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Having persistent music play throughout an entire zone would be a very good thing. It could give the zones a LOT more flavour. The one you linked to, for instance, sounds like something that would be really appropriate for Grandville (obviously) or Boomtown, or, hell, even something like Sharkhead Island.
Right now, a zone's "theme" is so poorly delivered and so hard to feel that it's like someone sitting down to explain the plot synopsis of a great movie. You just can't get the same experience. Adding music would transform this from an explanation to an actual first-hand experience.
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To be honest, City of Heroes may have a lot of good things going for it, but presentation has never been one of them. -
Quote:This is something people need to remember. "Teaming preference" is not a binary thing, either WILL DO or WON'T DO. It's usually a case of "might do, sometimes, for some tasks, with some people if I'm in the mood." I haven't undergone psychological evaluation and I don't know what I'm talking about, so I can't say whether I'm an introvert or an extrovert, but I know that playing with other people - even when it's fun - taxes me, and greatly, meaning I either need to leave the team and do something on my own where no-one will bother me, or otherwise log out of the game and do something else entirely.It is also true, that after a certain point (which can be after a single TF, or a 16 hour gameathon it differs day to day) I've had enough and I really need to do something solo in game, or some other loner activity outside the game (reading or just staring at the ceiling while listening to music usually works) so I can recharge my batteries. Interacting with people, even online, is draining.
Also, for lack of ability to carry over nested quotes, there's something I want to say on the subject of "teaming vs. interacting." At some point along the way, I described worries of teaming becoming nothing more than a means to an end that people engage in not because they want to, but because they feel they have to, leading to communal play, but VERY cold, basic interaction which leaves one feeling even less a part of the community. It's pretty evident when a person teaming with you doesn't really want you on his team, but knows he NEEDS you on the team nevertheless, and will tolerate you through grit teeth out of sheer necessity. That's generally not a good situation.
I've teamed a lot over the years, and I can say one thing for a fact - the level of actual player-to-player interaction, to say nothing of social interaction, is rock bottom for the most part. You exchange some curt communication with the team leader, are placed on the roster, and proceed to solo alongside what may as well be 7 bots, for all the humanity they display. No-one says a word, no-one cares about a word that is said, no-one wants to acknowledge that there are human beings behind the characters on screen. On the subject of bolded MMO, this is not better than solo play in any way. It IS solo play in everything but game mechanics.
In short, being within a certain proximity of other human beings is not the same as socialising with other people. And that's not a fine line, either. -
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Quote:Your definition of "optional" baffles me, in that it seems to define a difference between two categories of content I see no clear distinction between in that context. Allow me to ask the following question:The difference between leveling from 1-50 and becoming an Incarnate is that 1-50 is going to happen just by playing the game, while becoming an Incarnate is optional.
What is "optional" in the Incarnate system that cannot be argued to be optional in the 1-50 game? Specifically, absent a definition of what "just playing the game" constitutes, vs. whatever it is one does to earn Incarnate progress is, which you do not appear to define as part of "just playing the game."
In simple terms: If the Incarnate system is defined as optional, is the 1-50 journey not just as optional? Is logging into the game at all not just as optional? How do we define the difference? -
I, on the other hand, feel we have far too many of those fights. Not only are they irritatingly and unnecessarily difficult, throwing them around for no reason takes away from the supposedly RARE occasions when an enemy is exceptionally strong.
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Quote:*poof*Mega /Signed
*Mumbles "Samuel Tow, Samuel Tow, Samuel Tow," under his breath*
Huh? What? What am I doing here? I was just... And then... What did you do!?!
I agree with this idea wholeheartedly. The "robotic arm" tech has the potential to be so much more than just robotics. I'd rename the category to "different arm" and include things like mutated monster arms (like what the T-Virus produces), giant hairy animal arms, arms made of rock and granite, arms made of crystal, arms made of tree limbs, arms made of fire, arms made of ice, arms with bones sticking out and, hell, even just basic human arms, both ordinary, more skinny and gaunt, and more bulky and muscular. This could be the easy solution to giving females more muscular arms without redoing the whole model.
There's no reason why "robotic arms" have to be restricted to being only robotic any more than there's a reason to restrict hats to just cloth hats (and we already have Enforcer, Cyborg and Alpha metal helmets in there). This has the possibility to allow a LOT of new possibilities for not that much of an investment. -
Quote:I suggest you actually read the original post.Why make an entirely new powerset for this?
Add the animations as an option for the Forcefield and/or Sonic Bubbles in the power customization.
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I agree completely. This is such a cool idea that I'll be kicking myself for not thinking of it, myself. Combat Auras were a great addition to auras, making for far more customization and much more appropriate auras, such as allowing my character's eyes to burn with righteous fire only when she enters combat, but that won't burn when she's just idling about. "Activate when attacked" shield auras would be an addition equally as great, allowing our characters to retain their costumes unchanged for the most part, but displaying toggle effects when attacked nevertheless. In essence, this would simulate the character only turning the toggles on immediately before an attack.
I love it! Please make it so!
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Originally, I intended to jranger this, but I really, really like those concept designs. I could see something like this, especially if it's throwable.
For some reason, it makes me want to yell out "Kienzan!" -
Quote:I have to agree here. For years I wanted to make an Axe/Shield Scrapper, and had to eventually make do with an Axe/Shield Brute on the hero-side, which really isn't the same thing. I've been waiting for Scrappers and Stalkers to get ice powers, and really - isn't ice just perfect for Stalkers? Debilitating effects out the wazoo, the ability to make bladed weapons out of ice, and even probably the ability to turn into clear ice or coat yourself in light-refracting ice gives you a stealth/hiding skill.I'm still waiting to make my Spines/Ice Scrapper, my Warmace/Shield Defense Scrapper, my Dual Blades/Ninjitsu Scrapper, and soooo many more.
There is still so much left to proliferate, and when was the last time we proliferated anything? -
Music is a VERY powerful tool in creating atmosphere, emotion and actually making your players CARE about what is taking place before them. And I'm not talking about just action music that gets your heart racing, I mean mood music of all kinds, from sad tunes to punctuate a tragedy or a terrible situation, to soothing melodic tunes to describe the beauty of a scenic location, to mysterious, strange music that brings home just how alien and incomprehensible a location is.
I know artists, painters, sculptors and other people of the visual arts will often play mood music as they work to help them get into the right state of mind and retain it as they work, and I know that I will often find inspiration for an entire story just from the basic emotion a piece of music brings. If you can harness that into your game and actually direct it to match and emphasise events, you can create a much stronger experience than your typical MMO gameplay video you'll find on YouTube where a character repeatedly swings a sword at the same five enemies for a while to the sound of clicking keys and cooling fans. There are few better ways to make a game look and feel boring. -
I want to clarify something here:
My problem wasn't with morality or the restrictions thereof, but more the recurring problem that we are, in effect, lackeys. This was a BIG problem with City of Villains, in that the entire narrative assumes we want to join Arachnos very much. Everything we do is to earn "brownie points with the Spiders," work for Arachnos officials or carry favours for Arachnos. At the time, the excuse for this servitude was that the game didn't really support our ability to choose.
"OK" I thought, "I could see that. Maybe some day in the future, we could get the ability to choose, so that I can choose to NOT be someone's lackey." Flash forward five years, and I now have a choice... In who to be a lackey for. It's not the morality of the choices that bothers me - that's actually pretty well done. It's the fact that this morality is always subservient to faction loyalty. The simple fact that disagreeing with one action of the Resistance means I have to jump ship and join the loyalists is what destroys the sense of moral weight. Why am I able to smack the Crusaders in one of the Warden arcs and never have to switch sides, but if I choose to stop Katie Douglass - a woman who isn't even affiliated with the Resistance - I have to become a Loyalist why?
The choices we are given are not between write and wrong or moral and immoral. They're between Resistance and Loyalist. I can never have MY OWN agenda and MY OWN ideology within the resistance. I can only ever share the group think that defines the whole movement. I say this, because it's impossible to oppose the resistance without leaving the resistance. You can never try to change the resistance from within, you can never hold your own morality, because the moment you diverge, you are OUT.
Now, I could understand if the Resistance and the Loyalist were so fundamentalist-minded that they would not tolerate any divergent thought... If they weren't divided into disagreeing factions to begin with! And if that weren't bad enough, my choices are always refracted through faction identity first and morality second.
Now, I know what you're thinking - If I don't want to be loyal to the Resistance or the Loyalist agenda, what then? How about fighting for Praetoria in MY OWN way? Or how about giving me the choice of "other," where "other" depends on the moral choice. Do I destroy the the Enriche plant or leave it be? How about I contact the Syndicate and let them plant their own mind-control drugs so people love THEM, instead of Cole? Do I tell people about Cole's invasion because "the Resistance" or suppress the information because "the Loyalists?" Why not convince Kang to reveal the information only to the PPD, the T.E.S.T. and the Seers, so we don't spread panic among the population but still undermine Cole's law enforcement arm?
Really, what bothers me is that every moral choice can be explained as I just did. This Destroyer is now cured. You can spare him because the Resistance, or you can punish him because the Loyalists. The ability to choose which was supposed to give us options - options I'd originally interpreted as being with a faction or AGAINST a faction - turned out to be two sides of the same coin. I don't want to belong to any one faction, that's one of the core complaints I had with CoV and its original premise of "allowing" you to join existing villain factions, and that has not changed. Choosing between the Resistance Wardens, Resistance Crusaders, Loyalist Responsibility or Loyalist Power is not a whole lot more than choosing between Ghost Widow, Captain Mako, Black Scorpion or Pappa Roach - whatever you choose, you still "belong." -
I think I finally figured out what bugs me about Praetoria's take on "morality" and why I find myself so turned off by something which should, in theory, be exactly like what I've been asking for. Once upon a time, I asked for choices and options, yet when we got choices and options, I balk. Why is that?
As I ran through Katie Douglass' "morality" mission of whether to free the Seers from the network or leave them where they are, something struck me. When a moral dilemma is posed before me, I have the tendency to run through my options before I actually learn what my options are, to be prepared, so to speak. I was thinking between "Is it right to remove the Seers and expose people to danger?" "Is it right to force these women to sacrifice themselves against their will?" Those... Aren't quite the options I got.
What I got, in fact, as "Without the Seers, the PPD would be blind!" vs. "If you free these Seers, the Resistance can use them!" Wait, where is the morality in all of this? Where is the choice of MY morality? And then I realised what bothers me about those supposed "morality" missions - they aren't morality missions, they're political missions. They don't force me to choose between two morally ambiguous decisions and choose my moral high ground in the process, they force me to choose between two political factions and who to support. I am never given a choice to pick MY morality. I am only given a choice between the moral stances of two organisation from which to pick.
This, in a nutshell, is what I hate. The premise of Going Rogue and Praetorian Earth was that morality would come into question and we would be able to define our character's own unique view of morality and ethics, to make our characters even more our own. But far from giving more freedom, the choices we are forced to make only serve to railroad us even further still. We may no longer have to choose between good and evil, but we still end up choosing between two static factions nonetheless, and a middle ground still does not exist. Worse still, OUR OWN position is never considered. Our characters are not viewed as their own entities with their own thoughts, aspirations and ideas, but merely as extensions to either the Resistance or the Loyalists.
Once upon a time, I asked for choices because I didn't want to have my characters working for, belonging to and identifying themselves with existing organisations in the game, most notably Arachnos. And the choices I got were to work for, belong to and identify with a few more organisations. And the coveted independence of our characters and ability to pursue their own agendas, morality and goals simply failed to materialise. -
Yeah, I'm not talking about a no-shield option for Shield Defence. I'm talking about, for instance, a Stone/Stone Tanker being allowed to customize his Hurl Boulder with one hand, or an Inv/SS Tanker to use Hurl with one hand.
I know not many of the animations are different in a meaningful way (slightly different left hand position doesn't count as "meaningful") but for the few that are, I'd like to see those animations put in as power customization for the actual powers, to be used with sets other than Shield Defence.
The reason I suggest this is it seems like a fairly "cheap" addition that has the prospect of adding more to power customization, and more power customization is always good. -
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Quote:Another Brute. At least that's what I'd do.
Partner for a Brute...
Incidentally, Brute Fury no longer decays as fast as it used to. It now takes five seconds for it to even start dropping after a fight, and it builds up much faster, as well. You can't get it much about 75 points, though.
As for a Demon/Thermal Mastermind... What's stopping you from keeping up? There ought to be few things that can phase a Mastermind. -
Quote:Inventions I personally literally couldn't care less about, but I'll agree with you on Powerset Proliferation. In essence, "or that." The developers left so many additions hanging that I'd be happy if they finished up at least ONE of them.Correct. Which is why we need to finish power proliferation and add Inventions where there are weak or incomplete choices (Targeted AoE) before we even think of spending the time to do pool and epic customization.

That's actually one of my fears for the Incarnate system - it's their new shiny now, and it has the very strong prospect of butting everything else out of the picture for at least a calendar year in the future. -
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Quote:Then I direct you to Mirror's Edge (which has an achievement for just that), Amnesia: The Dark Descent (which has no actual weapons) and, lest we forget, Portal (the Portal "gun" is not a gun). It's not as ludicrous as you make it out to be.It's practically the same thing as expecting to beat an FPS without ever pulling a trigger--it's part of the core gameplay!
What, then, is the point of the forums if not for people to come and voice their concerns? To play Forum Games and pat each other on the back about how much we love the game? The sad truth is that it is not very productive, but that's not the fault of the posters laying out their concerns, but more that of people seeking to shut them up. -
Quote:I don't know where you're getting this, but you are provably wrong. My Natural Brute became an Incarnate and I have solid evidence that she is still Natural by the fact that her Origin remained unchanged and she will still call up Natural events and dialogue options were I to go through any. Your claim that the Well changes your origin is unsupported by either lore or game mechanics.This is what happens when the Well infuses you with Magic powers. Whatever you were before is irrelevant now, because you're powered by Magic.
That is incorrect. We don't "define" magic colloquially, because "magic" is an abstract concept in colloquial language, describing most anything mystic and unexplainable, up to an including alien encounters, if the History channel is to be believed. I said this multiple times - City of Heroes has a far stricter definition of what magic is, and it does not include "everything that doesn't fall in one of the other categories."Quote:The word magic is thrown around a lot in the lore, and every time it's defined it comes out exactly the same as how we define magic colloquially.
Magic, for the most part, is defined as spellcasting, or the result thereof. Magic users are either casters, or have had a spell cast on them or an object they possess, and when I say "on them," I include a spell having been cast on the bloodline that they are born into. Tielekku may or may not have invented magic, but that just goes to show you that magic is inventable, in the same sense as writing was inventable. Yes, writing is one form of expression of human thought, but it does not alter the origin of "spoken" language into a subset of written language. In the same way, Tielekku having invented magic and used it does not alter her Origin, which may well have been Natural, into Magic, because it does not alter the fundamental nature of her powers ASIDE from magic.
"Taught," not given. Ermeeth - who is a clear analogue to Greek mythology's Prometheus - taught humans how to use magic. I forget which arc this is in, or if it's in the lore section of the site, but magic was taught to humans, not given to them. Magic is not an object or a specific type of power. Magic is the skill and knowledge of how to affect the world through the strength of your will, I believes Virgil Tarikoss describes it as.Quote:I checked ParagonWiki and found no evidence of this. Perhaps I missed it, but it's pretty clear magic is something given to humans by gods and is imbued in objects either by gods or through their agents.
Again, you infer cause by observing effect. Hero-1 (stupid numbers in names!) was given the sword and displayed magical powers. This does not mean he had no inherent magical affinity before that fact. Again I direct you to the Blood Tome, and how the Circle of Thorns use it to abduct descendants of the Mu bloodline who have strong magical affinity without ever realising it or displaying any magical talents whatsoever. If all Hero "ones" are descendants of the same bloodline, then I can bet you dollars to doughnuts that this bloodline is magic-inherent, and that this will be revealed at some point in the future.Quote:This is incorrect. Hero One and Hero-1 are the penultimate and ultimate scions of a bloodline entrusted with stewardship of Excalibur. This is exactly analogous to various hierarchical monarchies in the real world and even to organizations such as the Swiss Guards. You have to belong to the group in order to be selected for elite status, whether that's as Emperor of Japan or one of the Pope's bodyguards. The backstory of Hero-1 clearly states that his abilities are magical and were given to him when the Lady of the Lake handed over Excalibur. Regular guy before the sword, super-duper magic user after.
Again - no, it does not. You say the Statesman was initially said to be Natural. One can assume he had the potential to develop natural skill and that was what the well enhanced to its ultimate level, or at least to a very high level. This is what I call reasonable doubt.Quote:No, it's pretty clear that the Well grants powers. Regardless of what the writers ultimately decide how it operates, either as the wellspring or as a conduit of power, it's still accomplishing its task magically. Every other thing about the Well says "magic," so it's safe to assume this aspect is magical as well.
As for "every other thing" the well does - what other things does it do that are overtly magic-defined? Why be vague like this?
Define "everything." Rather, explain it.Quote:You're right that magic does have a strict definition, but everything in CoH follows that description and everything about the Well does, too. See below.
You have infinite universes, infinite worlds, infinite realities, and you draw three examples out of that. What are the chances of those three examples being representative of the entire set. Coincidental? Possibly. Convincing? Not in the slightest. Hell, we have no real understanding of how the well operates and what it chooses to present to the different people it chooses. If I had to make a guess, I could guess that Kheldians themselves may turn out to be Incarnate somehow - alien beings given the power of the Well and transformed into pure energy with divine-seeming powers.Quote:It would be highly coincidental that everyone who has encountered the Well or a product of the Well just happens to be granted abilities through magic. I don't buy into that.
You do realise this is not an argument, right? It amounts to "I'm rubber and you're glue. Whatever you say bounces off me and sticks back to you."Quote:That would be fine. It's still magic, though.
And that is your prerogative. From where I'm standing, Ramiel is the only person who actually knows what he's talking about and everyone else is wrong and mistaken. After all, everything we know about the Well of the Furies outside of Ramiel comes from legends, hearsay, folklore and the secretive hints from both Statesman and Recluse. To be blunt - we don't have idea one what the well might be, because no-one alive really has a clue, and because the actual well is nowhere to be found. Ramiel is the only one who has done research, come into contact with the Well and seen its effects first-hand. In fact, Ramiel is the first one to suggest that the "well" is more than just that one well on that one island.Quote:This is where we disagree. There's simply an overwhelming amount of lore stating that the Well is magical and Ramiel's arc only vaguely -- and annoyingly -- hints that maybe it is and maybe it isn't. So I'm going with the preponderance of evidence. Ramiel is one guy, a shifty, untrustworthy one at that, so he may be wrong or lying.
But again, that assumes that the Well's influence is magical in nature, which in turn assumes that anything not defined as Science, Technology, Natural or Science must therefore be magic, and I don't buy that. Specifically, I don't buy it since Natural hasn't been adequately discounted.Quote:I can't speak for anyone else, but I'm ignoring it because it's irrelevant. Just because a magical doodad shapeshifts into a form you're familiar with doesn't change the fact that it's a magical doodad. Which is exactly what you're describing. In Ghostbusters Ray accidentally thinks of the Stay Puft marshmallow man when Gozer tells them to choose the form of their destroyer, but the fact it was a cartoon character didn't alter the fact he materialized due to magic. Same thing here.
Did you also read the part where Merulia is described as an alien, that she is remade into the Leviathan, making its powers alien, and that the Red/Blood coral are pieces of the Leviathan? Because you seem to continually ignore this. "The gods are magic," you say, conveniently sidestepping that one god who is actually alien, without even the courtesy of suggesting she may have been a magical space alien, or acknowledging the fact that ALL of the gods may actually be aliens. Or, hell, Kheldians, for all we know.Quote:I just read the Ross arc on the wiki and I have no idea where you're getting this notion. It's pretty clear from the context that the Leviathan and the Blood Coral are magical in nature. Invoking the demonic magic and the Midnighters underscores this. Ross is a magic user himself. They seem to harken back to the original intent of magic in CoH, where there are many different gods and therefore many different sources of magic, but in the end it's still just magic.
Your assertion that the Well is magic hinges, in large part, on the inference that the gods' power is magical in nature, a fact which is contradicted by the alien origin of one literal god.
So why do the Midnight Club get involved? Because the Legacy Chain are involved, and because the Leviathan is largely considered to be magical in nature. And, indeed, why would magic NOT work to affect alien powers? The Rikti are a pretty good example of magic and technology coexisting, and the 5th Column used to be another. How do we know the Leviathan is magical? Because the Circle of Thorns seem to believe so. But they are wrong. Why? Because I trust what I see from the Leviathan itself more than I trust the Circle's Research when they came to the island long after the fact.
So, if I become the avatar of Merulia - an alien being - will I still be magic?Quote:That remains to be seen. So far the only extant Incarnates are avatars of a god, so until they retcon that away then that's how it plays out.
According to War Witch. Virgil Tarikoss disagrees. -
I've been able to use that helmet for the Steel Rook, as seen here:

But I more or less cheated by replacing the face with Robotic Something, which essentially melds the helmet to the back of the neck without making it look too odd. I've also made the Cranium FAR smaller in all directions, which seems to fix many of the issues.
All of that said, I would not be opposed to repositioning it so it doesn't make me look like Megamind when I first put it on. -
Quote:As a fine connoisseur of all things American cartoon, anime, "furry" artword and concept drawings, I will say that "human anatomy" isn't always the holy grail of artistry that people present it as. In fact, I've found myself the most bored with characters who are the most realistically presented and proportioned. That's part of the reason why I only have a mere handful of ordinary-looking humans in my character roster, and most of mine are aliens, robots, animals, mystical creatures, inanimate constructs, abstract apparitions or generally anything that has a humanoid body, but is not a literal human.Here's the thing. I know for a fact I can't draw. Stick figures that I draw are even pretty horrible. But what I do know is what a human body should look like when somebody draws one. And Rob Liefield doesn't know the first thing about human anatomy, nor does he understand how to draw it. It's a pretty basic concept for an artist to grasp.
That's not to say I enjoy Rob Leifeld's artowrk, in whole or on part (that instance when one guy hits another WITH HIS CROTCH comes to mind) I nevertheless enjoy some of his designs, anatomical incorrectness and all. I take my fiction as a form of escapism, and if it gives me cool themes and images, I'm more than willing to overlook its lack of realism.
Rob Leifeld is as famous and influential because - whether some want to admit it or not - people liked what he made and sought to copy it. You can condemn society, tastes or judgement if you choose to do so, but you cannot argue with history. Even if no-one will admit to liking his artwork now, enough liked it to make the man part of popular culture in the past, and that counts for something. -
This is a fairly simple idea. You know our melee attack animations sometimes alter when we use a shield, so that they only use one hand? Put those animations in Power Customization for the appropriate powers in the appropriate powersets even if the player isn't actually using Shield Defence. For bonus points, put those in as customization options for non-melee-ATs when they share some of those powers.
Why? The animations and effects for these already exist, as evidenced by the fact that we used them with a shield. I don't know how much of an investment it would be to enable them for other secondaries as optional, but I feel this represents a fairly significant gain for what I consider not a whole lot of work for the art team, in that no new animations or effects will be required.
Now, I know that not all melee animations alter with a shield. In fact, quite a few don't, such as Total Focus, Bone Smasher, most of Broadsword an so forth. But that still leaves us with the one-handed stone hammer attacks, the one-handed stone toss attacks, the non-alternating right-hand-only attacks and so forth. That, I think, is worth enabling for non-shield-users, if for no reason other than because we have Robotic Arm 3, which is a robotic RIGHT ARM.
This just seems like something that can only help the game. -
Sorry to bump my own thread like this, but I think I finally found a solution to the conundrum, in the form of something I completely overlooked.
Enter: Energy Cloak. You know the power - decent stealth, some defence, complete model transparency. Here's my problem, though - I don't like the transparency, and unlike Cloak of Shadows, I can't set it to No Fade or Pulse. But more than that, it reminds me of how I wrote and played Xandra, my original Energy/Energy Brute. Much of her entire shtick was the fact that she was stealthy and able to act as an unseen bodyguard for her master.
This is not something I want for Inna. Her "thing" does not include being stealthy. "But, Sam" I can hear you saying "Just don't take the power!" I could, yes. Or I could pick a powerset from which I can take all powers, and which works just the same. Or how about "So what if she's a little stealthy. Just play it as good tactics." The problem is that not only is Inna not stealthy, she is not someone I would ever characterise as subtle. Not in power, not in personality. That's not to say Energy Aura can't be played in a non-subtle way, but more that Willpower works just as well, AND it doesn't present me with this conundrum.
That, and the animation for Strength of Will has her raise her giant metal hand. Can't beat that
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Quote:Statesman has been cited as being an Incarnate since I started playing somewhere in May of 2004. If that changed happened before then, then I missed it, but I've been listening about Incarnates since I've been with the game. Once upon a time, it was the excuse for why he's so much more powerful than us. There's been talk about an Incarnate AT as far back as 2005, as well.False. Statesman was originally described in Natural terms, having "unlocked the hidden potential of the human will" or such. The Well of the Furies was a retcon. When people balked at the sudden change, the party line was that Statesman had lied about his origins, to which many of use just said "what?".
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Quote:Suggested? Yes. Proven? Not that I know of, not within any particular, applicable context and defined boundaries. Can people be scared of too many options? Of course. Once you have more options than you can feasibly even look through, you pick the first thing you like and go with that. How many is "too many," however, within this context?But strangely enough though, hasnt it been proven that with too many options available that humans generally go for "what they know" as a default and become "scared" of the alternatives (even if they are easier/more beneficial to them"?
I've never seen people ask for "more options" phrased as such in situations where these options actually exist. In such situations, people tend to ask for SPECIFIC options. If we picked our costume editor as the most expansive, diverse system in City of Heroes, people rarely ask for "more costume pieces" without making any specifications as to exactly what costume pieces they want, and when they do ask for such, they tend to ask for costume pieces which are somehow absent from the game, in part or in whole. I have seen a few people suggest "just more costumes," but by and large people want specific things.
If you catch anyone asking for "more options," that's usually someone who feels he is in a position where has NO options whatsoever, or that the options he has are unacceptable. In such a position, there can be no talk of having "too many options."
