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Basically, it's a point of semantics that was just flying over my head, which is why I cut the response down so much. I get what you're saying and I agree with you. You said "melee" and I read "punches and kicks" when what you meant were "close-range powers." That makes a world of difference, and is something I can agree with.
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Quote:What bothers me the most is the story seems to assume my character was a regular Earth human up until magic dust mites from the future gave him or her powers and changed him. It's not the origin of the powers that bugs me, it's the implied backstory that is severely limiting. It's the same problem I hav with the Secret World and its magic bees that people seem to keep swallowing in their sleep.I am less enthusiastic about the backstory and origin of the player character's power in DCUO. As I interpret it, the player character's power comes from, essentially, mechanical dust mites sent by Brainiac that fed off of the Justice League's skin cells. We are, quite literally, their castoff waste. That is several orders worse than anything the Well did in this game, in my opinion.
Almost none of the characters I have in City of Heroes right now started out human for any length of time in their lives, and the ones that do didn't spend their lives before gaining powers in this timeline or on this planet. Force my hand in this and I simply walk away. -
It's surprising to me that there seem to be people who specifically go looking for instances of people being hopeful, happy or at least satisfied with the situation with the express purpose of "tempering expectations." And I don't get that.
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Quote:Really? With mission completion statements likeIt seems to me more like it was made by someone who thought comic books were fun rather than to make fun of them. Even where it is making fun of comics (Foxbat), it's doing so in a similar fashion as when comics make fun of themselves (Ambush Bug, for example).
Quote:Thank you, <Hero>. You've made scores of comic book collectors very grateful today. If they ever left their mom's basement, I'm sure they would want to shake your hand and thank you for themselves.
Quote:Good job, <Hero>. With Steve and Deano safe, legions of overweight, middle-aged, hyper-obsessive, hygienically-challenged comic book fans won't have to wait an extra minute for Steve and Deano's next thrilling issue of "Justice Squadron." -
Quote:My first 50 was Sam Tow, obviously, but my second 50 hero was the Steel Rook, an AR/Dev/Mun Blaster. My third 50 hero was Inna, an Energy/Energy/Force Blaster. I believe either my third or fourth was Grimwall, a Fire/Fire/Flame Blaster. I tried. I really did. It took me five years and inherent Fitness to realise that... This just ain't workin'. I dreaded playing my Blasters more and more, to the point where I just didn't log them in any more, while my other characters felt more and more fun.And my first two level 50 characters were a Defender and a Corruptor, neither of which felt very strong to me particularly in the last 10-12 levels.
After a certain point, I deleted the three above and remade them. The Rook became a Bots/Traps Mastermind, Inna became an Energy/Will Brute and Grimwall a Fire/Fire Scrapper. I additionally deleted Kim, who used to be a level 42 Pistols/Electric/Electric Blaster and remade her as a DB/SR/Body Stalker (and who's now my second-highest Incarnate). Also gone is Morten, an old 42 Ice/Ice/Cold Blaster, who is now a Dark/Dark Stalker. I was in the process of rerolling Valeena, who is still a level 41 Bow/Dev Blaster, but I couldn't figure out what to reroll her as. I was thinking either Katana or DB, but couldn't settle on an AT.
Basically, I did everything I could to make Blasters work, and when I finally realised it ain't gonna', I did enough to burn all the bridges to the point where there ain't no comin' back. -
I'm going to cut out a large portion of your post and not respond to it (my apologies) because I think I found the major crossover point:
Quote:That's not a "melee" set. It's a set of elemental powers usable in melee. At least that's how I'd define it. To me, any set tagged "melee" needs to revolve around physical contact hand-to-hand fighting, else it's not melee. What you're describing isn't so much "melee" as "very short ranged blast/support/control." OK, NOW I see what you're talking about, and now I can actually agree.The point here being that the animations and behavior of the hypothetical "elemental melee" sets would hinge on the "element" in question doing all the "heavy lifting".
Let me see if I have this right - you're talking about, basically, breath powers, static discharge powers, poison powers and so on - things that aren't necessarily physical attacks with one of your limbs, but elemental or energy attacks that may or may not involve physical contact. Because if that's what you're saying, then THAT makes sense. It makes sense to be unique and it makes sense to have its own special set, or at least pool.
I kept thinking you were going to Avatar route and suggesting we should have some kind of "Way of the Fire" form of martial arts that's like regular martial arts but can only be used with fire, whereas what you're suggesting is more a collection of fire-specific attacks that just happen to be very short-ranged and occasionally use directed physical attacks as a carrier medium. That actually works. Put together a set that has one or two fire breath attacks, a couple of fire sword attacks, a few incendiary explosions, one ground ignite, one player-based constantly burning fire aura and a couple of enemy ignites and you have a set that makes sense to be fire and doesn't make sense to be anything else.
And if I also want to "punch and kick with fire," I can take unarmed martial arts attacks and use them with a Fiery Hands combat aura. That works, and I even like it.
To some extent, that kind of is how Champions works. Even elemental sets give you a couple of close-range attacks and I believe at least one melee one, but I'd have to look more specifically. I could still be wrong. Point is, I get what you're saying now. -
The biggest effect this had on me was surprise. I did not see this coming because Paragon Studios did not see it coming. You expect that the development team have at least some idea about how their game is doing, and they spent the whole week prior to that announcement grinning ear to ear and dropping hints of the cool stuff they had planned for us. Oh, and by the way, the game is shutting down. The who of the what now? It simply came out of nowhere.
As for gameplay, I like City of Heres' the best of any MMO save for those "action" ones. City of Heroes has something pretty much no other MMO does, and that's "feedback." You whack someone with a giant sword and you FEEL the force behind it. Between sound effects, visual effects, screen shake and animation speed, there really was a sense of contact in City of Heroes. The same isn't true for any other MMO I'm aware of. I'm not even sure if other MMOs give their critters reel-back animations.
WoW is probably the worst about "feedback." It plays like an RTS - you basically loop a short, spastic animation and numbers show up over your enemy. It doesn't feel like you're fighting, it feels like you're swatting the air while your enemy's health is draining. It's astounding to me why every MMO out there insists on having attack animations that last no more than a quarter second and have to be done while moving. It just looks so bad.
Honestly, I see City of Heroes as very much the only game out there that puts an emphasis on what looks cool to do at the expense of what you CAN do. An that's a major reason why I'm here eight years down the line. -
Probably resume ******** about Inventions and reroll the last of my Blasters, a 42 Archery/Devices.
Then make another thread trying to figure out how to give Samuel Tow, the character, a decent Inventions build so he can deal with Dark Astoria.
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And tell all my old CoH buddies to come back, of course. -
It's all I got
I like champions for letting me have stuff I can't get anywhere else, not even here, but BOY HOWDY am I paying for it in other ways. It's not a bad game, but it's like an endless list of parade of good idea bad idea.
Good idea: Being able to pick gloves boots and accessories for each side separately.
Bad idea: Being unable to COLOUR gloves boots and accessories for each side separately (bug, most likely)
Good idea: Having extensive face and body modification sliders.
Bad idea: Having one face that doesn't change all that much and a basic body frame that's hard to make look humanoid.
Good idea: Having extensive voice acting for signature characters.
Bad idea: Having extensive voice acting for signature characters that's also terrible and intentionally campy.
Good idea: Having a story about a crime syndicate that lost its leader and is being run by his upstart son.
Bad idea: Having a story about a crime syndicate hat dress in all purple and wear giant novelty cowboy hats.
Good idea: Having stories specifically balanced around being done on a team.
Bad idea: Having stories specifically balanced around being done on a team that don't let you know they're team-only until the final mission.
Good idea: Being able to customize the model of summoned entities.
Bad idea: Being unable to customize the COLOUR of summoned entities.
I'm sorry for the bad stand-up routine, but Champions has the potential to be a great game, if only every good idea it had weren't counterbalanced by bugs, terrible execution, stilted gameplay or just a plain bad idea. If you can play a game for its potential of awesomeness, few are as good as Champions given what's happening to City of Heroes. But it's a trying experience. -
Quote:Can't speak for DC, but if you want to try Champions, I'd stock up on toilet paper. The amount of corporate structure ******** you'll have to go through with Perfect World will frustrate you to no end, especially if you have an old Cryptic Account that you want to link to a Perfect World account. Remember - PWE doesn't let you have spaces or capital letters in your account name and it will never let you change that name after you make it, not even how you show up on their forums.Does anyone have pitches for either? Also, sites on where to begin? I have to check my retail boxes, but I imagine that simply downloading the game clients will be the most efficient at this juncture, then waiting out all of the patches for a day...
I'd suggest doing all the account-linking hogwash from the Star Trek site, actually. Champions seems to have fallen by the wayside in favour of Star Trek so that's the site with the better interface that doesn't have scores of broken links.
As for pitches... About the only thing I can really praise Champions for is that's the place to go if you want to make a character with a wide variety of abilities traditional MMOs would never let you have on the same character. Guns and swords, blast and armour and so on. Well, and if you like complexity, because there's a HELL of a lot of complexity to the build system in Champions. And for extra fun, their Wiki is a few months and a MAJOR expansion out-of-date. Basically, go there if you always wanted to make a type of character other games won't let you have.
Oh, and if you hate comic books. Champions feels like it was made by someone who thought comic books were stupid and set out to make fun of them. At least, that's how it reads to me. -
My headache is due to either a cold or some kind of bug, actually. Or possibly something chronic. Point is, it doesn't have to do with the Internet.
Quote:This feels like a worse example simply because he sounds like he should be a Dominator
Quote:Well, kinda/sorta, depends on the damage type you're talking about, in this game as well as what "damage type" means in other games. Cold damage in this game causes slow, which is definitely an effect you can see. I do believe when fire lands it's DoT it leaves a "burning" effect on enemies. So, there's bits and pieces, it's mostly invisible numbers, though, yeah. I hate that this game is so much invisible numbers rolling dice at each other.
That's why I draw a distinction between power mechanics and damage types. Damage type by itself means nothing, it's just the type of damage for the purposes of damage resistance. All the effects you're describing are actual additional power effects, which comes down to power design more so than "numbers."
Basically, I had a Jack Emmert moment. Remember when he said "No more major changes to powers!" a few weeks before ED hit? His defence was... Well, that's not a change to powers, it's a change to enhancements. Nobody believed him but me, probably, and that's the exact same flub I fell to. You said "damage types" and I thought "attribmod" when what you were talking about was the additional power effects that define the esoteric behaviour of powers beyond base attributes common to every power. That's basically were we talked past each other - damage type the technical term is only ever relevant in the context of damage resistance, of which City of Heroes critters have a lot, but Champions critters very rarely have any.
Quote:Not if they actually explore the style in a way that hinges on the element. It's the equivalent of drawing your knife and shooting someone or asking to be able to stab without a blade.
Let's assume, Say, the "electric grappler" has an attack where he pushes himself close to his opponent and channels electricity just with the body contact. No headbutts, no bearhugs, nothing violent at all that could be conceived as "fighting" Just a friendly hug or a pat on the back, and then
BZZZZZZZZT. Dead.
I can't say the same is true of elements and energies. First of all, most people don't really have a very solid grasp of how they work in reality, and the mythbusters have proven this time and time again. You'd THINK an explosion could send a bulldozer 100 feet into the air, but an explosion with enough energy to do that will also shred it into shrapnel. There's no way to say "THAT is how electricity would be used in hand-to-hand combat" simply because you're making it up from the word go. People can shoot electricity from their hands, so anything you come up with is based on fiction. Which isn't bad, but is also very "unspecific" and open to everyone's interpretation.
Your example is very good, actually, in that it depicts our two very different takes on what constitutes "electricity." The way you explain electricity sounds like you're banking on a steady stream of high-energy current, like what you'd get if you stuck a fork in a power socket. It's the cartoony effect where someone gets shocked for 10 seconds straight and you can see his skeleton and his hair goes all spiky. I'm approaching this from pretty much the other direction - that of an electric condenser. This doesn't rely on power flow, but rather on the build-up of a strong charge which, when it reaches critical state, will arc across an insulating medium, cover distance and deliver a large shock all at once. It's basically the difference between Electrical Blast for Blasters (which fizzes, buzzes and crackles) and My Striker electricity (which explodes with a thunderclap and a sudden jolt).
Neither is wrong, strictly speaking, but by creating a concept specific to one, you're more or less locking out the other. For instance, when BABs and Castle made Shield Defence, technical limitations forced them to make a lot of the powers passive and conceptual limitations forced them to make those passives about something OTHER than the shield, so they instead made the shield user very strong and tough. This was quite out of concept for a lot of my shield users, however, since the first one I made was a technologist using a tech shield with a forcefield attached to it. Moreover, Castle designed Shield Defence with a very strong slant towards Greek Phalanx warfare and the concept of a shield wall, hence Phalanx Phighting, Grant Cover and so forth. This, in turn, has been VERY inappropriate for my shield users because it's not something I even thought about when I first heard the idea.
Champions, actually, has this problem to a much bigger extent, as you've seen. Someone sat down and wondered "OK, so how does one use Earth powers?" Someone then came up with the idea that... Well, you cover yourself in rock and hit people with giant fists. Hence, Rock was put in the "brick" general category and is now a a tanking power. All because someone wanted to be very specific in how one used stone differently from fire and wind, but in so doing, he completely sidelined the set's usability as a control tool. You can still do it, but that's not what the set was designed around.
Basically, I'd be leery of designing sets that are too specific, because you tend to narrow the concepts of people who can use them SIGNIFICANTLY unless you create many redundant sets from the same element or energy to offer different fighting styles for the same general idea.
Quote:That's odd, because I find Blasters(and Doms to a lesser extent) to be the most conceptually versatile AT in this game. The limitations they faced where mostly ones of Game balance(powers not being as good or helpful as they needed to be) or Content(Certain powersets don't exist yet but would totally go here someday) This is why I love i24 so much. It solved both of those problems in a big way. *sigh*
Dominators weren't as torturous to play, but they also weren't as entertaining. I HATE playing like a Controller, and it seemed like that was the only path to success as a Dominator. I'd have loved to be able to play all the ATs, it's just that their mechanical design made it impossible for me to enjoy doing so, hence why I stuck to the ATs I enjoyed.
And yeah, I know about the Blaster changes. It doesn't give them armours, it doesn't give them status protection, so it's not enough of a change. It makes it much more fun to play a Blaster if you wanted to play it LIKE a Blaster, but I, unfortunately, don't. I don't want to play carefully and tactically and fret every decision. I like being a powerhouse, hence why I stuck to the fiercely independent ATs. -
I personally thought that giving us real money refunds for time past foreclosure and recent points purchases was the RIGHT thing to do, rather than a reason to be even more angry.
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I'd use different words, but that's where I am. Without the style and narrative of City of Heroes, there really isn't much to draw me in conceptually. I'm not interested in secret conspiracies and secret identities, I'm more after an open-ended world that lets me define my own concepts, and the Secret World basically takes that away from me from the very first moment of creation when it transpires that I got my "powers" by swallowing a magic fly.
Also, that whole "you were a regular before you got powers" angle just doesn't work for me. I'm tired of playing regular people, or those who were regular people once. Give me aliens or demons or robots or something weird like that. -
Quote:Frankly, I'd rather play City of Heroes without some of the Market perks, specifically without Inventions. I like the game considerably more before them, and for a while that even gave me the excuse to argue that they shouldn't be required for content... Until Incarnates, which require a VIP subscription to play, thus guarantee you'll have access to inventions. There goes my excuse...True, but as even the most ardent CoH fan will likely admit, the vanilla game is the weakest part of it - a lot of the old zones are still rather clunky, especially blueside, and basically all of what I'd call the 'modernised' parts of the game - Praetoria, SSAs, the alignment system, IOs and Incarnates - are VIP and/or cash shop only.
As for the Guild Wars model? Eh, if it works, why not? I get to pay less, generally speaking, so why would I refuse? I just have my doubts on how it even works. -
Playing other games isn't the same as losing hope, though. I jumped around a lot before the announcement and paid money in a variety of other online games while remaining subscribed to this one. I continue to play a variety of games even now, though I do what I can to keep up with the forums and any initiatives posted.
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I wonder if Matt Miller and the others can't run the game by themselves if NCsoft sold them the rights? Probably not realistic, but I'd stick with it, new content or not.
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Quote:I, on the other hand, HATED Diablo 2 for its convoluted build system and points system that ensured EVERY character I ever made in that game sucked and was gimped. Diablo 3 may have been brown, badly-written and hugely disappointing... And painful at 60 Euro, we can't forget that... But at least as a GAME, it didn't piss me off as much. It's still gear-driven, but at least I can't gimp myself as easily.On the other hand, I really liked Diablo 2 and was pretty meh on Diablo 3, so maybe I'll give it a shot. If there's a Mac version. (Of course there won't be)
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And I if I want to play as Marvel heroes, I'll play Marvel vs. Campom, thank you very much. Not Marvel vs. Capcom 3, however, as I don't own a console. -
Ugh... OK, fine. But don't hold it against me if I skip parts of your post. I don't have another two hours to devote to a single post, and my headache from yesterday is only getting worse.
Quote:Yes, you said "if you take away everything that's unique" about three times, but that doesn't mean anything. It's generic and aimed at exaggerating, not aimed at explaining, because it hinges on me getting what you feel "everything unique" constitutes. I don't, or at least didn't. And as you'll find, now that I DO, I don't necessarily agree with you on what a power needs in order to be unique.I noticed that, hence the "if you take away everything that's unique about them..." bit. Visuals are strongly tied to mechanics which help express concepts in video games. This is pretty basic stuff. If things don't go flying back, you can't really say they've been "Knocked back" If a character is frozen solid in a block of ice, but it's action doesn't reflect the visual, then that's kind of a problem with both the visuals and the mechanics, and thus the concept suffers. Again, adding pointless visuals to something doesn't make it fit the concept of doing those things because it doesn't change what is done
Quote:It's very important because video games are about doing. Any concept you have is about what your character does. If your character can't do a thing, then they can't do the thing.
I write my characters from scratch in words and ideas long before I get to a game which is supposed to house them, so the game never represents what they do exactly. No game ever could, it's the nature of having very specific ideas. The best a game can ever hope to do is let my characters do the majority of what they're supposed to be able to do in a way at least roughly comparable to how they're supposed to be able to do it. Pretending my characters can do things they really can't do is par for the course for me. So long as they look like I could claim they can do these things, that's enough.
Actually, I have a better example. Ezikiel Bane, my flagship villain, is an "earth" user - Stone/Stone Brute in City of Villains. His powers in continuity, however, are nowhere near that limited. The man is supposed to be able to transmute elements into the various types of crystalline structures he can command basically telekinetically. This would enable him to do more or less everything all the ATs with access to Earth powers can, and more. He has entire buildings shaped out of granite that he has made himself and which he controls like Magneto in the first X-Men movie, he tends to prefer fighting at rage using levitated boulders, rock waves, dust storms, crystal spears, ground eruptions and more, but protects himself with a variety of stone- and crystal-based armours, as well as having immense strength in melee.
I designed Zik as a Mary Sue completely intentionally, because he's the type of overpowered antagonist who doesn't like to get his own hands dirty, but will always play the final boss. No game ever will let me do all the weird **** I've come up for Ezikiel to do (nor get me to spell his name right, I refuse!), so I'm perfectly fine with doing a small subsection of what I think I should if I at least get to look good doing it. And right now, I don't exactly have a world of choice.
Quote:I assumed you didn't misunderstand because I, and others, said it a whole bunch of times, particularly around the "damage type" arguments, which is functionally the same thing, or at least a small part of the same argument.
You make a good point that the actual mechanics of how the powers behave do come into play. Believe me if you want, but this never crossed my mind. I was always looking at this from an RPG perspective of "power does damage, power kills foe." My blindspot for this comes from my extreme disinterest in control and support powers and preference for direct damage - end things rather than dance about the issue. When you look at things from that perspective, you miss the obvious aspect of power behaviour, as I did. Arcana did bring up secondary effects, I just didn't realise what that meant until now.
I just assumed you didn't' care for some odd reason because you didn't seem to express any concern about that idea in any meaningful way.
Quote:You missed the part where I said these are not Mutually exclusive concepts in the midst of your fit, didn't you? Because I totally said that, you where there, I quoted you.
That's what I didn't get, by the way - are you suggesting that different elements should use different styles of hand-to-hand fighting? Are you saying that electricity only makes sense to be used for grappling and fire for quick incendiary attacks? Frankly, I'm still not sure about that. I know you say "these" are not "mutually exclusive" but I'm not convinced we mean the same thing when we say "they" and "mutually exclusive." It comes down to this:
Quote:You can have a "Generic hitting stuff" set and you can visual customization to it, AND you can have multiple unique powersets that explore the differences!
Quote:A couple of them hold interest for me, Powered Armor, Supernatural, and the ability to mix-and match presents some interesting opportunities. It's not completely flawed or completely perfect. We just seem to disagree on what those flaws are.
Why do you think I flipped my **** when I heard about Titan Weapons and realised Xanta (see sig for pic) would finally, after six ******* years, would be getting the weapon she always should have had?
Quote:What is this, some kind of admonishment or threat or something? So weird.
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Also - no hard feelings, and apologies for skipping parts of your post. As long as we can focus on being productive and discussing a topic, I'm happy. Exchanging ideas and concepts is always fulfilling so long as we're not trolling each other. Despite what it may seem like, I really am not interested in putting anyone down or being right. I just want to converse, and it seems like the conversation will flow smoother if we step over the mutual accusations. The post I deleted was full of me being a dick anyway. You're not missing much.
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Other than...
I did, actually, but that went with the rest of the post I dumped. -
The only one I have experience with is Alex Dai, who's the talent behind the pic in my signature. He did AMAZING work for my Xanta, but I'm not sure he's actually taking commissions right now, since he had a baby recently. If you get a chance to work with him, he's a great guy and very patient, even though I always worry he hated me for how damn picky I was with that pic.
The rest, I can't really say. I don't get out enough, it seems -
Actually, you know what? Forget it. I had a huge long post that took me a good two hours to type, but reading your last line just made me realise it's pointless to post it. You're not interested in explaining your side of the argument nor helping me understand. You're only interested in humiliating me and proving me "wrong" over something that's only and solely based in opinion.
You could have saved yourself a ton of typing if, instead of throwing insults in my face, you had simply said that what you feel is different between the various elemental attacks is the mechanics. If you'd stopped to actually comprehend my post instead of rushing to piece-quote it, you might have noticed that I ignored power mechanics and numbers entirely. I simply never considered that that might be relevant to you, because from where I'm sitting, this simply isn't relevant to character concept. But, of course, I can't simply have misunderstood, I must be wilfully obtuse and probably stupid.
I will say this much - I don't want electric grappling. I want grappling, but without the electricity. I want electricity, but without the grappling. I want options separated from each other so that I can pair them up in any combination I want. To me, having a choice from Electric/Dark/Fire/Physical Grappling/Tapping/Grasping/Hand-to-Hand in any combination (which is 16 options, by the way) is far more important than having the only four static pairs that you mentioned. Even if that comes at the expense of the options being mechanically similar, I'd still pick greater cosmetic variety over greater numerical specificity.
If you want a game where the natures of what powers constitute are represented well through power mechanics, don't go to Champions Online. Its power sets encompass far too many ideas for them to be specific to any one of them. If you can't live with repurposing attacks, then pick another game. But all things considered, I don't know how picky you can afford to be.
It's a very simple concept that you're making much more complex than it needs to be tripping over your own feet to insult me. Please, if you can, respond in uninterrupted text, rather than quipping at everything I said off-hand. -
Quote:This is part of what informs my stance, actually - I love City of Heroes the idea, the editor, the story... But I don't like the actual game. I never really have. I don't like RPG combat in general, and it comes down to the fact that City of Heroes is the game that forces me to do the least amount of stuff I don't like. I don't enjoy any of the existing MMOs out there any more because I outright HATE their combat systems, which is where I with Champions - decent editor, disheartening combat.Many of us love City Of Heroes not because we got used to how it plays and works... Rather, we fell in love with it because it plays and works how we enjoy and/or would want a game to be.
Over the years, I've adapted to how City of Heroes plays, but at the same time, the stuff I DO hate has been piling on and on. Inventions, gimmick bosses, death patches, all-talk missions, escorts, simu-clicks and so on. I hate MMO combat, and back in 2004, I fell in love with City of Heroes because it WASN'T like those other MMOs. It was a game which let me play it without trying to "challenge" me or impose a certain type of gameplay on me. I got to play it as I wanted and basically ignore all the stuff I didn't like - and there was much of it.
But year after year I'd hear cries of "CoH is too easy!" "CoH has no depth!" and I'd see those acted on. And with each step, I honestly liked the game a little less. Inventions, for instance, are easily the WORST thing to happen to City of Heroes by FAR, and have been responsible for pretty much the majority of my frustrations with it from I9 till now. Nearly every problem I've had with the actual gameplay that isn't an outright bug, I can trace back to Inventions. We needed "loot," I guess. And when Incarnates came out and it was revealed that I'd have to raid for those, that was pretty much the other BIG thing that turned me into pretty much a troll on the forums for a good year or so. I'm still bitter about it, in fact, but we were FINALLY starting to see Incarnates made available without the annoying busywork when THIS happened.
My problems with other games aren't that they don't play like I want them to. City of Heroes didn't play like I wanted it to. My problem is that other games are far, FAR more adamant about forcing me to play their way, while City of Heroes was all too happy to shrug and go "Do whatever, I don't care." That's what I'll miss the most. -
I don't see how that was even possible at any stage of development. The Secret World is far more restrictive with character origins, their races and their scope. If you're just looking for a non-fantasy MMO, then yes, it will work. But I used City of Heroes as a repository for my more ambitious ideas, and a game which expects me to be human (or at least resemble one) just doesn't work for me.
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Quote:Fair point, and that's something I can work with. Please, just work with me here and let me ask you a few leading questions:The difference between an Electric Melee attack and a Martial Arts attack that has an electric graphic overlay on it is damage types. An actual Electric Melee attack does Energy Damage in addition to (or, depending on the power, instead of) Smashing, a Martial Arts attack does only Smashing, regardless of how many Electric auras I throw on the character's arms and/or legs.
In other words, when I say I want Electric Melee, I mean I want to actually do electric-type damage (whatever the game considers that to be - Energy in CoH, Electric in CO) with my melee attacks, not just have an electric-looking visual on a physical-type (Smashing in CoH, Crushing in CO) attack.
Let's say for the sake of argument that I agree with you that damage type is what defines an attack. How do you know what type of damage you're doing? It may seem like a dumb question, but take a moment to answer it.
The way I see it, there are two ways to know what type of damage you're doing. One is, obviously, to look at your power stats or your combat spam. Granted, that's always a source of information, but it's not a concept-specific source of information. Someone above mentioned how martial artsts can't grapple due to limitations of the game's combat system, and I agree with that complaint wholeheartedly. The truth of the matter is that we can't take the game's numbers and mechanics as direct character traits, in the sense that if you wanted to write a slash fic about the Statesman and Miss Liberty, you wouldn't focus on how much accuracy he had in two-decimal percentage and how many hit points her Dull Pain returned. That's meta-game stuff.
The only other way I can think of to tell what type of damage you're doing - and this one IS concept-specific - is to watch how easy which enemies are to take down. For instance, robots are armoured, thus billets deal less damage to them. If I'm pretending that my gun shoots energy pellets of dimensional force which would normally punch through armour, then having a hard time killing robots but an easy time killing plants ruins my immersion. It simply shows me that my damage is "lethal," because I know what the enemies are resistant to.
But the thing is... Champions enemies are almost never resistant to anything to any degree. They have hit points, some more than others, and when they have damage resistance, it's usually to everything. So what that means is you really can't tell what damage you're doing by sheer experience, at least for the most part.
Obviously, that's not a "solution." If you simply must have electric damage, then I concede that you need a special set of electric attacks or a system that's more versatile than I'm aware exists at the moment. Not MUCH more, but more. That's a problem I can respect and acknowledge.
All I'm saying is that, for those inclined to "make it work," there's at least enough ground for plausible deniability. I tend to care greatly for what my characters do and how they do it, yet still I gave into the temptation to have energy blasts AND melee attacks AND survivability on the same character. It's neither as pretty nor as comfortable in City of Heroes, but at least it exists, which is better than I can get from the gaming world when this game shuts down.
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Just for the record - I'm not dising anyone's characters. I'm just trying to look for ways to make powers work that don't look like they should. -
Too much? No, but the market just doesn't seem to get it. MMOs these days are built to formula. There's stuff you need to have, there are ways the game needs to play, so before you even set down to work on the game, you already have most of it written for you by convention, so all you can do is look for wiggle room in there.
To me, that's the most depressing part about something like Guild Wars 2 - that an ostensibly good game with a creative development team willing to take chances still ends up adhering to MMO dogma pretty much to the letter. -
Quote:Precisely. I don't like people being vilified and demonised for any reason aside from actual crimes. Live and let live. All you're doing by chastising people for their choices and beliefs is to turn them against you, and then it becomes an entrenched "us vs. them" slap-fight in which no-one wins. I'm as guilty as anyone for all too easily and all too willingly choosing to "play the bad guy" when one seems called for, so I can share part of the blame, but please understand that I do when I feel provoked, and the only times I feel provoked is when people skip addressing an argument and address ME personally.I have no issue with the stance, I have an issue with it being presented as a moral imperative by some folks. It isn't. And I don't think anyone is arguing that you shouldn't make up your own mind... because you should.
What is being argued against is the idea that anyone who makes a different choice should be vilified. They should not be.
(To be clear, from what I have seem, Cap, you are not doing any of those things.)
Basically, shred my argument all you want. That's part of the point of having a discussion. Just keep behind the line of PERSONAL remarks, even indirectly made. That's really all my argument ever was - I'd spend money to spite a position I find unfair and aggressive, but I don't claim to know the person behind it. It's simply a cause I want nothing to do with.
I guess the biggest lesson I want to walk away with is to not draw global conclusions on a person's broader worth as a human being based on limited understanding of their actions without even considering the reasoning or thought process behind them. Because then ******** like me will take you up on it, act like what you're describing on purpose and turn it into a flamewar.