Samuel_Tow

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  1. I'm actually not opposed to the Shard drop rate slowness, what I'm opposed to is its utter unreliability. One of the first things that gets drilled into your head when you study statistics is that random chance has no memory. If you flip a coin 19 times and get 19 heads, your chance to flip heads again is still 50/50 (assuming a fair coin).

    What this means is that if I go an entire day without getting a Shard drop, I have effectively achieved nothing. Random chance will not go out of its way to give me more Shards tomorrow to even things out. No, tomorrow will go on as if today never happened, so I have effectively gotten dick for my hard work.

    Making the Shards system finer-grained may or may not speed up the process, but it will almost certain let us walk away with a greater feeling of accomplishment. Getting 1 out of 40 is still better than getting 0 out of 4. That 1 still puts me one closer with 49 to go. That ZERO puts me no closer to my goal, as I have exactly the same number of Shards to look for as I did before.

    ---

    On topic, I'd personally love to see level 50 playable story arcs grant a single Incarnate shard, at least.
  2. You can work around this. Every time you hit Combine, just back out of the combination screen by hitting Exit and drag-drop the next enhancement by hand. You'll be listening to the sound of successful enhancement combination (provided you don't fail) while doing this, but you don't have to wait any longer than the fastest you can click.

    Incidentally, what purpose does the "chance to combine" mechanic serve in this day and age?
  3. I think this needs to be both restricted and controlled.

    Restricted: Have players pick which characters to include as showing up in only their own missions, and have them do so by hand. These can be characters out of their roster, characters of other people seen in the street (with their permission) or characters made out of whole cloth in the Architect. No character should appear in a mission without the owner's explicit permission, and no player should face another player character unless specifically requested.

    Controlled: Such characters, when included, need to be subject to several at least general specifications. I'm thinking attitude, say picking between playful, deadpan, serious, arrogant, insane, archaic and cavemean. I'm not sure what other control I'd like to have over said character, other than perhaps the types of missions he or she would appear in, but at least the basic attitude need to be selectable, defining what the character says when encountered.

    Do this, and I would would support the system completely.
  4. I fully agree that an arc to unlock Patron powers is a good idea. One thing that has always bugged me is when performance is tied to character concept. I'm not saying that Patron Pools are "better" than Epic pools, but they represent more options, yet the only one to get them is to be a villain, putting them out of reach of heroes who are not willing to meta-game switch to villain-side just for an Epic pool.

    I understand they're linked to Arachnos, but considering how many villains already explain this as "I'm not their pawn! I STOLE the powers!" it just makes sense for heroes to be able to do the same. Tap into Ghost Widow's source of power, grab some of Black Scorpion's tech, etc. It may require a bit of sideways thinking to justify, but it's well within the realms of decent writing to pull off.
  5. You can't and shouldn't let people recycle their 50s into completely different characters. Period.

    And this is coming from someone who's determined to re-roll an age-old 50 MA/Inv Scrapper into a SS/Inv Scrapper if and when that becomes available.
  6. Quote:
    Originally Posted by SenseiBlur View Post
    Honestly I think incarnate shards should work exactly like vanguard reward merits, except they drop from everything and not just rikti.
    I actually like the idea of Incarnate Shards dropping with the commonality of Vanguard merits, with Incarnate boosts having costs comparable to those of Vanguard costumes or temp powers.
  7. Quote:
    Originally Posted by Sailboat View Post
    I would say "constantly, enormously useful," when solo, and "very useful" on small teams, and "somewhat useful" on large teams, and "limited in use to self-protection" on large steamrolling teams.
    I disagree. "Constantly, enormously useful" when solo is a massive overstatement. Yes, it does a lot of damage but A) this is a clear misuse of what a power is designed to do and B) it's still far more effective to just pop Aim, Build Up and open with AoEs if that were your fancy. And Time Bomb is still far better for toe bombing, to boot.

    Trip Mine has a rather small blast radius and damage not enough to one-shot even minions, so its use as an opener is questionable. Its use as personal protection, that I can't deny, but even then it's not all that impressive as it rarely catches more than a couple of people.

    The most impressive I'v ever seen Trip Mine has been when I've corner-pulled entire spawns into it around a corner. THEN it does pretty serious damage, but that takes more time and opportunity cost to set up than I'm willing to commit spawn after spawn after spawn.
  8. Quote:
    Originally Posted by warden_de_dios View Post
    When I went through this mission I was thinking all these citizens who have gone mad are just standing around looking normal. I think it would be cool if the mobs were using idle animations like the Ghouls. That would really help that world appear crazy.
    You know... Making the Crazed Citizens fight like Ghouls would be a MASSIVE improvement, come to think of it. They don't have to have the cannibalistic auras, just the basic run and punch animations, and that writing on the ground when they die, say with the Invoke Panic yell.
  9. Quote:
    Originally Posted by warden_de_dios View Post
    So you're saying that if I roll a new alt I see should Kings Row totally destroyed from an invasion that won't happen until I level that character up to 50?
    The "timeline" is tied to levels, so no. However, in the case of Vanessa's introduction, the 40-45 Tina arc where she shows up as a known villain takes place "before" the 45-50 Maylor arc where she is officially introduce with the assumption that she is not a known villain before.
  10. Quote:
    Originally Posted by pmgunnerxx View Post
    Have you done the Apex TF yet? I'd happily deal with the curse all day as opposed to that stupid blue aura... yeah I'm looking at you Battle Maiden
    I know this will probably turn me into a pariah around here, but I'm really not interested in TFs of any kind, so no. I'm seriously hoping about some Incarnate STORY ARCS that go with the new TFs.
  11. Samuel_Tow

    3d

    "3D" needs to die in a fire, and soon. It has ruined more good movies than I care to mention, and I shudder to think about it coming to games as a natively supported feature. I'm not just against this because it craps all over image quality and makes me cross-eyed. I'm against this because I hate the technology on principle and would hate to see it proliferated any further.
  12. The developers finally started realising that forcing people to do three to five paper missions plus a Mayhem just to get a legitimate contact was bad design, so they introduced all their new contacts via the "So and so has contacted you" pop-up, or by making them introducable by other contacts.

    Darryn is no different from Pia Marino, Mercedes Sheldon, Ashley McKnight or Dean McArtur. I feel their way of introduction is far superior to CoV's original contact unlock scheme.
  13. Quote:
    Originally Posted by Rajani Isa View Post
    Just wantt o say that I could see the Carnival of Light picking up the same/similar costume theme, but not living in said costumes - therefore, once they are "in game" it's only when they act out AS the Carnival of Light that they are known as the Carnival - Especially with Vanessa shielding them. Therefore, the costumes would be how they were known.
    Hmm... I guess I could see that. I mean, Praetorian Vanessa DaVore has the same kind of "I got dressed by falling over backwards into a closet" outfit that Primal Earth Vanessa does, and the latter was designed to fit the overall design of the Primal Earth Carnival of Shadows, so one could kind of assume they could end up looking similar.

    However, Primal Earth's Carnival of Shadows minions look like carnival performance because that's what they are. Jugglers, harlequins, strong men, fire breathers, gymnasts, sword swallowers, illusionists, ringmasters, etc. They are, essentially, a 1950s travelling circus which fits right in with the unusual and sometimes rustic charm of Paragon City, where old meets new. They are entertainers and performers.

    Where in Praetoria would a Carnival of Light dressed as carnival performers be even relevant? Yes, we've heard of other cities having survived the Hamidon Wars, but I ask you this: what reason would Resistance operatives - which is what Calvin Scott describes the Carnival of Light as - have to dress up like this? Even the "clowns" of the resistance like Hatchet and Jack Hammer and so forth still wear Resistance uniforms. Hell, even Beladonna Vetrano, aka Not Ghost Widow, wears a Resistance uniform with a trenchcoat over it. In fact, no reason is ever given as to why Vaneassa instead chooses to dress like the WalMart bargain bin. It just seems out of place in the world of Praetoria.

    ---

    But here's the thing - maybe it isn't. But if it isn't, then TELL ME ABOUT IT! Tina's entire explanation of why the Carnival of Shadows were being attacked by Anti-Matter's clockwork consists of two sentences, and Vanessa' unnecessary cameo says precisely ZILCH more. She doesn't know, nor should she. But the way this is worded, Calvin simply tells us that the Carnival of Light exists on Praetorian Earth and they work for the Resistance. He doesn't tell us what they look like or how they may be similar to our Carnival of Shadows. Hell, if I didn't have "meta-game knowledge," I wouldn't even know they were supposed to be the same thing.

    Back when Praetorian Earth was the goatee evil counterpart to Primal Earth, I could assume that everyone in that world looked a lot like everyone in our world, but backwards or exaggerated. So I could assume that the Carnival of Light were exactly like the Carnival of Shadows, only good. Having seen how drastically different Praetoria is now, I have no reason to assume that the Carnival of Light are at all anything like what we have on Primal Earth. Their Clockwork are completely different, they don't have any nazi, they don't have Nemesis, their Yins are different, they have Rogue Isles or Recluse, their PPD is completely different, their signature characters are nothing like ours... Why would I assume the Carnival of Light is anything at all like ours if the game cannot be arsed to TELL ME?

    I'm not asking for Shakespearian poetry here. Just fill in your plot holes, please, even if it's as simple as a single-sentence dismissal. "Calvin Scott says that the Clockwork probably mistook the Carnival of Shadows for the Praetorian Carnival of Light, a Resistance branch with style and drab much similar to our world's Carnies. The way he described them, I can see why the robots would be confused." It's not complicated.
  14. Ouch!

    I wouldn't be so quick to call this bad writing, as it has the potential to be a pretty cool story and represent some pretty cool visuals. I'm usually prepared to ignore the man behind the curtain if the illusion presents me with something interesting, and a world with a 90-second day/night cycle is indeed something cool. Yeah, it's kind of implausible, but it's cool enough to where I'm willing to give it a free pass

    Besides, the sped-up worlds are probably the most clever part of the new Tina arc, and they give it that extra bit of integrity that make it interesting to play through.

    I'll be honest here - I preferred the mystery of the old arc to the ho-hum going through the motions that is the new one, but the sped-up worlds and how they're written into the story keep the arc enjoyable nevertheless.
  15. Quote:
    Originally Posted by GuyPerfect View Post
    And to them, it's sped up. That's why they're all crazy, remember?
    Dr. Calvin talks about using some kind of Chronometer to isolate himself from the sped-up time. I assume our characters undergo the same shielding the prevent from going mad like the locals. I don't have a good answer for why they AREN'T going really fast, however.
  16. Quote:
    Originally Posted by TerraDraconis View Post
    If you do the Loyalist path you will encounter them in one mission. The mission where mother sends you to get Vanessa for her. All through the final mission you encounter them.
    Vanessa DeVore, as she appears in Mother's arc, does not appear to be leading a Carnival of Light. If I recall correctly, freed Seers come to her aid. The only thing linking the Seers to Primal Earth's Carnival of Shadows is psychic powers, but even that is tangential. Primal Earth's Carnival of Shadows don't have innate psychic powers, at least not necessarily. The powers they wield come from Vanessa, herself, through the porcelan masks that she places shards of her soul in.

    This is what makes me wonder. If Anti-Matter's Clockworked picked on the Carnival of Shadows over this similarity, then they may as well have picked on Arachnos' Fortunatas, or Penelope Yin or the Clockwork King or Sister Psyche, or any of the other numerous psychics on Earth. The original connection was a visual one, assuming that the Carnival of Light LOOKED like the Carnival of Shadows in the same way as Nemesis Rex's soldiers look exactly like Nemesis' soldiers to the point where Maxwell Christopher can't tell them apart, or how the good Oranbegans from Oranbegan Earth looked exactly the same as the evil Oranbegans of Primal Earth, right down to the Death Mages.

    When you remove the striking similarity, the entire plotline becomes pointless as the reason it was added no longer exists. The only reason to keep it in the arc, therefore, is to save yourself the work of rewriting the arc more than necessary, and there were simply better ways to go about justifying that than turning it into meaningless filler.

    Quote:
    Originally Posted by Golden_Avariel View Post
    I might be wrong, but the two main Carnie arcs I know about are Casey and Maylor. It is true that the first time Vanessa is mentioned is by Maylor at 45+ but when he mentions her it's with a "Vanessa of course, you know who she is, right?" kind of attitude.

    Given her participation in the Rikti War and as a part of the Alpha Team, it could very well be public knowledge (at least among heroes) that Vanessa is the leader of the Carnies.
    Vanessa, as far as I'm aware, is famous as a person, but not as a criminal and villain. She is, I believe, just a rich member of high society with a penchant for throwing elaborate parties, or so she is perceived. If I remember To Save a Soul correctly (and God help you with how padded THAT story arc is), we don't learn about her psychic powers until Giovana Scaldi becomes known, as Vanessa's previous exploits are revealed through spectral journal entries found in her mind spread across the psychic plane.

    It's quite possible that Vanessa is famous, but nothing I've seen suggests she's famous for being the Mistress of the Carnival of Shadows. Even if we parallel the Malta Group, there is still an entire mandatory point that Indigo makes about them being a secret organisation that no-one knows about, and in everything Crimson sends you to do, he still maintains that air of mystery and secrecy. He is, in fact, outright surprised when the Knights of Malta shoot down a passenger jet, an act that the Sky Raiders, say, would have no problem committing, but which for Malta is a very bold and obvious move. They become public knowledge to heroes, but still not public enough to be persecuted and prosecuted until right at the end of World Wide Red with the arrest of that one Director and the exposing of the organisation to the world.

    Vanessa does undergo this kind of transformation from nameless menace to known villain, but she does so in Harvey Maylor's "To Save a Soul." Up until that time, the Carnival is just that - a Carnival with no stated leader.

    Quote:
    Originally Posted by Golden_Avariel View Post
    I WILL Grant you that it would be better if it was spelled out since a new player would have no idea who Vanessa is... although if she's in Tina's arc that's an introduction right there and then Maylor's "she thinks they may help us take the fight to Vanessa DeVore where she really lives" will make since instead of being a "wait, who's Vanessa?" moment it was for me the first time I saw it.
    I agree that this needs to be handled better. I disagree that the introduction needs to be pushed earlier. Harvey Maylor's very first mission is an introduction to Vanessa. He introduces her as the hostess of a party taken over by the Carnival never really suspecting she is behind the whole thing. And he would normally remain clueless, were it not for the letter Vanessa leaves to the hero. This mission is unskippable, as you can access nothing else from the contact until this is done, and this is the first introduction to Vanessa, as well as the entire summary of this contact's point in existence. To push that up earlier simply removes the need to have Harvey Maylor as a contact.

    Furthermore, it discredits the entire gravity of his entire story arc. The old story was very well crafted, if padded to hell. Vanessa is played to be a sympathetic character the entire way through, seeing her as a young girl full of hope and dreams, and even seeing her do some good. Moreover, Vanessa never, EVER shows up until right at the very end, when both her presence and her outfit can serve the greatest impact, and right at that one moment when her morality is finally resolved into that of a rotten-to-the-core villain. This entire plotline loses all meaning when we see Vanessa for what she truly is before this arc ever has a chance to take part.

    In actual practice, this ruins TWO good stories at the same time - it makes Tina's story make less sense and have more padding, and it makes Maylor's old story completely and entirely pointless, right next to Division: Line.
  17. Quote:
    Originally Posted by je_saist View Post
    The concept still works when you consider that the Clockworks are... get this... ROBOTS!!!!
    Nothing in Praetoria is exactly the same as it is in Primal Earth. To suggest that the Carnival of Light, if indeed it exists, would end up exactly the same by sheer coincidence is akin to suggesting that robots programmed to attack Metronome would accidentally pick on the Clockwork King. It's not IMPOSSIBLE to assume, but it's a FAR stretch of the imagination that didn't really need to be kept in the new arc. It accomplishes nothing with the mystery of the Praetorians removed.

    Quote:
    So? Here's a question for you: When somebody is attacked in the commission of a crime, do the police not bother questioning the victim because the entire event was captured on a video camera?
    I'm not "the police." A story arc needs to follow a logical progression of events with as little dead weight and pointless padding as possible. Sending me to investigate the Carnival of Shadows in the old arc made sense, because we didn't know what was going on and it was a potential lead. Sending me to "investigate" the Carnival of Shadows in the new arc serves no purpose other than to append another mission of dead air to the story.

    Tina KNOWS there's nothing to be learned from them. It is not imperative that the Carnival be questioned. What IS imperative is that the Praetorian incursions be dealt with, and I am not accomplishing this by hassling random Carnival of Shadows minions when I know full well that they know nothing. Even Tina doesn't know what she hoped to achieve by this.

    This kind of padding is the boat anchor around all of the I1 40-50 content, as personified by Unai "Your princess is in another castle!" Kemen. Being sent to missions that accomplish nothing and bring no new information is padding, and it does nothing but deter from what could otherwise be an interesting story. And a cameo from Vanessa isn't worth the logical problems it creates, just to make a pointless mission seem less pointless.

    Quote:
    Just because the Carnival of Shadow do not know why they were attacked, although it would be the second time they were assaulted for being Carnival of Light, it is possible that the Carnival of Shadow could have gleaned additional information during their fight, information that might help you.
    It is also possible that if I walk around Peregrine Island long enough, I will run into a portal to Praetoria and glean more information that way. It is possible, in the purely technical sense of the word, but it is a very poor use of my time and abilities when there are space stations to raid for information. Story arcs have never had a problem with compressing time by telling me "Come back later." and then immediately turning around and telling me "OK, time passed and I'm done." There is no need for filler. There was need for filler in the old arc, but the old arc is no more.

    Quote:
    Because this new Praetoria arc takes place after the old Praetoria arc that is now in Ouroborus.
    The new Tina McIntyre arc takes place after the old Tine McIntyre arc, but still takes place BEFORE the Harvey Maylor arc which reveals the identity of the Carnival of Shadows' leader. Tina is 40-44, Harvey is 45-50, ergo his arc takes place "after" Tina's in the same way as Maria Jenkins' 45-50 arc takes place after Tina's, and even assumes you've done Tina's arc before. I undertook Tina McIntyre's arc at a time before Harvey Maylor would give me missions at all.

    Quote:
    One of the factors you have to keep in mind is that not all story-lines are all updated at exactly the same time.
    To the best of my knowledge, the Harvey Maylor story arc has not been updated to account for Vanessa DeVore's secret identity as the Mistress of the Carnival of Shadows, and he still treats that as a mystery until Vanessa herself admits to that. This cannot exist both ways.

    Quote:
    Yes, the storyline with the Carnival probably should have been updated to reflect the change in time and move the old arc into Ouroborus. That hasn't happened, most likely because the developers simply haven't... you know... HAD TIME TO DO SOMETHING LIKE THAT.
    You don't add new stories that contradict old stories which happen at a later time chronologically if you do not have the time to fix and update the old stories. Suggesting you can is akin to suggesting that the Council War Wolves could have been updated to be of a Nictus origin, but the Path of the Dark arc still left talking about magic. You cannot and should not intentionally introduce errors and inconsistencies into your own narrative, especially since - and mark my word on this - you never intend to fix them. The Harvey Maylor mission will never, ever be changed. Not in I20, not ever.

    Quote:
    Let me try to put this another way. You go into Hollows and join a Frostfire team. You beat Frostfire, then later, you pick up the same mission.
    "You" cannot pick up the FrostFire mission once you have completed it. You can join another person doing it, but you're bringing a completely different kind of discontinuity. Each character in City of Heroes is an island unto himself, subject only to his own timeline and his own exploits, but within that own island, the timeline and sequence of events still makes sense. Effects do not precede causes and causes do not follow effects. A great truth cannot be considered common knowledge before it is revealed, and a good developer would ensure these things cannot be done out of order.

    Missing links in the chain is one thing, such as missing the Library of Souls before you do the Envoy of Shadows, not really knowing who Akharist is. It's easy to assume another hero recruited him. But you do not do the Envoy of Shadows, cooperate with Akharist, read his writing and histories, and then proceed to run the Library of Souls, wondering who this man is and if he will defect from the circle. Not in the game's "real" timeline outside of Ouroboros.

    The developers very much do not get a clean pass to make conflicting, contradicting stories, because this makes for a poor experience if you like to keep track of what's going on around you. They are better than this. Praetoria is a shining example of what can happen when you plan ahead and keep track of your own lore, because they built it all from scratch with no pre-existing backstory. There is no reason that this cannot be done to the main game. Wasn't there a story bible of sorts that was touted to be used to do just this? Why do details keep slipping past that?

    Quote:
    Um. Dude. It's a video game. This arc has been in the game since Issue 2.

    That was... how long ago? 5, 6 years?
    This is an empty argument. "It's just a video game" is an excuse so blanket that it can excuse absolutely everything from denial of service to swapping out City of Heroes for Commander Keen. After all, who cares? It's just a game. No big deal, right? I mean, I could be broke and living under a bridge on Christmas Eve, so who cares if a story in some game makes no sense whatsoever?

    Any argument loose enough to excuse absolutely everything becomes meaningless, because it has no application.

    Quote:
    I don't really know what to tell you, because if you are bound and determined to do that, to take everything literally, and to only acknowledge events as they happen for your avatar, you are going to be downright miserable.
    Nonsense. The original game never had any problem with this. It kept a consistent timeline and ensured that if one event needed to occur after another, then the latter event was placed in the level range following the former. City of Villains never had any problems keeping its even more restrictive storyline consistent, and it did that by simply stringing story arcs to be consecutive within the same contact, or be offered by contacts strung along in a chain of events. Praetorian Earth has no problem keeping its labyrinthine storyline and variable event outcomes straight.

    I see no reason why I should judge the Tina McIntyre arc to any lesser standard than I would judge the Doctor Steffard arc, or the Anti-Matter arc, or the Mr. G arc. This is not complicated, because the faults become obvious upon cursory review or, failing that, on basic playthrough. If I'm playing through the game and asking myself questions such as "Why is this happening?" then this story does not hold up to scrutiny. I understand the concept of suspension of disbelief, but even a fictional story that I am completely prepared to believe has to be consistent within its own rules.

    Quote:
    Meta-Gaming is fine Sam. Having external knowledge is fine. It's okay. This is a video game. Nobody has the resources to update all of the arcs, all of the time, to account for every new little bit of information or story twist that was added.
    This does not require meta-game knowledge. My character came from Praetoria and saw what Vanessa DeVore was doing there. She worked for the Resistance and held no post within a Carnival of Light. I can conceive of such a thing having been created after my character left, and I can even accept that this Carnival may match Primal Earth's exactly. I would have appreciated this being acknowledged in the narrative, rather than left for me to assume, but I can accept it. What I cannot accept is spacious logic which wastes my time on a mission that even the contact herself cannot really justify. I CAN justify it using meta-game knowledge, in that this was a legacy mission that existed in the old arc and they decided against cutting from the new arc when they really should have, but for lack of this meta-game knowledge, this has all the logical flow of the "I need scissors! 61!" approach to plot twists.

    I do not, furthermore, need meta-game knowledge to know that something is wrong once Harvey Maylor tells me that I have been invited to a party by Vanessa DeVore and how I should be honoured, or however that went. When I know that Vanessa is the leader of the Carnival from beforehand, this plotline and my given responses to it - namely excluding filling him in - make no sense. At least when it comes to the true nature of the Rikti, I can earn that from the Dark Watcher in the same level range as I can earn it from Dr. Steven Sheridan, so we can say those happened nearly simultaneously. But this is not simultaneous.

    Quote:
    Some of this content has been in the game for over 6 years, and at some point the developers are just going to have stop walking on eggshells to dance around "knowledge that all of the players know by now"
    First of all, all this does is ignore new players as a demographic. I know about these things because I was here when they were in the game. Contradicting them and, worse still, removing them from the game, does a disservice to anyone who was not here at the time. And making the story hostile to new players is not a good strategy.

    Furthermore, all this does is make people ask a very prudent question: Did the person who wrote the Khan TF ever actually play the game? Or, in this case, was the person who remade this arc aware that Vanessa's identity was supposed to be a secret? Judging from the final result, no, not at all. These are things done because they seem cool at the time, but in the process they only serve to invalidate what can sometimes be actually superior stories.

    This is the video game equivalent of making a sequel to a movie without having watched the movie. The developers need to be aware of the impact their changes have on the game's lore BEFORE they make them. Jack Emmert beat us over the head with his story bible, insisting that it was all written down and planned ahead of time. These latest developments do little to convince me this was ever in the slightest even remotely close to true.

    Quote:
    At some point, the old mysteries have got to stop being mysteries. The old events have to become stuff that happened, regardless of whether or not your player actually did it.

    Otherwise the story of the game is going to go nowhere.
    This is false on its face, and provably so. The game's actual functional storyline is tied to its level progression. Time does not pass for real-world years, and time does not pass for characters making alts. Time passes for each character as that character progresses through the levels.

    While the timeline each character can playthrough can and does change, these changes cannot and should not be haphazard. They need to be measured and predictable, accounting for all the things that they can impact, so we don't end up with Angus McQueen trying to prevent a second Rikti invasion which happened long ago and so, indeed, Maria Jenkins does not spend years claiming that the Statesman is missing when he spends all of his time on a Longbow ship. If you let your story devolve into such a hodgepodge of nonsense, it becomes increasingly difficult to care about the story at all, reducing the game to a basic brainless "beat 'em up meets shoot 'em up," to quote an old review of Oni. A game where you press buttons and see coloured lights can be entertaining, but such a game with a competent, non-self-contradicting story is vastly superior.

    ---

    I refuse to accept empty "just get over it" excuses, because they are not just unproductive, but actually DAMAGING to the game in the long run. We cannot allow ourselves to simply wallow in mediocrity and accept an unsatisfying product with blind loyalty. This hurts us, it hurts the game, it hurts the developers and it hurts the franchise. We need to have higher standards than "as long as it runs" if this game is to grow and prosper. We need to shoot for more than just shoddy writing and kludge fixes.

    I'm not talking about rioting in the streets and mass protests, far from it. But I do expect that when problems are found, that they are brought up and the people who do so are not told to just shut up and deal with it because who really gives a crap any more? It's just a game. We should not expect any sort of quality out of just a game.

    If you have an argument as to the justification of those seeming plot holes, then I would love to hear it, even if it's just conjecture and assertion. But I will not be drawn into another "the story is crap but we do not care" debate like this one. I expect more from this game, and I will not look past its failings for as long as I'm subscribed to it.
  18. Quote:
    Originally Posted by MrCaptainMan View Post
    I think what i'm basically trying to say is: Mender Ramiel's arc was a teeny bit too hard for me, and I wish it was a little easier, but I'll accept the auto-complete help
    I keep thinking there ought to be a better way to "skip" these missions that didn't involve meta-game mechanics. Remember the end of the Vahzilok Plague where you could skip the fight with the Good Doctor if you burned all the bodies? How about the end of Fallout where if you had enough engineering skills, you could cause the Children of the Cathedral's, uh... Cathedral to self-destruct? Could we maybe think of something along those lines?
  19. I apologise for starting a new thread about this. I promise I'll take my ball and go home after this one. But I am so confused that it's confusing...

    I was happily doing the Tina McIntyre arc when I came upon a weird sight - Clockwork fighting Carnival of Light Strong Men. Remembering what the arc was, I remembered the scenario: Anti-Matter's Clockwork mistook the Carnival of Shadows for the Carnival of Light, and because on Praetorian Earth everything was backwards, they were the good guys and so enemies of the evil Anti-Matter. Afterwards, I went to question the Carnival of Shadows to find out what happened. So I wondered how they'd have adapted this for the new Praetoria and... I don't think they did a good job of it.

    First of all, what Carnival of Light? I went through Praetoria three times already, and I have seen neither sight nor mention of a Carnival of Light. I've seen Vanessa DeVore, yes, but she didn't have a "Carnival" with her. She was just working with the Resistance, mostly hiding their presance, from what I heard. What is this Carnival of Light? Did she form that after I left? Mind you, this is a Praetorian character that's doing this arc.

    Secondly, even if we assume there's a Carnival of Light, how could the Clockwork mistake them for our Carnival? Are there jesters and strong men and circuses and carnivals and basically the travelling sideshow of last century in the new-age, tightly controlled Praetoria? Because I didn't see any, even in the resistance. And no, the Resistance "clowns" don't really count. So whatever this "Carnival" is, it shouldn't look anything like our Carnival of Shadows. So how did these robots make that mistake?

    Lastly, why am I going to question the Carnival? Tina already knows that the Clockowrk thought they were attacking the Carnival of Light when they were, in fact, attacking the Carnival of Shadows (which only works if the two worlds knew nothing about each other, which they obviously do by the 50s). Calvin Scott told her so. And then she sends me to question the Carnival anyway. Why? What are they going to tell me? That they don't know why they were attacked? Because we already KNOW they don't know why they were attacked. Which is precisely what Vanessa tells me.

    Speaking of which... VANESSA? The hell? This arc is 40-45, as far as I know, which puts it in the level range BEFORE the story arc where Vanessa DeVore's true identity is revealed. So why is she showing herself to me? But, apparently, I already know about her. How? Why? From where? But OK, I'm from Praetoria. I know about that world's Vanessa DeVore. So why does TINA talk about it like it's common knowledge? OK, so, we all know that the Carnival of Shadows is Vanessa's posse. So what's the point of that arc that reveals it? Am I supposed to act dumbfounded when she invites me into a trap? Am I supposed to be dumb enough to walk into it? Should I act surprise when I read her letter? What the hell, man? What the hell?

    You know, I hate it when big mysteries like this get dropped whole-sale entire level ranges before they were revealed. Daedalus just... Tells you to go check up on the Malta Group and you go straight to Crimson. How did you know the Malta Group even existed when they're this clandestine secret organisation that no-one knows about? Is Crimson's identity public knowledge? Because he's supposed to be a secret agent on the order of James Bond, only he's not. And now the Carnival. We could have had some suspense there, but no. Everyone already knows. How? Why? We just do. We know all the game's secrets pretty much as soon as we make our characters at level one. There's nothing to discover.

    The Oranbegans' true identity? We know. The Rikti are humans? Yeah, we knew that, but the Dark Watcher made sure we know before we got the Omega Clearance just in case we didn't. The Malta Group? Yeah, they exist and everybody knows it. Hell, they post challenges to heroes in the wanted ads in the papers. Praetorian Earth? Yeah, I know all about it. I mean, I read the Going Rogue site. Didn't you?

    I hope I'm wrong about this, but... Can someone please explain all of that stuff to me, because from where I'm sitting, it looks like a gigantic mess.
  20. Quote:
    Originally Posted by Luminara View Post
    Because you're in that dimension. Your perception of time in that dimension is the same as everyone else's perception of time in that dimension. If the mission text stated that you were encapsulated in some sort of temporal bubble, then it would make sense to expect a visible indication of increased passage of time. As it stands, though, when you step through the portal and set foot on that world, you also enter that dimension's temporal status.
    So then why does the entry pop-up tell me that the sun bounds across the sky in minutes to be replaced with an equally fleet-footed moon? Why does it describe me seeing incredibly fast days and nights if I'm not actually seeing incredibly fast days and nights?
  21. Quote:
    Originally Posted by Feycat View Post
    I totally agree, I had the same sad thought when I did that arc. Of course, I'm pretty sure that arc was in the original Tina arc too, and I was bummed about it then.
    Yeah, what immediately caught my eye was real-time shadows, but they could have increased the day-night cycle even without those. Is there some technical difficulty making this impossible?
  22. Quote:
    Originally Posted by Nihilii View Post
    Thing is, nobody else has made a fancier pig yet. Well, Minecraft has some pretty good ones, but that's a different kind of pig and the multiplayer part sucks. So as much as I might want to move on from CoH, it's still the best thing to play out there.
    I've seen all possible competition. None of it has held my interest for more than a day. When I bought City of Heroes, I actually almost flunked out of college for the first week thereafter. I was convinced that I'd only play the game for a week and drop it, and here I am almost seven years later. Ain't no other MMO that I've seen or heard of that could do that.
  23. Quote:
    Originally Posted by gec72 View Post
    Yes - that room in particular is probably the worst one.

    And I'd definitely lump the Praetoria tech maps in there as being harder on my video card. I know I don't have one that's all that great (Radeon 3400 or thereabouts), but it runs most other maps/areas fine.
    I have a GeForce 285 and even that chugs in Praetorian Lab rooms with green and yellow monitors. There's some kind of redundancy there that eats up a lot of performance without actually looking very interesting.
  24. Quote:
    Originally Posted by SkarmoryThePG View Post
    I'm sorry, but there's no bigger dick move than the MoV.
    At least the mask doesn't last all that long. You can still muscle through it, kill the Ring Mistress at the cost of a few blues and run away from the rest of her spawn. You can't run away from the Curse of Weariness, because it lasts for five minutes and persists even if you die.

    And 30 minutes? The hell? How about the Curse of Computing that causes my client to crash and then say my character is still logging out for the next 30 minutes? That sound like a fun power to give to an NPC? Anti-Matter, maybe? What were they thinking?