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Something I want to emphasise here is that I really don't want to make defeat more unpleasant, and I really don't want to make people afraid of being defeated. That we really aren't in this game is one of the major reasons I like it.
However, I do think that we could perhaps make defeat MEAN more, without specifically making it SUCK more. Jails, as I said, are a good start. They prevent you from having a fresh start, and at the same time save you a trip, which is both good and bad, but it still introduces a complication to defeat.
Moreover, City of Heroes tries to sideline defeat, like "it didn't really happen." You go down, but the game doesn't really acknowledge that. It just lets you teleport to the hospital and pick up where you left off. By being sent to a jail, the game will acknowledge that you were defeated and let you continue the story AFTER your defeat, rather than just backing you up a few frames before it and restarting the fight.
In a sense, it's the difference between a game which embraces player defeat and includes that into gameplay, vs. a game which ignores player defeat and just forces you to quick-load your last quick-save when you go down, which is what City of Heroes does, hand-wave narrative notwithstanding. It's kind of like the Happy Video Game Nerd's review of Nightshade, a game where you don't have lives, but are instead captured and put into James Bond like traps every time you go down, forcing you to escape from them. Go down enough times, though, and you're put in a trap you can't escape from.
This is more about storytelling than it is about game design, though. The only way to make people really fear dying is to make dying suck, but that just makes the game stressful to play, which is a bad thing. Hence why games and gameplay can rarely achieve this kind of dramatic tension, but at least a story can be written so that THAT can feel dramatic.
For instance, for all its faults, I got that feeling from Dead Space 2. This is a cruel, nasty, sinister game that has historically had no problem with disembowling, vivisecting and exploding sympathetic characters on camera, to the point where we're pretty sure that Isaac is the only one who's going to survive. So being given a support character I actually liked in Mass Effect 2 was REALLY heavy, because I knew - I KNEW - that the game had no qualms about having some guy flip his **** and gouge her eye out with a screwdriver. (SPOILERS: That actually happens, but she survives to kick his *** and makes it out alive, making Dead Space 2 AWESOME!)
As a final note, I point you to perhaps what is the darkest, heaviest episode of the PowerPuff Girls - Speed Demons. In a show that's ostensibly about lighthearted comedy and zany antics, this episode is the kind of story you scare your children with. To me, this is sort of the feeling I get in Recluse's Time After Time arc... Only it's completely ruined because I always have a safe line back to home base.
In fact, you know what I liked about the Shadow Shard even what back when? The fact that it felt like we were all alone in the wilderness, away from people, away from help, away from the support of a safe base of operations. Deep down the rabbit hole, as it were. Of course, the game can't suck, so you can't be stuck on the butt end of nowhere, never able to go back, or stuck in a post-apocalyptic future and unable to go back until you're done. But there is still a sense of danger and drama in the air when you're out and away from the safety of the city and the help of your friends.
I remember doing an Abandoned Sewers run with Zamuel after our Abandoned Sewers Trial, going from the centre out through the Boomtown exit. We knew we could not afford to fall, because if you fall, you go back to the entrance and you can easily step out that way. Scary not because dying would be BAD, but rather because it would be the easy way out and ruin the run. -
Guess that shows what they can do when they really care to do it. Does that by any chance filter down to Pools and Epics, too?
*edit*
And before the collective weight of the forums jump on my back for "derailing," this is relevant to the topic of recolourable Incarnate powers. One of the major limitations, as we have been told, is that the power customization US doesn't support Pool and Epic powers, and only supports powers we are GUARANTEED to have access to, those being all our primaries and all our secondaries. If this, and whatever other complications have been solved for the Incarnate system, does it not make sense to ask for the natural extension of that? -
Quote:Personally, I disagree on this part. I've always held the game's writing to a very high standard, but never really demanded a very high standard of gameplay. To my eyes, City of Heroes has never been about the gameplay intricacies. It's not an action game, even if we can kind of squint and pretend it's one, so "interesting" gameplay just ends up pissing me off more often than I find it interesting, and to be perfectly honest, "defeat all" objectives are still my favourite, even after seven years of trying other things.Been thinking about that. Honestly, its impractical to ask for several dozen different solo incarnate arcs specifically for this purpose, and ironically even if the devs could make them they would certainly be watered down because there would be less time to spend on each one. I would like them to concentrate on one really interesting mission arc instead of lots of boring and repetitive ones.
More than anything, however, demanding such a high standard on gameplay complexity means we get almost no content to speak of - barely a handful of missions per Issue. To me, this is nothing even remotely like enough, and I would very much accept a much larger body of content, comprised of far simpler missions. Again - Crimson's World Wide Red remains one of my favourite arcs in the whole game, and the whole arc is comprised of single-objective missions. Specifically, "defeat all," "defeat boss" and "rescue hostage." There aren't even any escorts, it's the old-style "I can make it out on my own" hostages.
To get into the concept of "flow in games" only very tangentially, complex objectives that stop me in my tracks and yank me out of the experience interrupt the flow I normally get from getting "in the zone" and running wild through a mission. So not only are "interesting" missions less interesting to me, but the need to make them interesting means we barely get any at all.
All of that is to say the following: I wish the developers would lower their standards for one Issue and just release a MASSIVE body of content, even if not all of it game of the year material. So long as the writing is solid, even if not groundbreaking, I personally will be good with that. -
Quote:Leaving aside my doubt that Incarante story arcs will ever happen, I'd personally rather leave a proper solo path option off until there's content to solo through. Anything introduced now will be just a kludge used to let single players shorten their teamed trip a bit by moonlighting as Incarnates at times when raids aren't being formed, like 6 AM American Time or some such.Well that's all they're being used in at the moment, but eventually, perhaps once the initial progression path is complete, I expect we'll see new contacts (new zones even) with Incarnate level story arcs, and one of my big concerns was that this stuff would, effectively, be gated behind either the Raid system or the current mega-grind, because the enemies we'd be facing would be balanced for Incarnates and not scale down to standard 50s.
Again, this isn't a bad thing, I wouldn't say DON'T do it, but I don't intend to get off my seat and campaign for such a solo option until there's a point for it to exist. I've seen Arcana's suggestions and I've seen suggestions on how difficult this "should" be over the last few months, and I just know that the arguments as to how hard a solo path has to be will be brutal and unpleasant. It's not something I intend to go through until I see a point in going through it.
Like you, I too hope that once Posi gets the raid grind out of his system, that perhaps he'll go back over the system and expand it a little with a more solid body of content like they did with Cimerora, but I don't know... -
Quote:True, it is propaganda, but yes, it is also completely awesomeGod, I LOVE that comic. It's mindless propaganda in the truest sense (at least by making Stalin into some kind of super hero, though he does have a great cape), but it is AWESOME propaganda. Now if Cole used Soviet Russian propaganda, I might actually support him.
I generally have a very strong revulsion of propaganda, but that's mostly because it attempts to pass lies off as truth. Soviet propaganda has the distinct aspect that it's rarely at all even believable, presenting aspects so fantastic and idealised that they're hard to believe. Because it's so unbelievable, it's easier to take it as fiction and giggle at the absurdity.
That, and Stalin vs. Hitler is right up there with Superman at Earth's End having a bearded Superman fighting twin clones of Hitler. It's so absurd the meter rewinds and it becomes awesome again
That's actually one of the reasons I was so against the Council takeover back in the day. The 5th Column makes absolutely no sense in any context other than that of a neo-Nazi group, simply because that way it inherits the amazing insanity that popular fiction has transformed the Nazi into. They did indeed practice occultism and dabble in "forbidden" sciences (any regime freed from moral constraints eventually does), but the level to which fiction has taken this over the years is the only way the 5th Column could have worked.Quote:Well, understandably this would be so in most cases, but one needs to remember that the Council was derived from the 5th Column who, in turn, were derived from pulp/classical Nazi depictions.
Not just in comic books and pulp stories, but the Nazis had attempted these things in real life. Nazi super-tech is drawn from the wunderwaffen projects while the mystic aspects (such as werewolves and vampires) draw inspiration from Nazi Occultism (Which I should note is only fringingly associated with the Thule Society*). Learning about how the Nazis delved into this probably freaked out a lot of people who learned of it, it revealed a new level of insanity some of the inner circle/higher ups had, but deep down, there was always the fear 'What if something of theirs worked?', and thus, the modern pop cultural belief was born that nazis had genetic experimentation, magic, and robots. Some stories favor one aspect over the other, but all three we experimented. (And thankfully, to our knowledge, only the wunderwaffen yielded anything, and all of it came as too little, too late.)
*Given how, historically, Nazis ended up dissolving the Thule Society and attempted to wipe it out in the Night of Long Knives, I've always thought they would have made a GREAT replacement for the Midnighters Redside. They would have still sent you to fight the Column in Cimerora, not to protect the time stream so much as just for revenge against past humiliation.
Robots, supermen, werewolves, vampires, rituals to bring Hitler and Goring back to life (now rewritten as bringing "Council leaders" back to life), all of that makes sense for the 5th Column, because all of that makes sense for the Nazi in free-hand alternate history fiction. Hell, there are genuine tropes to do with this, such as Stupid Jetpack Hitler! and the Ghostap. It's insane, it's nonsensical, it's absurd... Which is exactly why it fits a Nazi group so well, and why it feels so insane, nonsensical and absurd when given to everyone else. Especially when that someone else is a group of fascist aliens.
It's like trying to make a knockoff of the Teenage Mutant Ninja Turtles, and being surprised when no-one takes you seriously. It's amazing the Ninja Turtles themselves are taken seriously, but they are, and they're the ONLY such concept that's ever likely to work, possibly excluding Biker Mice from Mars.
*edit*
All that just means that if we want to revamp something, it should be the 5th Column, since we can go completely wild with it, and it'll still make sense. -
I believe the problem with giant monsters is how range to a target is calculated, though I could be wrong. As far as I know, range to a target is counted from one specific point at the centre of the entity. A bigger entity would have some amount of offset, so that it would seem like distance was calculated from its surface, not from its core (and so that you didn't have to be INSIDE its body to reach melee range of it).
This becomes problematic when the entity is long and spindly like Rularuu the Ravager is, or has and off-centre centre like the Jade Spider. This is because these leave no good middle ground. You're either able to hit the air between their legs or around them and score melee hits, or otherwise unable to hit their limbs, as is the case with the Jade Spider.
On the flip side, Arachnos Subs do not seem to obey the same rules. If you'll notice, they're big, long and spindly, but you can melee them along their entire length, and if you blast them, you'll note your character will switch what he targets as you move along. Sometimes he'll shoot the conning tower, sometimes the entry sewer grate, sometimes he'll shoot farther back. I'm not sure how this is achieved, but I suspect this technique is only usable on static objects, as it appears to involve tagging multiple entities spaded out along the length of the sub, all tied to the same hit points pool.
All of that said, yeah, sure, I wouldn't mind more giant monsters. I'd still like to see some of them show up as EBs in higher level missions, though. Like the Kronos Titan, Baphomet, Psychic Babbage and so on. -
Quote:Sadly, this is where I am. Once I was finally able to comprehend that the only place these Incarnate powers were going to use was more TFs and more Trials and more Raids, I lost interest in having them, thus I lost interest in campaigning for a better (read: not evil) solo path. It'd be like campaigning for an easier way to get Purple Inventions when I'm not going to make or slot them anyway.Once I realized the only thing to actually do with the incarnate powers was to keep grinding the TF's, only a bit easier, I got all happy.
Turns out I'm not missing out on much afterall, since I don't like large raids, and large raids are the only place the incarnate slots will be working all the time...
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That said, I'm never going to argue AGAINST a more inclusive solo path, so I give my support to this idea, whatever it is, by default. -
Quote:This brings up a good point. Jails are one of the things I feel City of Heroes underuses, and underuses badly. There is always an easy out of every mission and each death means only a slight time delay until you come back in with renewed strength, your team potentially having sat on their hands waiting for you.What about a room similar to the layer cake cave but if you fall they can whisk you away and your team now gets to try and rescue you and you try and escape.
What a jail on the far end of an instance means is there isn't as easy an out... Or at least there didn't use to be one, before various flavours of zone teleports. I remember the Lillithu mission with fondness where inevitably someone would fall and end up in the crystal prison on the butt end of nowhere, and we'd all have to mass an assault to free them. That felt good, though I can see how it would have been annoying to the people involved, even if I actually have a lot of fun when I get taken to a prison.
I don't know what it is about being defeated and locked up, as opposed to rescued. I guess I'm used to it after all these years. That's how Twinsen's Odyssey starts, after all, and it's not the only one. In a way, City of Heroes manages to make defeat feel cheep by cheesing out and rescuing you every time you fall. I'm not saying I want more debt, GOD NO! But prisons seem like a good alternative. That way, it doesn't feel like you were saved, it feels like you failed and now you need to fix that. It puts you farther inside the instance, it puts you behind enemy lines, and it puts you behind a door you need to break.
I mentioned L4D2 before. I feel by far THE biggest addition from L4D was the defibrilator. With this thing, you almost never feel like you lost, even if you do feel like you just got your *** kicked. I've been in situations with one dead team-mate and two fallen ones, and we recovered. Sure, we shambled like zombies (oh, irony) until we could heal, but we dragged our beaten ***** to safety just the same. THAT felt exciting.
To be honest, I feel more "hurt" if I win a fight with almost no health, almost no endurance and an empty inspiration bar than I do if I get defeated. If I'm defeated, it just resets the counter, but if I win, I then have to recover, both by resting and by collecting inspirations all over again. I'm not advocating removing the Nurses from hospitals - I campaigned for that - but what I'm saying is that locking you up into a jail is still something I much prefer to being sent to the hospital.
I think I'm going to fail in not bringing up Super Robot Monkey Team HyperForce Go!, however. with a name like that, you'd think it would be goofy and zany, but it's actually one the most dramatic kid's shows I've seen in recent years, simply because the heroes suffer so much very real damage over the course of the show they really do begin to feel very mortal and very vulnerable. It feels like any danger they come across just might shoot big holes in the eponymous Giant Robot, or hurt or even KILL one of them. That kind of danger is what keeps me on the edge of my seat. And if that weren't bad enough, I know there's always the possibility of internal tension turning bad.
Hell, even the Swat Kats had their moments of serious tension back in the day (before the Corporate Commander cancelled them). But watching something like the Secret Saturdays just isn't exciting, because I know for a fact - for a FACT - that nothing bad will ever come to any of the heroes. Nothing ever could. Even if they get turned to stone, they'll come back. They always do. Because status quo is king.
I'm really not sure how representing actual, scary damage could be rendered in a game to its fullest potential, though. In a story, it's how things go, because events are out of our control. In a game, however, the only way to bring damage to the player is to... Well, damage the player, which gameplay depicts as a bad thing, which the player interprets as failure, and which ends up feeling cheap. Being insta-killed by a cheating sod AI isn't fun and doesn't increase tension. It's just aggravating. -
Quote:I disagree. Maybe I'm in the minority, but what I remember more than anything else is the story, as told in briefings, clues and enemy dialogue. I don't always remember specific maps, but the text element I remember almost well enough to quote off-hand.Furthermore, while using customized mechanics like protect the henge / reactor core / etc. may seem somewhat spiffy to some game designers, as a storyteller I much prefer having a good supply of standard events and triggers that I can use in different ways to make a story develop in a mission as a consequence of player-made decisions.
Maybe I'm more a person for words than visuals, I don't know, but this has been like that with games and movies I've experienced all my life. Offhand, I remember playing Aquaria years ago, back when it first came out, and remembering very little of its visual aspects (I still don't), but having one specific line - the first line spoken in the game, I think - stuck in my head. "As if from a dream I awoke to the realisation that I was alone." I've used this in my own writing since, and several times over. In fact, when I replayed the game recently, I discovered that this is where I'd gotten the line from, which surprised me greatly. I remember seeing Aliens as a kid, some 20 or so years ago, and then when I saw it again years later, I still found myself quoting lines from the movie.
By contrast, the only time I remember specific in-game mechanics in City of Heroes is when they've pissed me off repeatedly. "Oh, THAT mission... I'll pass." City of Heroes really isn't the kind of game that lends itself well to "interesting" gameplay. It's not an action game. In fact, our controls are both very basic, and very much reliant on our particular build. It's not like in, say, Prince of Persia where I always have the tools to meet every challenge, if I can figure out what I must do. In most cases, these challenges are things you either can do, in which case you up and do them without much fanfare, or you can't do, in which case you punch your keyboard.
All too many times I've found myself yearning for the good old days when I could take a mission and just go in and kill stuff without having to worry about complications and surprises and doing a whole bunch of things wrong. Some of my most favourite missions, in fact, are those made on relatively large maps with relatively few objectives, like Brass' mission at the PTS site against the clockwork or most of the old-content missions on instanced outdoor maps. These are the missions that have historically pissed me off the least. -
I promise that this will be the last esoteric thread I make for some time.
For a while now - and I mean many years - I've been trying to figure out what makes for a dramatic story, with respect to combat and warfare. I've watched many movies, played many games and read many stories, and I could never quite pin down why some stories made me believe the drama they were conveying and made me "feel" it much more than others, even though most of the stories I'm thinking about are inherently good. And I think I finally know what that is.
A good dramatic story centres around danger. More specifically, the feeling that the protagonists (whom we care about and want to see win) are in direct, immediate danger, and that if they make a mistake, they are going to suffer serious consequences. What determines whether a story will work for me or not, however, is if that story only informs us of that danger and possibly shows the danger onto third parties, or whether that story goes ahead and actually administers real, palpable and even final damage onto said protagonists.
A story that I can point to as a dramatic failure is - and keep in mind I actually like this movie - the story of the Expendables. For the amount of action, bravado and violence that movie displayed, it became very evident very soon that none of the protagonists were going to die or get seriously hurt, and that took a lot away from the drama. That's not to say that I need to see people die to believe it (I don't believe in the Countdown approach), but rather that the fact these people never suffered any meaningful damage "trained" me to simply expect that they never would. Few stories switch tone half-way through, and of those even fewer work.
To break habit, I won't talk about SRMTHFG! and instead pick Oban: Star Racers as a good dramatic story. This is a series which starts off the protagonists on a bad foot, and essentially carries them that way the whole way through, to the point where I was trained to expect the worst in every situation and fear the worst, as well. When I realised the story was not just prepared to go there, but in fact all too willing, the danger felt a lot more real.
The point of this entire contemplation, as posted here and not elsewhere, is to feed back into why I've struggled to find certain stories in City of Heroes dramatically compelling, and indeed why I fail to find so very many of them as "epic." By the nature of the game, and for the need to be fair to everybody, we can only ever face informed danger, but very rarely will we ever face actual damage, at least such that cannot be repaired by backing off and trying again. It's understandable why this is - it would suck to play in a persistent world otherwise. And I'm probably one of the staunchest detractors of failable missions as a concept.
However, I have picked up people's stories of what they found to be "epic" over the years, both from people I know and from people I've seen here on the forums. They usually involve a Scrapper rising to the occasion and cleaning hose when the entire rest of the team is down, saving the day from the brink of defeat or a Defender joining a team which was struggling for their lives and bringing unbelievable victory with his support. And in almost all instances I've personally seen these stories, people have told of situations where actual damage had been suffered by their team, and they were personally responsible for turning that around.
This may come off as idle contemplation, but at least I have an answer for why I so very rarely find team gameplay to be "epic" or "dramatic." Fun, sure. Engaging, of course. But fun and engaging in the same way Pac Man would be - it's a cool game. Narratively, however, team games have always taken away from that feeling of epicness, because the only way I can feel a situation is truly dramatic is for the game to hurt the players, and hurt them bad. And that's generally something game designers try to avoid as a common experience, simply because while it may be fun for the hero, it rarely is for the victims.
The closest I've found to a game that pulls this off is L4D2, and only because that game's built in AI has the tendency to grief its own players, and even in that game it's been frustrating far more often that it's been amazing. Yes, it's amazing to rescue your entire team from a Tank, but not nearly as amazing to be the one laying on his back, yelling "Can somebody give me a hand here? I can't do this alone!"
In a way, I just can't buy a story where the protagonists always suffering serious damage by the skin of their teeth all the time. It breeds a belief that nothing bad can ever happen, and that even when things look bad, something will happen to turn things around. Personally, I'm much more impressed with stories that do allow the unthinkable to happen and then ask the protagonists "Now what do you do?" Because, to me, protagonist magnanimous in victory is still less impressive than a protagonist tenacious in defeat. -
Quote:This is part of my problem. Large orange numbers and purple names don't do it for me. In fact, once the orange numbers get large enough, the game actually becomes boring, as is the case with Ramiel's first mission.Right. The identical punch, with the identical visual cues cause bigger numbers over the head of the target.
And while I'll agree that taking down a giant robot does feel impressive, to me it feels more impressive when I take one down by myself, rather than when I take half a dozen down with another seven people. -
Quote:I need a professional, organised, regular military, on that's efficient and precise. Really, what I need in this case is Darth Vaders' storm troopers, but we don't have an option for that.This would be your key - and on that basis I'd take Thugs. You've simply mind-controlled regular citizens and armed them to turn them into your own personal army.
When it comes to using the local population, Cedric already has a henchman who can do that - the one called Iprit. Iprit is a construct of poisons, toxins, radiation and other harmful effects, a creature which exists only to consume, defile and destroy. Those who die to his poisons rise again as undead-like abominations under his direct control, possessed of even more evil powers.
To be honest, if I could at least dress all the Mercs to all look like the Spec Ops, this would be less of an issue, but the bare-chested muscle man irks me. -
Well, now that I can actually see your pic, I agree: THIS!
Colonel Karl Kroenen, or something a lot like him, would really bring the 5th Column into a whole new level of awesome, in a way that Nazi M. Bison never really could.
Really, one need look no further than the Stalin vs. Hitler comic to see how well Nazi, black magic, super soldiers and nuclear weapons go together
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I think the hatred for Praetorian Earth in general is a bit exaggerated, as it really is a pretty cool setting. However, the over-saturation is something that I do agree on. It's not that we have too much Praetoria, it's that we have too much Praetoria all at once, and to the exclusion of everything else. Since I18, the only non-Praetorian content we've gotten has been the Vincent Ross arc.
This smacks of classic expansionitis to me. You launch a new expansion, and suddenly everything is about that, all the best stuff is there, all the new development is for that and it's involved in every facet of the old game. It's like how I6 and I7 made practically everything about Arachnos and Longbow, a legacy which still haunts us even to this day, as good vs. evil confrontations always devolve into Longbow vs. Arachnos confrontation. And now it's Longbow and Arachnos vs. Praetoria.
Balancing the Praetorian storyline with other new content NOT related to it would ease the tension by a great deal. -
It's such a shame that BABs left the company. He had such a passion for animation and, among other things, the removal of redraw from all weapon powers in cases when a weapon attack could be executed, but still leaving it in in instances where an attack couldn't happen, letting us draw weapons if we wanted to still.
This would have been an amazing change but, like additional Dual Pistols models, it looks like his leaving killed it dead. -
This is a bit of a dilemma for me, in that I want to make a new Mastermind, but I'm not sure a set exists that works for this. For those of you who don't like long posts, my concept is simple: The Mastermind needs to be the leader of an invasion force of LIVING aliens, be they human or inhuman, who look futuristic enough to believe.
I've always found Masterminds to have a very broad theme selection, but it just occurs to me that we really don't have any futuristic/sci-fi Masterminds if you discount Robotics. We have plenty of magical ones (Zombies, Demons, Ninja) and plenty of natural-looking ones (Thugs, Mercs, Ninja), but the only futuristic set we have is Robotics, and I'm honestly tired or recycling that. But what else can I use?
Here's what I need to make: I have a character - we'll call him Cedric - who leads a large space empire, who has conquered many worlds before, and has now set his eyes on Earth. I want to create a Mastermind to serve as his commander-in-chief, who will lead Cedric's forces. The trick is that this yet-to-be-named Mastermind is a psychic, leading said forces via mind control, kind of like what Paxton Fettel had going with the Replica Soldiers. This means that the soldiers have to be alive in some way, and perhaps even human-looking, so that they can be mind-controlled.
However, the problem is that I really don't have access to a set that looks like soldiers from space. I've already used Robotics MORE than enough times, so I want something else, but there isn't much left aside from that. Ninja are not acceptable, and Demons and Zombies look a bit too magical for my purposes. We're essentially left with Thugs and Mercs, and Thugs just look too disorganised and freakisth to pass for an army.
I want to use Mercs, myself, but they look so... Contemporary. You have the standard helmet-wearing foot soldiers, the SWAT dudes and the ridiculous Vietnam era Arnold Schwarzenegger musclebound commando, but this does not look like a galactic invasion force. It looks like Reb Brown's Robowar.
So what can I do about this? What justifications and excuses can I think up to justify any of the possible solutions? Can this even work? -
We're still counting the days, as far as I know, since Pool Customization doesn't exist anywhere that I can see. I don't remember when Power Customization came out (I want to say I16), so it's been a while, but I'd bet dollars to doughnuts that if we ever do get pet and pool customization, pool customization will come first by a wide margin.
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The "wisp aura incentive" is a new aura that's unlocked for using the NCsoft launcher, hence why it's called "incentive." I don't think it's unlocked on Live, but I could be wrong.
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Quote:The power customization interface isn't designed to handle that, so if they are indeed customizable, that would be a HUGE step toward Pool and Epic customization. I have some serious doubt they will be, but I wouldn't want to guess either way. Other than for the pets, since customizing pets has been a huge problem over the years.I just want to point out that nobody has said that Incarnate powers won't be colorizable, in case this is fueling any of the customization concerns.
There's a sneak peak going on again tonight, and we may find out about it then. I heard Aeon was using a Judgement power in the EU sneak peak, but nobody commented on what color it was. -
Quote:Ah, that! Yeah, that I could fully get behind. Black soldiers, blue thugs, pinkish zombies, all of that gives us more tools at our disposal.Don't think fully customization with MM pets. Think of AE customization of NPCs.
Color clothes choose skin tone, that sort of thing.
Maybe have choice of alternate models options from the ones in game like different types of zombies and robots and male/female ninjas and what have you.
However, I do want to go a step beyond that, myself, and have those "alternate models" be meaningfully different, but still within the same theme. Like, say...
Mercs: Contemporary soldiers, Futuristic space soldiers, Lizardmen/alein soldiers, undead soldiers (ala Praetorian Duray's Second Regiment)
Thugs: Basic thugs, cyberpunk thugs, Western "gunslingeR" thugs, alien thugs.
Necromancy: Regular zombies, exposed skeletons, "dark knights" in armour, robozombies, maybe even an "evil mage" look for the Lich.
That's basically what I'm looking for. Just more looks to them to provide a broader tree of concepts for Masterminds without having to go through the laborious process of introducing a dozen new sets.
Hell, just going from Feudal Japan ninja to Grey Fox technoninja would double that set's potential. -
Congratulations. May you have at least 1000 more
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Quote:I think I'll omit Fighting entirely. I need as many powers with no slots to them as I can manage to have. Hover is one such, as is Taunt, but I want to have my final two picks be something simple and largely useless, that I don't have to worry about. Say, Provoke/Challenge or some such. Right now, from the build I have, I need to salvage at least four slots for Physical Perfection and Superior Conditioning (the ones I have in powers of that Tier will stay with Stamina and Health), as well as at least three more to un-suck Fault and Earth's Embrace, so a total of seven. I'm not sure where I'll take this many from.Everybody deserves to have unnecessarily good endurance!
Go with Stamina + Energy + Cardiac, try and keep endurance high .. with regular use of inspirations you shouldn't run out of endurance. You could omit taking [Weave] and just eat [Luck] giving yourself how ever many slots to spend elsewhere. They drop often enough anyways. -
Quote:While I want to say "yes" because I do indeed agree, Masterminds are a bit of a different beast. Mastermind henchmen come in strictly defined themes - soldiers, thugs, demons, zombies, etc. To me, it would be quite... I want to say "irritating" but let's go with "odd" to see a Necromancy Mastermind lugging around a troupe of Playboy bunnies and claiming those were zombies, or a Mercenaries Mastermind walking around with a bunch of preteen kids and insisting they are hardened veteran soldiers.You mean the thing Masterminds have been asking for since i13 and have been told (as recently as during the week during the EU testing with the devs) that there is still technical challenges too and which currently isn't viable?
Yes, that'd be great.
Incarnates don't really have the same limitation, in that their Lore pets could be anything, and aren't defined to anything specific, as far as I'm aware. Kids, playboy bunnies, unicorns, anything. That's why I'm much more willing to support "anything" for Incarnates than I am for Masterminds.
That said, I don't exactly claim I don't want customization for Mastermind henchmen. Far from it, in fact. I do want to see more futuristic soldiers with more futuristic weapons, or even alien soldiers wielding alien weapons, even if they still have to shoot bullets and flamethrowers out of their barrels. In fact, I find myself without a decent Mastermind to represent the space army of my new-ish space empire. Robots don't count, since I want a living army, and anything other than robots just doesn't look futuristic in any way, shape or form. Where are my Replica Soldiers? Where are my Storm Troopers with laser blasters?
I do want to see Mastermind customization, I very much do, but within theme. -
That's pretty much what I'm saying, Liquid - let's focus on the thread's topic and stop trying to decide who has the right to post what where.

