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You know... I think I found out what part of the problem is, and as expected, it's that I lacked imagination when I made this guy. Originally, I just tried to approximate a werewolf as close as possible, and those tend to be either very dark brown or, most often, just black. In fact, a Google image search for "werewolf" reveals mostly black and brown werewolfs, at least in the colour pics. Me making mine basically black (and even blacker, as a test) is a large part of why it feels so... Generic.
Just as an experiment, I tried making the guy all white - white fur and white skin. And to my surprise, that actually looked pretty dang cool. He still looks generic, though, because he's just a white werewolf, but he is, nevertheless, the kind of character I'd sit up and take notice of, going "Wait, what was that? I want to see this from up close."
Of course, this comes with its own problems, as white skin isn't actually white, it's orange and a pure white wolf just falls into one more monochrome design, of which I've made MANY recently. I tried adding more chains and medieval pieces to the guy, but I don't think it's working.
So, instead, I think I'll go in another direction for the time being, at least as a test, that being a ripoff of an entirely different character - Final Fantasy VII's Nanaki, known to players as Red XIII, or whatever they chose to name him (my neighbour named him after me when he played). That is to say, instead of a black werewolf, I'll instead look at something in a flamboyant colour - gold or a fiery orange, or possibly even jade green. Just something that stands out.
That's for the body, however. A naked werewolf is still boring even if it's traffic cone orange, so I'm not sure what else to add to change that. I keep thinking about adding technology of some sort, specifically so I can use the absurd Tech Sword. Not sure how to go about this, though, or even if I SHOULD go about it. -
Quote:Here's the thing, though - we keep coming back to HUMAN potential, whereas humans are hardly unique in being super even just sticking to written official lore. Just off the top of my head, Calystix the Shaper has been consistently super for over 14 000 years, possibly longer than even the Circle of Thorns have been consistently super. The Snakes in general and Stheno in particular have been very much super for at least a few centuries, as well.Well if human potential is the strive to evolve, it would make sense that the old Gods would want humans to remain stagnant and focused in their worship of them. It would also make sense that by creating a population of super humans, they could use that admiration of them as replacement of direct worship.
And we can't really argue that they never played a role. The Snakes were prominent in the Isles and worshipped as gods and Calystix has shown up many, many times over the aeons. The Banished Pantheon seem to have been active during the Civil War. And, lest we forget, Nemesis has been terrorising the world for 180 years now, and we can assume he was an active genus at least a few years before that just building up a base of operations to become the world terrorist he is remembered as. I'm not sure if Nemesis doesn't count as human, though, being that that's what he originally was.
Basically, Pandora's Box feels more like a plot device than something we want to integrate inside ongoing stories. -
Quote:You know... I don't actually know what his Origin is. Let me go check.If he is Magic, it would be a curse, or that he was born with the natural ability but was unaware until the day he changed. Immediately isolated from society, he embraces his destiny, never to be Lord, but to play Kingmaker.
*edit*
OK, it seems I made the guy a Science Stalker. Hell if I know why. I can always reroll for a new origin, however. Would also give me the chance to pick a better name. Speaking of which - what might that be?
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More to point - I'll play around with the different werewolf types suggested, but I'm somewhat dubious I'll be able to come up with one that doesn't look... Well, stock. It's this "just a werewolf" look that kills the concept for me as much as anything, and I don't know if adding more mystical stuff to him will really change that. I keep thinking we need to go in a direction that contrasts his werewolf nature, like the aforementioned biker werewolf which I don't think can work. -
Quote:Thing is, if I lose the beast legs and I lose the tail, then there's really no point in keeping this guy a werewolf at all. He's not a werewolf if he doesn't look the part. Of course, that doesn't mean I won't do it, just that if I do do it, I might as well swap to a different concept altogether.Since you have a sword and not claws, you are a man and not a beast. Or at least a half man/half beast. I would lose the beast legs and give him some pants and boots.
On the flip side... A tough guy werewolf in jeans and a leather jacket might not be such a bad idea. Hmm... Pity that head is so butt ugly, and immune to scale sliders, as well. But if I swap the legs AND the head, then I can't even feign werewolf, since the snout is such a big part of the design. The snout, but not necessarily that awful jaw.
Wouldn't that make him even more monstrous, though? More to point, the reason I used that cape with that chain is two-fold. On the one hand, the chain works very well with the cape, making it look like it's the chain that's holding it on, as it looks like it loops right under the collar. On the other hand, the original design was to make a werewolf that looked monstrous on the inside but seemed like he was trying to have some dignity on the outside.Quote:The chains across the chest give the impression of strength and power. The cape hides all that. Lose the cape and replace it with the gladiator shoulderpad. Or maybe a half cape. Or both.
Of course, the original look failed miserably, so I'm not really married to it. I wouldn't want to reuse the Gladiator + Chain combo, however, if for no reason other than because I've already used that on another character. I guess I could go about this another way, like spiked shoulders and a big belt, or maybe even a chest plate... Pity the Roman chest plates are level-locked.
That's not a bad idea, but it comes with one rather serious problem - the actual transformation. I can easily make two costumes - one human and one wolf, to swap between daytime and night time - but wouldn't that technically rob him of his skill in the day when he's human? I know you said master swordsman, but that then implies that the wolf form carries no benefits, which makes it a bit extraneous. Granted, that's basically what a werewolf basically IS, but I'm just trying to think of how to turn that into an in-game workable character. 'Course, my vampire dude doesn't have to worry about sunlight, so maybe I can make the transformation voluntary?Quote:He was once a legendary swordsman, but he was cursed and transformed into a beast, forcing him to live a half life in the shadows. Now he seeks vengeance against the person who cursed him. He will destroy anyone who gets in his way.
Actually, I think the cornerstone problem might be the werewolf shtick itself. Any way I turn it, a werewolf character feels like he should be strong, tough and fast - a "stand and fight" fighter. What I have here is a Stalker. Being a horrible monster and having to hide from people, Incredible Hulk style is not a bad story device, but when it comes to out-and-out combat, wouldn't the werewolf just break cover, flip out and kill stuff? That's kind of along the lines of why I abandoned the dude, as well as why I'm prepared to dump the werewolf aspect entirely.
I mean, I could make him a strong swordsman cursed into a beast, bulk him up a bit and give him tougher attire... But then that just makes me want to make him into a Brute. Crap... That poo-poos on the idea of a biker werewolf, as well. I need something that doesn't feel like it'd be strong enough to tear you limb from limb and would WANT to lie in wait instead of charging across open ground... -
OK, that sounds plausible, and not really all that bad. Well, until you think about it too close - how does a "power drain" make people dumber?
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Quote:Someone (not a developer) once said that Pandora's Box only affected characters ON EARTH and created super powers ON EARTH. If you have characters from outer space, then by all means, write them as having had powers since before Earth even existed.I think the entire issue stems from how our powers came to be. The whole "Pandora's Box", "Well of the Furies" thing begs the question of where do Heroes from outer space get their powers from if they aren't even from Earth? Now we are being reminded more often of the Origin of Powers and also reminded more and more of how we those Alien characters seem not to fit in the over-arching narrative of the game. Sure, Kheldians have a well fleshed out back story, but how many stories arcs about the other five origins must you do before you wonder just were do you really fit in?
Personally, it's an approach I like, if for no reason other than because it adds discontinuity to the Origin of Powers nonsense without actually adding discontinuity to it. Yeah, it's there. Yeah, it sucks. It doesn't have to apply to you.
However, it still begs the question - if people not from Earth are free to have powers and origins not limited by Pandora's Box... Aren't Earthlings are a narrative disadvantage? Why can't Earthlings have gained powers from sources OTHER than Pandora's Box? Why do we need Medichlorians to explain why smart people are smart? Can't aliens have different origins among themselves, like magical aliens, green men from Mars, the Zerg, etc.? -
Quote:Daft Punk, yes. I don't know why I drew such a blank about them, considering I know who they are, I know some of their works and I've even seen interviews with the guys. They're civilians and they get to wear robot helmets, that our own are more than suspiciously close toIf your referring to Daft Punk, I will destroy your homeworld for forgetting their name. DAFT PUNK FOREVER!
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Quote:Since inception, perhaps. But I agree with a previous poster - Alien is fairly specific, and would have been more appropriate in a system with more origins of greater specificity.No one is suggesting that one be brought into the game at this late date. But it would have been appropriate, since we have a very large amount of beings from another planet running around in it. Argue semantics all you like, all you have to do is log into Atlas and at least five things from another planet will cross your path. *shrug*
The original City of Heroes origins included, I believe, an origin that was something like "Magic Artefact" and one that was something like "Wielder of Magic." I would not actually be opposed to such a system, as it would probably be more accurate, if also more restrictive, than the broad, loose definitions we have now. Such a system would also probably have to come with the prospect of dual origins, as well. It seems like it more defines the SOURCE of power, and many characters have multiple. Wasn't Dr. Doom an accomplished sorcerer as well as scientist in some continuities?
I honestly wouldn't criticise a game which had this if it came out today. It's just that this is most often suggested as an appendix to this game, in the form of an extra origin, and it creates more problems than it solves, I dare say.
*edit*
You know what would be simplest? Let us type in our own origin. Alien? Be my guest! Gadget? Why not? Kumquat? Err... Yeah, OK. -
I'll try to make this quick and simple, but first: Why am I not posting this in the costume thread? Because it's a general redesign on an almost fundamental level which includes costume, concept and even general point. That said...
This is Nadir Murumetz:

His name is a combination of the word "nadir" or "lowest point" (to the best of my knowledge) and the last name of Estonian strongman Andrus Murumets. Nadir is a Sword/SR Stalker, and he's a werewolf. That, in a nutshell, is the complete extent of this entire character.
And I hate it. The name may be delightfully weird, but it's not actually good, the costume is interesting, but I took it almost fed-ex off a player I ran across, the concept doesn't exist (he's the only character I have without a bio) and he can't use the wolf tail thanks to the cape. In short, the character sucks. However, I can't delete him, because he's one of only two or three Stalkers that I own, and I REALLY don't want to make those any fewer than they already are.
So, help me salvage my werewolf. Nothing on this character is set in stone, other than his AT and powersets, those being Sword/SR Stalker. I'm open to changing the costume. In fact, I WANT to change the costume to something more interesting than "Aaaw! Puppy!" Ideally, I'd like to retain the werewolf motif, but I can dispense that if I have a better idea.
I'm open to changing the character's concept and backstory, as well. I know I said he didn't have one, but I'd originally penned the story of an Eastern European immigrant mercenary looking for a better life, a Niko Bellic, if he had crooked knees and hideous misshapen teeth... So a lot like Niko Bellic, actually. But any story about anything ever is welcome, as I really need to make sense of this guy.
I'm even open to changing the name. Granted, I won't fork out for a name change, but I can reroll the character if that's what it takes. Again, I can't outright delete him, because I need a Sword/SR Stalker to take up his spot. I do not want to leave this open.
Costume, story, name - anything is up for grabs here. -
My updater can't seem to connect to Test. Will try Live to grab the preload, but I'm not all that excited about it. I can't install the preload, and probably won't be able to for another month, and my chances of seeing early Beta are nil, what with me not being a very good Beta tester.
I can see how this would be an important milestone designating the approaching release, but it's still miles away from actual release and as such isn't all that exciting. -
Yes, actually. Many times before. And the problems always remain the same:
1. Not all characters have secret identities. Not all characters COULD. When your character is a 10-foot-tall giant robot, you're really not going to pass off as a regular human. Or, on the flip side, when your characters hates all of humanity and is set to pretty much destroy everything, he wouldn't go about masquerading as a civilian. The Banished Pantheon cultists certainly never do.
2. You can already do that. Devote one costume slot to civvies, turn on walk and start walking around. A special game mechanic to do pretty much exactly this is not needed.
3. How do you define what "civvies" is? Just pants and jackets? Suppose my dude is a member of... What was that band which wore robot helmets to public appearances? I don't remember... What else? Oh, what if my guy were a member of Slipknot? Didn't Prince walk around with a long cape for a while?
Considering none of the Freedom Phalanx actually have secret identities, I don't think this is something that deserves an entire subsystem devoted to it. -
Quote:Venture would disagree with you, as he has done in the past. Myself, I tried to entertain the notion once, but realised that ghosts are, at their core, an unnatural occurrence. The souls of the dead normally pass on into the afterlife, so for a soul to remain behind, SOMETHING unnatural has to happen.A ghost would be of natural origin. Doubly so if their death was the result of 'natural causes'

Granted, that's using the more common definition (read: the Casper definition) of ghosts as souls with unfinished business. You could probably spin that around to make a ghost Natural if you asserted that a soul can linger behind by sheer force of will - in other words, choice - much like Ghost Widow did.
The origins system is flexible enough to allow this. -
Quote:Everywhere else? Such as? What, throwing knives? Are we assuming aliens have to use future tech, mind control and space ships? A large percentage of my own aliens come from vastly UNDERDEVELOPED worlds of no real technology to speak of, bring powers with them that they were basically born with. One specific alien, in fact, comes from an alternate Earth where the world is hideously inhospitable and humans simply evolved to be big, tough and unkillable. Her PRIMARY POWER is an axe. How much stranger is it to have a throwing knife?And that is where the "Natural Alien" idea stops. Everywhere else in-game assumes a Natural Human Origin. Even in that very same description, your natural alien gets a throwing knife...go figure.
What else? Enhancements? The ones named after training disciplines and techniques? Why, are aliens precluded from knowing martial arts, being disciplined or training? Why does everyone always assume that just because a character is alien and born with certain powers, that this character has never had to train, persevere or practice to perfection? If we can assume that a person can train his body to gain greater physical strength, higher endurance and stronger bones, then why can a person who already has the ability to shoot energy out of his hands not train to shoot more energy out of his hands faster and with greater precision without exhausting himself? You don't need to be human to train.
What else? The origin of powers arcs? Both of the characters who talk about the Natural origin are natural humans, so obviously they'll speak about their own experiences. But the origin of powers contacts are provably wrong, and not just because I don't like what they're saying. They contradict each other on numerous occasions. Suppose that instead of Manticore, Percy Winkley sent us to speak with Sunstorm? Think he'd have told the same story? Probably not, but Sunstorm is just as qualified to speak about Natural characters as anyone, being that he's a Peacebringer of the Natural origin.
What, then? Where does the game assume that a Natural character is human, exactly? More specifically, where does the game assume a Natural character cannot be anything BUT human? -
Quote:You are wrong in your assessment that powers are measured off a human base. That's not subject to opinion, that's a statement of a pretty strong FACT, and a fact which happens to be incorrect. Once again, the Natural origin measures powers by your species, even if that species happens to not be human, as is the case with Kheldians and, indeed, the Rikti. Ever notice how many Natural enhancements the Rikti drop? I honestly don't know WHY they do, but they do.No, Sam, I'm not wrong. You're wrong for claiming it's even possible to be wrong on this topic.
As always, I'm not about to get in the way of anyone defining any character as any origin that they have an argument for. What gets my nether goat, however, is when people start weaving theories about why the way I define origins and the characters who fit them is not right and the game should be altered to exclude it.
Almost all of my aliens right now are Natural, one being described as having her powers by right of birth. You suggest an Alien origin which would then become the de-facto "right" origin for that character and... Then what? Toss me an origin respec so I can change the origin of my level 50 Blaster? Into something I don't actually like?
I grant everyone's right to not be "wrong" on matters of origin as long as those matters remain within the current system of origins as they exist in the game without redefining other people's concepts for them. You cross that line when you suggest how other people's concepts - by virtue of being aliens - should be defined. It may not have been your intention, it may not have been your point, you may have tried to argue around it, but at the end of the day, that's presciently what you're suggesting: We are wrong to define our aliens as Natural because that's not what Natural should be and our aliens should go in another origin altogether.
In fact, you accuse me of arguing against game setting by claiming what's said in the game isn't true because I don't like it, yet you argue against game setting far more than I do by dismissing the system of origins as they are defined and described and suggesting your own, instead. And you flip this around to make me out to be the one bringing in extraneous arguments? Come on, dude! -
I thought I talked about the difference between stealth radius and the Hidden status in the original post, but I probably should have made it more prominent. That said, others have already recovered the difference very well.
Quote:Playing a few, and looking to play more. I want to expand my horizons as much as I can, and Stalkers are a prime target, being capable soloists, pretty strong when used right and without any staggeringly crippling weaknesses that I could determine. I want this for myself, yesYou been playing Stalkers lately, Sam? Or maybe just teaming with a few

I can go for that. My intention was never to make Stalkers permanently and always completely invisible, and upon reflection, that would be a bad idea to suggest. I just wanted them to not be MORE visible than non-stealth-based ATs in a scrap. My biggest problem is that Stalkers pop up like a sore thumb once they do... Pretty much anything, and pop up in a much more visible way than Brutes, Scrappers and Tankers do. In fact, Stalkers have no tools in their arsenal to REMAIN stealthy like other ATs do, and they really should.Quote:Back to the OP's suggestion, no, Hide *should* suppress. It's too good not to. However, if a *portion* of Hide suppressed while the rest remained, I can see that being more fair.
Having "most" of their invisibility suppress is a good way to go about it. Even if their Hide drops down to 35 feet of stealth radius when exposed, that would still be better than nothing. It would allow them to ply their trade QUIETLY like they should, and it should give Stalkers on teams just a smidgen more freedom of movement.
SOME USEFUL INFO:
I keep hearing how unsuppressing stealth would make Stalkers only ever aggro one target. This is not true. Most spawns in the game have some degree of chain aggro. If you attack one enemy in a spawn, the others will likely notice. If you kill one enemy in a spawn, the others will almost always notice. This puts aggro on the Stalker, and thereafter makes stealth meaningless against the enemies in question. Stealth does not guarantee fighting fewer enemies in a spawn. It guarantees fighting fewer spawns at once, which Stalkers really ought to be good at.
Personally, I feel Hide in general should have a "No Fade or Pulse" option like Cloak of Darkness. It's not described as outright invisibility, after all (not for things like Super Reflexes and Regeneration) but more just hiding, so it's not out of place to ask for your character to not turn into a ghost, but just, you know, hide. It would solve one of my chief aesthetic problems with Stalkers, that being that no Stalker I ever make will look very cool for the majority of the time thanks to the constantly-running Hide. Giving us an option can't hurt.Quote:If we're going to be making unsuppressed stealth in Hide, I'd like it if the translucence still suppressed like it does now (so I can still see my character in combat) as well as suppressing the translucence of EC so I can see my EA brute mid combat. This suggestion is purely cosmetic and has no affect on balance but it'd be nice to have the chance to see characters through their unsuppressing stealth. Not sure about Cloak of Darkness (as I only have a DA stalker currently) but redtomax says that power doesn't grant translucency so not sure...
And, yes, very much add such an option for Energy Cloak. I don't understand why that was left out when Cloak of Darkness was given its No Fade or Pulse option. -
Quote:You are wrong. The wording of the descriptions may be like this, but the wording of the descriptions is older than the game itself, and has been proven to be inaccurate when Natural was extended to read:I think it's blindingly obvious what would go in there: beings who aren't from Earth. Everything in CoH is centered around how powerful characters are relative to a human norm. After all, the term is "meta-human". Yes, it's technically valid to say an alien mutant should be classified as mutant origin*. But honestly, how often does that come up in the genre? Unless it's particularly relevant to a plot, a mutant alien is, most likely just classified as an alien. (Plenty of aliens have unusual powers for their species that a pretty much never explained at all.) In contrast, Marvel's "mutants", just one clear exemplar of the mutant origin, are clearly mutant humans.

They are called "something-human" because it's the only non-stupid thing to call them, and because the phrasing was written into the game before someone woke up and realised how limiting this was. It could have been Jack, because his was the statement that Superman would be of the Natural origin here, and he's not human. Not to mention that the description of the Natural origin itself says "or perhaps you are not human at all." The world of City of Heroes is far too densely populated with aliens, extra-dimensional travellers and extra-planar creatures to divide characters into human and non-human.
"Alien" is not a legitimate origin, because the origin describes where the character's POWER originates, not where the character himself comes from. A person in power armour is of the Technology origin not because he IS technology, but because he USES technology. His powers are what is technology, not the person himself. To say a character should be of an "Alien" origin just because he's not from Earth is unintuitive, especially when that "alien" may be not too dissimilar from humans and instead use human technology. Or, hell, even magic. What, Earth is the only place magic exists?
You just quoted the single biggest piece of garbage in the entire game, Guy. This is by leaps and bounds the worst story this entire game has ever seen, and I'm counting the retcon to make Ubelmann's story about someone's grandma. I'm counting "The Statesman's head is so big that two of them can't exist in the same dimension." angle. I'm counting being sent to appear at a sci-fi convention in an abandoned warehouse in Crey's Folly. The Origin of Powers takes the cake, hands down. And it's quite obvious someone up top agrees, because we have never gotten an expansion on this storyline ever since, and it's been long enough. How much do you want to bet that, come Incarnates, they'll be explained as something OTHER than another origin?Quote:* Edit: Actually, it dawns on me that the game's definition of the Mutant Origin, as given in the Origin of Power missions, is defined in a rather (Primal) Earth-specific (and thus, probably human-centric) way. In specific, we're told that the Mutant Origin was undocumented before the first atomic weapons were used on Primal Earth.
More importantly, the contacts themselves are full of hot air, and they are written to be. Sister psyche babbles about there being no mutants since before the splitting of the atom... And then admits there actually were. Only they weren't mutants, they were psions or whatever that was. So what about all the mutants since before that that weren't psychic?
Furthermore, Virgil Tarikoss will tell you that humans "invented" magic and taught it to the gods while War Witch will tell you that the gods "invented" magic and taught it to humans. Positron will make an *** of himself by spinning theories of how we are all tied by an ethereal power of technology that people tap into when they invent things, pretty much taking a huge dump on what could otherwise have been pretty cool concepts, and Leon Brass eats people like me for breakfast, I assume saving people like himself for lunch and dinner.
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Origins are intentionally left vague so as to be subject to interpretation, bound only by what they CAN mean, and never by what they CAN'T mean. -
Thing is, that's kind of what we were all asking for when the changes were being made way back when, but we were told that air knockback now took exactly as long as ground knockback and we should just deal with it. And now the change (provided it's intentional) is in without so much as a mention or a patch note? This fixes a longstanding problem.
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Quote:This is pretty much the death knell of any story which wants to be taken seriously ever again. Once you start ascribing mystical cosmic origins to simple things like "I had an idea of how to make better lasers!" you pretty much kneecap your entire story, because nothing is ever again interesting. It's all the consequence of some larger force at work. Yes, that's pretty much what the Origin of Powers storyline suggests, but there is a reason why it's so often considered fan discontinuity: because it sucks more *** than those vacuum toilets they have on the space shuttle. It's a horrible plot device that not only hamstrings every person who ever wrote a character in City of Heroes, but it introduces Midichlorians to a universe which REALLY didn't need them. Not like there's a fictional universe which ever did.In the case of CoH "Primal" Earth, it appears that all humans have the latent ability to tap into this force, but require some special focus or ritual to "wake up" their access to power. (Speculative: It is at least possible that this is the result of all modern humans having at least some genetic heritage from the original gods and / or archmagi). There are references to early gods of considerable power, and the discovery by humans of "magic" (a far more potent force than what is referred to as such today) is probably the first systematic way of humans tapping into the force. For whatever reason, the thing that is special about Earth is that the dispersal of it tends to be cyclical; in most other cases, once a being / group gets hold of the power, they're set for eternity.
Tapping into cosmic powers as an origin is fine. As ONE origin out of many. Sometimes you do indeed stumble upon great power and capitalise on it. Sometimes, however, you're just that awesome that you don't NEED a cosmic mcguffin to give you your powers. You may be born a badass, you may be a really smart guy who makes cool machines, or you may have mutated by chance, or a whole host of other things that DON'T include a single origin for all "supers" in existence.
It's not a bad idea, mind you, for a single standalone story, or as one optional path among others. But once you root that as the cornerstone of every character ever made by developer or player, you castrate the story in pretty much the worse way it can be castrated short of crippling gameplay changes. -
As the premature grumpy old man that I am, I have an extreme dislike of small children, to the point where my mother is one step away from punching me if I don't smile at my newphew's "silliness." I've given up trying to speak with my brother or his wife without it essentially becoming an exercise of watching his son... Be.
That said, I'm only 26, so I'm not yet grumpy enough to be yelling for you guys to get off my forums, so carry on. -
I've been here for a long time. The reasons why I'm here are many and varied, but instead of writing a multi-page essay to explain them, I'll make a bulleted list.
*It's cheap. It may cost as much as a AAA title every three months, but I have yet to see a AAA title which could hold me for three weeks, let alone three months, and of those I've seen, like, three.
*It's creatively stimulating. I've written more fiction as a result of inspiration from this game than I've had dreams in 26 years. The game, as it is designed, stimulates one's imagination by not just giving freedom, but also by encouraging it.
*It's customizable. Almost every other game I play, I'm given a choice from a few developer-made characters. They may be loosely designed, such as "fighter" or "engineer" or such, but they're still other people's. Here, I can make my own characters with my own look, with my own stories and then eventually run away with them in my own world.
*It's fun. "The competition" got as far as mimicking the look, but not the feel of City of Heroes. It's a damn fun game that I can take pleasure in even when I'm completely burned out, because it's a system that's much easier to keep track of than practically any other. The fights are fun, I get to take on hordes of enemies and beat them all up with style.
*It looks good. For a ten-year-old engine (the first working trailer I saw was 2001), City of Heroes looks pretty damn good. It looks even better because my designs for characters are quite obviously superior to everybody else's, and here I get to look at my own designs all the time.
*Its community is not full of ******** like so many others. We all have our bad days and our bad scrapes, but at the end of the day, this is one of the few general communities I've seen where you don't have to watch your back the entire time.
*It's not exactly like every other MMO ever made since 1999 but with a different skin, unlike every other MMO ever made since 1999. That alone is worth the price of admission. -
OK, since you asked. But I don't really have anything very interesting to share. I do have Artegor, my eccentric vampire-like guy for whom I got a few of the new auras, but that's about it.

Artegor's basic look. I was going for the Renaissance aristocrat look. It's something that would seem incredibly... Eccentric to a contemporary person, but a large part of his powers revolve around illusions, allowing him to walk unseen even though he isn't actually invisible.

Artegor in action, in a state that people are not supposed to see him in. If you remember the story I wrote about him a while back, Rularuu's Fang stands in for his demonic blade familiar. Much of the rest of his "blood aura" is actually a red dark aura. The eyes are a red Toxic Gas aura, and there's also a full-body Toxic Gas aura that you can't see over all the other auras. I like to think he looks scary.

Artegor's bat form. Not much to say about this, other than that this is as close as I could come to a bat. The red eyes are a red Alpha aura, so not really new to the pack, and the wings are black and red to mimic the cape and imply that it changed into wings. I tend to use this form when I travel.

Artegor's mist form. This is not very much more than all the Dark Aura auras with Cloak of Darkness not set to No Fade or Pulse. There is, however, an overall red Thunderhead aura all over the body because it really does look like a cloud, and that's what the eyes are from, as well - Body + Eyes. I'm in the process of reworking this costume to not be based off his frilly clothes, but to actually transform him into a blank red silhouette so that the transformation is instant.
I intend to give him a werewolf form later on when I get another slot in about a level, and then even later give him something of a demon form, just for kicks. -
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As far as Jack goes, I never doubted his strengths in what he did well. It's just that what he did well was not run and manage an ongoing MMO. As I understood it, Rick Dakan was a very good writer, artist and probably visionary, but a very bad project manager, and so while his ideas were grand, nothing was actually getting accomplished. Ideas, as I've found out the hard way, are cheap. It's actual, working implemented products that are the real treasure, and it doesn't seem like Rick was getting anything produced.
Jack's strengths, it seems, lie in getting things shaped up and out the door. Jack's weaknesses lie in not knowing what to do with that thing once it is, in fact, out the door. He spent, what, a year floundering around trying to figure out what his "vision" for the game was when it was already pretty much set in stone and when players already had their own visions of what the game should be. I don't know how well Jack worked with his team, but I know he utterly sucked at working with players, sticking to his own vision and designing his own game, expectations and requests be damned.
Yes, the City of Heroes they launched was immediately perverted by us, the unruly fanbase, into something completely not at all like what they'd originally intended the game to be. From everything I've seen and read, they never intended the game to be at all soloable for pretty much anyone (remember the bosses debates?), just as an example. But rather the building on what the game actually WAS and improving that experience, Jack kept trying to kick the game back to... I don't know what, to be honest. Some mid-point between what he originally wanted and what he later changed his mind to wanting. But that was far, far sideways of what the game actually was and what players actually wanted that his eventual decision seems to have been "Fine, have it your way. I'll go make what I had in mind in another game, instead."
We've seen a lot of people come and go since then, and while all have been badmouthed in their turn, I feel the current development team is far more in tune with how the game works and what they can and should do with it than Jack ever was. -
Looks like I didn't even have to bait people this time.
The whole "Natural hero" debate always comes down to two points that I think a lot of people... I dunno... Either don't see or choose to ignore out of dislike.
1. Natural does not mean Natural HUMAN, and the classing of Peacebringers as Natural characters pretty much makes that provable fact. As such, what the origin can be extended to include is almost boundless, limited only by RP spin. Demons, robots, ghosts, aliens, even things like zombies and skeletons can be drawn up as Natural with the right amount and kind of spin.
2. City of Heroes is not a good environment for Natural Human characters. I won't go as far as to say they don't belong (even if that's how I feel), but the context of the game really doesn't do a good job to support it. In a game that revolves around and is defined by combat, a character becomes a sum total of his powers and abilities in combat. There is no "I will talk my way out of this fight" option. There is no "I will lure him into a trap, jump on his back and pull out his fuse box" option. There is no "I will get the army to help" option. Almost every climactic battle comes down to your character punching or shooting the enemy until one of you falls down. And when the enemy can be a tower-block-sized giant robot, eyebrows begin getting raised.
What the above two points assert is that what Natural "means" in City of Heroes is widely open to interpretation, and Paragon Studios have been doing a good job of exploring many of those possible meanings. They gave us casual clothes, they gave us ninja attire, our Natural SOs are named after training and gadgets, they gave us a Natural Alien AT, and now they're giving us Natural nature. Disappointment in that particular interpretation of "Natural" not being what a particular player was looking for is understandable, but complaints that this is the "wrong" kind of Natural thematic are unfounded.

