waits until there are.
To me, this would be an easy solution to any problems with Poison. -
Quote:Look, I'm a picky ******* who refuses to make easy billions by playing the Market, who refuses to do research on what sells for how much, who refuses to run the Architect for easy loot and so on... And even I'm telling you that you have far too low a threshold for "chores." A single extra click is not a chore. It does not require switching gears when what you are doing to begin with is clicking.It's not a matter of time, but rather of annoyance - another chore to deal with, even if it is trivial, before you can get to the "fun" stuff. That you need to manually switch mental gears to do it also makes it stick out.
Yes, I'll admit that the EULA has been catching me by surprise every single time I've logged in since it was moved to the client, and it has required me to stop and figure out what I had to do to make it go away. I give it another week or two before I stop noticing it's there. This is not work. This is not a chore. It's an extra click. It's like having to double-click a shortcut instead of single-clicking it, and I know Windows can be set to single-click launch shortcuts.
This is like complaining you have to type in your password every time. -
Quote:I18, I19 and I20 actually constitute three Issues, but that's besides the point.It's been the focal point for......2 issues. Issue 18 and 19 have focused on Praetoria, and issue 20 will be doing the same.
The problem with Praetoria is less how LONG it's been used, or how MANY things it's been put into, so much as the impression that every single thing to do with Incarnates will pass through Praetoria. Few people would have a problem with Praetorian Earth if Emperor Jack Emmert hadn't completely monopolised the entirety of the Incarnate system.
I remind you - to this day there are many of us who still feel the same about Longbow and Arachnos. Focusing on one particular storyline is a good thing. Signling out only ONE faction to the exclusion of other, often more interesting factions is not. -
Generally, I consider it a bad point when a features greatest selling point to me is "You don't have to use it."
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Here's a radical solution that might save the power's current utility while removing its irritating limitations:
Make Group Flight give a temporary power to all players affected. You know how giving someone your Holiday Gift spawns a temp power in their tray? Same deal, only in an AoE around the caster.
So, Group Fly caster casts a click PBAoE that gives everyone in range a "Group Flight" temp power which lasts for, say, 60 seconds to 5 minutes of use time, after which the caster must cast the buff again, replacing the old power with a fresh charge.
That way, people who don't want to be forced to fly won't be, and those who do want to fly will not just be able to do so, but will also be able to fly without worrying about falling behind out of the bubble and dropping out of the sky, and could indeed conserve the power to use when they need it, rather than RIGHT NOW because someone decided go AFK with Group Energy Flight in the middle of Wentworth's. -
Quote:BABs specifically explained that giving Ice vivid colours made it look like crystal. I recall agreeing with him at the time for some reason I could not reconstruct now on pain of death, but I no longer see this as a problem. Many powersets already step on each other's toes now that their effects are customizable. Rad Blast and Energy Blast are essentially the same thing when they're made the same colour. There are differences, yes, but they're academic. You blast enemies with different sprites of energy.As I recall, the devs specifically limited the color palette because they didn't want people coloring the ice in odd ways so that it looked like something other than ice.
As such, I say enable all power colours. If ice ends up looking like crystal, then LET IT. In fact, I originally wanted to make my Slime Girl into an Ice/Ice character, the ice representing crystallised slime, but went with something else instead.
Let me put this another way - if the water in Cimeroran caves can be allowed to be a Nuka Cola Quantum shade of fluorescent blue, why can't my ice be allowed to be the same? Can't I just scoop up some of that inky blue water and freeze it for my ice?
*edit*
Oh, yeah, and Storm, too. What gives? That set may as well not have customization options. -
I may be repeating myself from earlier in the thread, but I do feel the pressure. Just about every call I see over any of my globals and over Broadcast and over tells from strangers has to do about WTF. Before I19.5, all of those had to do with Tin Mage or Apex or ITF, or anything that dropped shards. I assume post I20 it will all be about the new Trials I have no interest for.
But as before, I'm pretty good at farting in people's general direction, crass as that may sound, and ignoring the latest fad. So I've been doing whatever I want anyway, especially now that I realised the Incarnate system has not a single thing I want in it.
A couple of months ago, I had a SERIOUS influx of new characters, creating five at the same time, who grew to six. I made an old concept of mine - an intergalactic emperor in an unusual shape, and in an exercise of creative thinking, gave him three lieutenants who were as weird, inhuman and completely evil as I could make them, breaking even my own weirdness standards. Notably, a deposed space warlord lizardman, an insect hive queen and a creature incarnate of poison, pollution and toxicity that I just remade into a... Really weird costume. I realised I'd forgotten to give him a scientist, so I went back to basics and included a basic grey alien to the tune of an evil Mordin Solus. Recently I realised I'd forgotten to give him an army, so I added an alien psychic fielding legions of mind-controlled soldiers ala Paxton Fettel's replica soldiers.
That's SIX characters I need to level up. Add to that a story I wrote recently which gave birth to three characters - two shapeshifters and one shadow. Add to THAT the animal pack which tied together a few storylines for me and added two more animals to the one lizard girl I'd made at level 1 and abandoned before, so that's three more. Add to ALL OF THAT the fact that I've been rerolling all my Blasters as something else, as well, plus a 50 Scrapper, which will probably total about 10 more characters in the long run.
Really, I have no time to play a raid grind I have no enthusiasm for anyway, when I can instead squee like a little girl upon discovering I can customize my zombies' puke and my grave knights' dark blasts when I thought I couldn't. -
So eight Fake Nemesis walk into a bar...
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I considered doing this, but I eventually opted against it, both because the game doesn't really support such power-limiting and because I can't resist the urge to use my powers. That said, I do have a couple of loose limitations I can use.
I have a couple of shapeshifters who have the bulk of their costumes (4 out of 5 planned) be humans in different outfits, and one costume which represents their monster form. Both of these characters are very strong, fast and agile in their human forms, but the girl doesn't fly in her human form for lack of wings, and the man cannot jump super-high in his human form for lack of animal legs. Both of them have access to their claws in their human forms, however.
Artegor, my vampire kinda' guy, can only really fight in his human form, and probably in his super-devil form when I get around to that. Beyond that, he also has a bat form which I try to use when he travels, as well as a mist form which must ALWAYS fly and a wolf form for which I'll use Beast run.
I did have a scientist in a suit of power armour, but when I remade him from a Blaster into a Mastermind, I decided to go the Dr. Aeon route and give him a lighter, more compact set of power armour to wear under his lab coat with an exposed head.
That's all I can think of at the moment. -
Yesterday, I found out that Necromancy henchmen powers can be customized, I assume since the introduction of Power Customization. And I always thought it was just the summon effect we could change, not the effects of the henchmen powers, but I'm pleasantly surprised to have been wrong all along.
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When it comes to the well, I've always fancied the concept of "apparent intelligence." That is to say, you have an entity which appears to act with intelligence and will, but in fact has neither, and only has intelligence in action, but not intelligence in contemplation. It has the ability to find intelligent solutions to complex and unexpected programme, but lacks the intelligence to choose its own global objectives.
The well - to me - is a very powerful, but very unsentient entity that does the only thing it knows to do, for reasons that it cannot and does not care to define, even to itself. As such, it can be viewed as basic source of power, a tool that comes with both benefits and dangers. If you use explosives, for instance, they give you great power of destruction, but the explosives don't care if you set them off accidentally and will be all too happy to blow you to pieces.
In essence, I see the Well less as Galactus and more as a standard plot device mcguffin. -
Quote:Such is the nature of endgame, really. Like you, I stuck with City of Heroes as much for the things it didn't have as for the things it did, and its lack of gear and end game was a large part of it. Now that we have those, I find people's compulsion to focus on that to the exclusion of most else unsurprising. It's one reason why I was concerned about it in the first place. Like you, my concerns have not been put to rest in light of recent events.A number of weeks ago, I made a thread voicing my concern over the lack of willingness (At least on my server) to do any non-Incarnate based activity, or generally anything that wasn't high level. My general team-finding incompetence may have had something to do with that, but it has been several weeks now and I have been more pro-active in my searches. And yet, teams are still a rare thing for me. At least, at a low level. I suspect that this will continue until Incarnates is done, but how long will that take? Months (Issue 20)? I fear even a number of more years.
Though there are two new TF's announced in the level 20-40 area, I doubt it will affect the amount of people doing Incarnate based activities very much. I've considered taking a break, however, having cancelled my subscriptions to any other MMO and having no new games to play on my Xbox or PS3, i'm left with little choice.
Finally, I would like to add to any sort of 'Official' reading this, that I subscribed to this game because I -HATE- endgame. I like making alts. I don't want to be lumped with the same two characters until Incarnates washes over sometime in the distant future. Don't become what I've tried to escape from.
Unlike you, however, I don't feel any express need to team. This was the cornerstone of why allowed me to play this game in the first place. If I always had people just waiting for me to log in and play with me, I might feel otherwise, but being that other people have lives too, I can't expect that. This means I can never and will never make a character that "requires" a team in any sense of the word. I don't play games to sit around and wait to be able to play games. If I have to log in and then start looking for a team, then I'm not having fun. And while I may be able to grin and bear it once, I'll be highly unmotivated to do it ever again. This is a large part of why I'm slowly getting rid of all my Blasters. I'm tired of feeling apprehensive to play what should be cool characters.
I don't foresee Incarnates ever being truly "done," as they're being billed as the game's next big cash cow, like what the Architect was supposed to be and completely failed at being. I also don't envision the mad dash to be over anywhere within the next calendar year, so I hope you're a patient man. -
Quote:I disagree. Personally, I VASTLY prefer older content like the Vahzilok Plague, the Tsoo Shenanigans, World Wide Red, Division: Line, Oh Wretched Man, The Aeon Conspiracy, Time After Time and so on, and would pick those over the dreck that is contemporary game writing, such as Jenni Adair and Roy Cooling. I'm sure other people would disagree, but no matter which story arc you pick, story arc rewards are not up to the level of practically anything else.I do not want higher rewards for older content because older content is horribly grindy, unfun, and the actual story is filled with filler and often not very well written. The tip missions have better mechanics and better stories than the 20 mission story arcs.
Again.
I wonder if I should find it ironic that I find myself in practically the exact same situation now that I was seven years ago. Back before I1, all I ever wanted was to get missions from my contacts, do those missions, and in so doing progress through the levels. Back then, this made me a laughing stock because a level 33 mission reward consisted of 800 experience (a number that has been burned into my mind) and arc rewards were no more than double a standard mission's experience. We were expected, and indeed intended, to street-hunt large spawns and level up that way.
Some time later, instance debt was halved, mission rewards were increased significantly and mission difficulty settings made us all ecstatic to run missions like never before, and story arcs in particular for the AMAZING arc rewards, which I'm impressed with even to this day. And now we're right back to square one with missions and story arcs representing the very bottom of the barrel in terms of "point to do," with me left yelling about how much I want to run missions like a drunken hobo in a public park. I'm not sure if this is a case of cyclic history, but I hope that it is, because the cycle should eventually repeat and running missions and arc should eventually be made worth a crap once more. -
It should be noted that I don't use the word "awesome" as a noun unless there is a very special occasion for it, usually one of much childish glee and unbridled excitement. I am happy to announce that I've found just such an occasion, ironically thanks to the shoddy interface for power customization.
Back when power customization first came out, I opted to not customize the powers for my Necro/Dark Mastermind for the same reason I opted not to do this on my Bots/FF Mastermind - I didn't want my personal copy of my powers to differ from my henchmen's normally identical copies of them. Necro/Dark has too good a synergy to ruin, after all.
However, when I made my Necro/Poison Mastermind recently, I tried to sell the guy as a TOXIC Mastermind, with the zombies, skeletons and so forth representing the infected, diseased husks animated by the Mastermind's evil toxins. Poison was pretty easy, and I didn't customize it much. It's less rancid green now, and more of a cream/yellowish green, kind of like the Smoker smoke from L4D2, I found out after the fact. The three Dark Blast powers in Necromancy were fairly easy, as well, being that they're customizable, in the same creamy yellowish green, though being dark powers, they ended up with a lot more black smog in them. All in all, a good outlook, but the entire time I was playing, I kept thinking "Man... This is awesome, but it will SO be ruined when my Grave Knights start throwing around black Dark Blasts and Glooms."
Only when I snagged the first update for my zombies, I noticed something odd - their halitosis was MUCH denser than I remembered it, and it seemed to be more yellowish, too. Granted, I hadn't played my Necro/Dark in something like 300 days, if not more, so I didn't exactly remember my zombie dentistry, but everything I saw looked to me like a custom sprite, far too reminiscent of the new sprites we got for "baked-in" powers like Fire Blast. And their puke was this interesting pale colour, kind of like pea soup, and a LOT like what I'd customized their summon to resemble. But surely the henchmen powers can't be custom, can they? That's only true for Demon Summoning, isn't it?
But no, my suspicions were correct. As soon as I snagged my first grave knight (instantly renamed to "Diseased") and hit him with my green/yellow upgrade, he manifested not bluish-black inky darkness, but the same awesome rotten yellow/green Dark Blast as I was throwing around. And it was GLORIOUS! I honestly did not know that Necromancy henchmen powers could be customized. How the duck could I? The power customization interface barely shows me my summon to the end.
It was on this note of absolute awesome that my evening ended last night, with Nuclear Toast whisking me away to shoot some zombies with my four favourite survivors (which is when I spotted the Smoker smoke), and I cannot wait for my work day today to be over so I can go back to Iprit, finally buy his DOs and revel in the awesome that is my Toxic Mastermind. Hell, the Grave Knights even have a rotten yellow/green aura to them when upgraded! Now all I need for this guy is the Tendrils aura. I so wish I didn't have to wait until level 30 for it... But, hey, Omega will do in the meantime. -
Quote:I don't recall BABs ever talking about animations. He talked about FX - the coloured sprites our powers produce. The animations are identical, and indeed the same, but it's fairly evident that the sprites are entirely unique. In fact, in a lot of cases they're not even close. Original Energy Blast has a nice, grandient colour with gradient "power bubbles" waving around the effects. Bright Energy Blast, on the other hand, has sharp contrast and flat bubbles. It's a new effect made from scratch.2. All the animations of the Power Pool Powers need to be rebuilt from scratch. BAB told us what he had to go through to 'convert' the old animations to colorable versions. Something which he did mostly on his own every time the development cycle didn't have him working on something else. And it was time consuming. It was done over 18 months if I recall.
In either case, there aren't that many Pool powers in general, and I would bet dollars to doughnuts that Epic powers already have custom variant, as they're clones of powerset powers that were already customized.
That's not to say "You sods! Why didn't you do it!" so much as to say "Now that they found the motivation to work on it, I hope it will happen soon." It's shaping up so that my hopes are wavering between I21 and I22 for something that would blow me away. Pool/Epic customization would do just that. -
Quote:So you would think, but I don't say these things in theory. I draw on precise experience, retelling events that have happened to me, personally, just without naming names. I was, in fact, told to my face by at least one poster that he would prefer the developers don't work on a solo path (from when I still wanted that) because he didn't need or want one and he wanted "developer resources" instead redirected to more things that he wanted to see. This poster was never called on what he said by anyone other than myself and the, like, two or three other people who were making arguments like what I was.That too is a vast oversimplification. If someone says "I would like more options" only die-hard trolls would attack that, and they tend to get called out on it.
Most notably, this poster was never called on posting this by the people who had made it their mission to "refute" every post made to the detriment of the Incarnate system, at least none that I saw. I trust you can see how that could give me a more cynical outlook on your idealised situation.
I disagree, at least partially. I won't say "most," but "many" people that I've personally seen suggest adding more options tend to do so from the standpoint of running through the list of things they feel more options could break, and explaining them all away. Yes, I'm well aware that "It won't break anything!" is a poor argument for why something should be done, but that's the approach I've seen most serious suggestions take.Quote:The problem I observe is that many (not all) people who ask for more options believe its impossible for adding more options to ever be problematic so long as the resources to add it are theoretically available. In other words, they believe its self-evident that the only reason not to add an option is that there's no one available to add it to the game. Other than that, its a cosmic law that adding options - any options - is axiomatically always good. So when someone says there might be a problem, *that* is perceived as an irrational objection by definition.
By contrast, many of the responses I've seen to these come down to /jranger, if you pop down over the the S&I forums. "Oh, it would take too long to make. I want the developers to work on something else." It's gotten to the point where I've had to invent a self-imposed rule to never bring developer resources up at all, and only discuss direct merit. In fact, it's more than a little ironic to see how many suggestions get shot down by people who just don't care about the suggestion and would like something else instead. Granted, I know for a fact it's not by the same people who praise Incarnates now, so I'm not accusing them, but it's the general principle that I find a little ironic.
This has always been a sore spot for me. Yes, I can look at established canon and see how bad writing could make sense within context. But far from accepting this as an excuse, this simply raises the follow-up question of why the developers chose to write themselves into a corner. Yes, I can appreciate the futility of clamouring for a change that "makes sense" in regards to nonsense canon, but at the same time I feel it must nevertheless be clamoured for, if just as a point of principle.Quote:The Lore pets specifically have complex entanglements people are glossing over. Personally, I *hate* the backstory of the Lore pets. I don't want to be, as Venture put it, an Incarnate necromancer. However, that's besides the point. *If* the Lore pets are what they are because of a backstory element that is entangled with the future storyline, and that future storyline itself dictates downstream content, then changing it isn't trivial. Even *adding* to it isn't trivial, because it can cause ripple effects in downstream content if the backstory has to be changed. This isn't always easy to spackle over. It might have been a mistake to even *have* this kind of dependency in the first place, but now that its here its not self-evident that we can just look the other way and do whatever we want and ignore the downstream glitches that occur.
To be more specific, I don't feel an obligation to only ever raise a complaint if I feel something can be done to fix it. I'm not a developer, I don't know enough about the process, it's not my job to come up with solutions. I will when I think I can, but I am still determined to bring up problems when I see it, even if I have not the slightest idea of how that could be fixed. I want these problems to be in the developers' minds as they go about their business, so that THEY may eventually come up with a solution and do something about it. Or they may never do anything at all, which while not ideal, I can still deal with.
In fact, a frequent bone of contention is the fact that a lot of the time if one raises a complaint about a feature another likes, then the "well, there's nothing that can be done about it" card is played as a justification for not doing something. "I can't do it" is not a justification for not doing something, it's an explanation for why it isn't done. We've already seen additions and changes made to the game that took six or seven years to happen, and were dismissed out of hand many times, such as inherent Stamina. At this point I put nothing past the developers to change and readjust, given enough time and inclination.
Just like one does not need to be a film-maker to praise or complain about movies, so a player doesn't need to have a solution to a problem in order to complain about said problem. -
Feeling the Peer Pressure? You bet. The Satanic Hamster made a concerted effort to get my to play my high-level characters and join him on Incarnate TFs and my friends have been scheduling high-level TFs as events for some time. Even the random channels I'm a member of, which would occasionally send out calls for things like Bastion TFs, Manticore TFs and so on now only ever send out calls for the current WTF. I mean, why wouldn't they? It's a TF that grants double rewards. Why would you do anything else?
Am I succumbing the pressure? No, not in the slightest. One of the talents I take pride in is flipping the birdie to the rest of the world and doing my thing anyway, so I've been making and playing new characters, and doing so consistently and entirely alone. Strangely, I don't get fewer tell-invitations to teams than I used to in the low levels, only now I get far more people asking to join my team (when I'm solo) than I get people asking me to join theirs. Odd.
Really, though, I couldn't succumb to the peer pressure even if I wanted to, since it expects me to play nothing but TFs and Trials, both of which bore me to tears. -
Quote:Interestingly, that was another point of contention with Patron pools - everyone got an extra pet, except for Masterminds, presumably because they already had at least six.What I want, is for a way for my characters to continue to develop along the lines I've chosen for them, both mechanically and thematically. I don't want my scrapper to have a pet; but I do want another my mastermind. I want the roles for my characters to be clearly definable and complementary to those of others.
However, I actually do support the mechanical proliferation that we've seen with Epics, at least. Their stated goal was not to give characters more of what they already have, but rather to give them things they normally wouldn't have access to, thereby broadening their range of abilities. Hence why Tankers got fireballs, Blasters got shield toggles and Scrappers got control power.
To my eyes, this broadening of ability and concept brings us tantalisingly close to having characters with a more diverse scope of abilities without necessarily walking into tankmage territory. For instance, if I want to have a character reminiscent of the Human Torch, this would require fire blasts, fire protection powers and fire melee attacks, all things that not a single AT has all of. NPCs have that combination, such as Behemoth Overlords, but we have no access to this as players.
Enter Pyre/Flame Mastery. A Fire/Fire/Flame Blaster has access to a wide assortment of Blasts and melee attacks, with some degree of fire protection from their Epic, while a Fire/Fire/Pyre Scrapper has many melee and protection fire powers, with some range and control in their Epic. Neither case is perfect, but both cases are broad enough to handwave, which is always a plus. -
I honestly think we need a large-scale reworking of heads in general. They're still connected to the neck and shoulders in a VERY ugly way, most of the old faces still have horribly grainy textures, and the face 3D details are just... BAD!
I don't really want Champions' style "one face only ever," but we need better faces, and we need more details and more control over them.
P.S. I would LOVE the ability to alter the eyes. Not just eye colour, I mean making have a solid pupil, no pupil and so forth. This adds a lot more personality to a face than most people think, especially when you start going down unusual routes. -
Quote:To be honest, I don't think it's as one-sided. Yes, people whose heads explode and come to post about how unsatisfied they are do indeed cause problems, but all too often dissatisfied people will post their dissatisfaction, only to be beset by people saying things like "You're wrong." or "You can't make that claim without evidence." and even things along the lines of "You're stupid! I've been waiting for this for years!" There this almost palpable compulsion from quite a few people to shut dissenters up, lest the developers put their brains on backwards and listen to the "vocal minority" and roll back this much-vaunted change.I will also say that in every issue like this, this error eventually happens both ways, from both the players opposed and the players for. However, the asymmetry is that the players in favor far less often from out of nowhere say something like "I love this, and the devs are geniuses for doing something no one could possibly dislike." Its harder to cross this line *first* when you are in favor of something. Its far easier to cross the line first as an opponent. Then, once that is done, the threshold for the other side drops precipitously: "oh yeah, well maybe the devs are smart enough to make stuff for the majority, and not the insignificant minority of players." That's why its the players that oppose a dev action that have to be the most careful: they actually hold the keys to this door of using the devs as a bat to swing around. Its not about sparing the devs criticism: do it my way and you can criticize them all you want without incurring collateral damage among the other players. Its about not going nuclear first with the devs as the big red button.
Yes, dissenters are often idiots and asking for it, that much I'll agree. But it's unfair to put a higher emphasis on their responsibility, when I know for a fact that most wouldn't start an argument if they weren't belittled and put in a position to defend their opinion and explain how they dare have such opinion. The simple fact is that if I come in and state I completely and utterly hate a new addition that many people like and leave it precisely at that, I'll still pick up flack for it.
On the flip side, a lot of the time the side opposed is actually asking for more options and more additions, including the ones that already exist. In the case of the Lore pets, the request is for more pets that aren't tied to Praetoria (like how we asked for pets and powers that aren't tied to Arachnos), but not for the removal of the Praetorian pets as such. They're there, they're done, let the people who like them still have them. Removing them achieves nothing.Quote:Just to offer a counter-point, the danger in all emotionally charged issues like the Lore pets is that the side opposed doesn't always realize there even exists a side in favor. The specific danger is when someone says something like this: the devs must be morons for thinking this was a good idea. That's actually a hidden slam on a lot of other players, whether the poster realizes it or not, because every single player that actually likes it the way it is, and may even prefer it the way it is, will consider that tantamount to calling *them* morons because in the devs place they would probably do the same thing.
However, when responses to such suggestions come in to the tune of "Well, I got what I wanted, so now the developers should work on other things I want instead of expanding this into what you want." that being the equivalent of sticking your tongue out, pulling your eyelid down and going "Nuuuu!" it starts to seem like a lot of people have not the slightest wish to compromise.

