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Quote:I very much agree with the Zombie. Power pools and Epic pools (at the VERY LEAST) are quintessential to power customization. I can understand why they wouldn't want to handle the whole package all in one issue, but to put it off for two now, and likely more is... Unsatisfying. Every Blaster I have ever made - and I've made quite a few with no less than three at 50 - requires Epic pool customization. Without a fail. That's because every Blaster I've made has taken a pool which matches his or her powersets. So I have Fire/Fire/Pyre, Energy/Energy/Fore, Ice/Ice/Cold and so forth. I don't want green fire with green fire with orange fire. It doesn't work.Until Pool Powers are customizable, what has been done is a unfinished job. And if there was a definite timetable, I could be patient. But because it's unfinished with no definite plan to be finished... sorry to say it... it's just unprofessional.
So far, my solution has been to just not customize these characters' powers, but you know what? "Just don't use it" is not a solution to the problem of "that don' work right." It's not a question of preference in that I don't like how it customizes. It DOESN'T customize, and if I can't keep all powers consistent when custom, I'll keep them consistent when not. Which makes the system inapplicable in far too many instances.
I will give power customization a 10 out of 10. This is the game's single most powerful feature and the one thing we have that NO other MMO out there has anything even remotely of the sort, including Champions Online. I want this more than end game content, more than more missions, more zones and even more than more costumes. This has to happen.
Now, I will give them the benefit of a doubt. They ARE working on power customization. It may not be for pools and epics, but they're working on it. We're getting a bunch of new animations for Blast sets, right? That ought to let me customize a few of my "default-power" Blasters. So they're doing SOMETHING, and I can respect that. Even if it's not necessarily for pools, I will be satisfied with that power customization. For now. Eventually we'll have to get it, but if we get other kinds of power customization (as long as it's not a token nod), then I can wait rather a bit more.
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On the notion of Epic AT customization... Well, I would definitely want to see customization for Soldiers of Arachnos, because a lot of their powers are doubles of existing player powers, Psi especially. Let them customize their stuff. They already wear non-standard pink uniforms. And if we let Soldiers of Arachnos have some degree of customization, it only makes sense to allow Kheldians some degree, as well. How much, I don't know. And for that matter, I don't care. The AT just doesn't work for me, and from the looks of it never will.
So I give this 10 out of 10. -
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Anything that does a lot of damage in one go, like Head Splitter or Sniper Rifle. Nothing is quite as satisfying is dealing several thousand damage in a single hit.
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Quote:All henchmen are pushable for all players, it's just that henchmen you don't own yourself push much more slowly. Robotics were, in fact, pushable even before the current personal-henchman-push mechanic we have for Masterminds right now. Pets aren't pushable if there's nowhere to push them to, such as if they're up against a wall or against a player (and players are not pushable... almost), which may come into play on a choke point or a door. However, keep running into them, and they will slowly move out of the way.* Sorry Sam, you're wrong here. Pets are not pushable by anyone. Certainly Demoos and Bots aren't anyway. I'm speaking from personal experience from 2 nights ago where some Demoos in a doorway meant I couldn't get in myself, no matter what. (maybe it was a case of too much for me to be able to push, but it's still not working as a solution)
That said, I have no problem with simply disabling clipping for all henchmen for all players, to include pets from non-Mastermind powersets.
I should also point out that there's a difference between how a Mastermind "pushes" his own henchmen and how another player can push them. A Mastermind simply has no clipping restrictions against his own Henchmen, and will displace them in the same way civilians displace us - the Mastermind is allowed to walk inside the henchmen's bounding boxes and the server will move them aside to resolve the conflict. Players pushing another Mastermind's Henchmen, however, need to push them much more literally. I don't believe invasion of personal space is involved. -
Quote:I bring it up because you combine two of my most hated game mechanics - escort missions and NPC helpers. Actually, what you describe is even worse, reminiscent of horrible missions I've yelled at in RTS games, where a convoy I'm supposed to guard will move on its own, requiring me to keep up, setting my pace for me. HATE!!! In general, every time I lose a game for something other than me dying, I start to grumble. When I lose a game because an NPC died, I tend to ragequit. That's one reason I LOVED Half-Life 2 - your allies are almost indestructible and they're always very smart.... I'm not sure why this is being brought up then. You're not dealing with a "Lady Jane's Suicidal Tendancies" here - you've got a sub going from point A to point B, which you're either sending the critters you control against or you're using them to fend off attacks. There's also not a lot to hide behind - remember, we're talking about a sub in reasonably open water - and I do imagine this either being an "ambush wave" of attackers/defenders or just hitting points. It would be hard to aggro more.
Again - anything that comes down to me having to escort an NPC with other NPCs as help is just going to be frustrating. If you HAVE to have combat underwater, I would very much like to make it player vs. enemies with no "allies" to get in the way. -
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When I say "new" technology, I mean in the sense of practical application in the field of game design. I don't know what the reason is that this hasn't been used in games before despite demonstrably having existed for many years, but I interpret that fact to mean that there is A reason. As such, I'd like to see the technology implemented by another retail game first, I'd like to see how it works there, I'd like to see what kind of a performance hit it makes and I want to see how much it actually improves the experience.
After all, volumetric lights have existed as a concept in computer graphics for over ten years, probably much more. However, they were far too processor-intensive to use in real-time 3D, and were therefore restricted to 3D modelling programmes like Max. I'm not sure if they've entered actual gaming these days, but even if they have, they have not been a new technology for a long time, and yet nevertheless were inapplicable in games just the same.
Basically, I want to see the Unreal engine or the Source engine or something use them first. -
Quote:Precisely. What a term means is often less important than how the use of a term is meant, and that particular one has become an insult. Most people who ascribe to that will simply know better than to use it, which only leaves people seeking to offend.If someone calls you a furry, it's clearly meant to be just as derogatory as a certain word for homosexual people that begins with an F (or D), a certain word for black people that begins with an N, etcetera...
If you consider calling people names like that as anything less than abuse... that's all that needs to be said indeed. -
As far as SR within existing ATs goes, I'd rather that weren't messed with cardinally. Power order reshuffling I can see, but I don't really want the set to become any less about defence by virtue of added resistances or what have you. At most I can see the scaling resistances altered.
I'm not a fan of putting both ranged and AoE defence in the same power and turning Evasion into "something else. I've always considered that to be a compromise Ninjutsu had to undergo to accommodate its other powers. Not really sure what else to say. -
Quote:Well... There really isn't anything I can say about this other than "OK." It can't do much harm since I can simply not use it, so really, I can't argue against it. It's just really hard to argue FOR it, as you've explained yourself. Schmuck bait aside, it's harmless, just... Unlikely.I simply believe that an optional Disad system would be appropriate here because it fits the comic book theme of this game. I never said it would be easy to do or even accepted by the majority of the players. But then again can you honestly name a QoL improvement to this game that absolutely EVERYONE thought was a good idea?

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I could see one of the Incarnate powers doing that. I'd make sense. Beyond that, the suggestion to move the levels down earlier is one I'd give my support to. It will help a lot right around where the game starts getting nasty.
Inspirations are nowhere near as "common" as people suggest, to the point where I don't know what you guys are doing. On some occasions, I'll end a fight with an empty inspiration tray, either winning by the skin of my teeth or plain ending up losing. I will then have to run an entire mission before my tray fills back up with the things I want to keep in it, and that's without really using inspirations much and, yes, with inspiration combining.
On a certain character, I'll need a lot of, say, greens. My damage is good, I keep hitting well, my endurance is well managed, but I just get hurt a lot. Once I start supplementing that with greens, I WILL RUN OUT no more than a handful of fights thereafter. I might get a green or two in that time when I'm lucky and so manage, but most of the time I'll either get nothing, or I'll get all different stuff and be unable to combine.
More inspiration slots will help, but I'd settle for moving the full set up earlier, and I recognise that another row would be a VERY strong advantage. -
No. Pets are pushable by all people. End of line. Not only is it absurd from a visual standpoint, including Robotics and Demon Summoning, it really isn't necessary. Not only that, but I'm pretty sure you couldn't alter critter collision boxes in real time, anyway.
Now, if I could shrink my Giant Domesticated Rikti Monkey... I might consider it. -
Quote:This is the kind of crap that pisses me off more than any change ever made to the game. When people act like self-righteous jerks just because someone complained, it ruins my experience for me without even having to log into the game.That way, you don't have to complain and the rest of us can enjoy the game without you. Win-win!
Telling people to leave the game IS A BAD THING. Never, ever resort to this unless the player absolutely, positively just wants something completely different from what the game actually is. And while I typically disagree with Johnny, what he wants and what he has wanted for the past how many years is very much in line with what the game already offers - the ability to log in a hero and beat up cool bad guys. Far as I'm concerned, that's what the game is about, and the more that stands in the way of doing that, the more unnecessarily cumbersome the game becomes.
The notion that Praetorians are designed to be stronger or that they're designed to require Incarnate level power is a joke, and a bad joke at they. They are not and have not been. What Praetorians have is numbers, organisation and preparation. They do not have some kind of hidden raw power that we need to be demigods to stop. They simply have a tactical advantage.
Listen to Mender Silos - an invasion will occur and Earth will be unable to defend itself because of extenuating circumstances. Removing the circumstances and releasing Primal Earth's full, concentrated power would thwart the invasion, and thus this is the ultimate goal. The invasion itself is not "unstoppable" in any way. It is very much stoppable, we're just caught with our pants down. The reason we need Incarnate level powers is because we're fighting at an extreme disadvantage, not because we're fighting against superior foes. In fact, Maria Jenkins' arc demonstrates that while the foes are strong, they are by far not superior, not by a long shot. We can beat them as long as we focus on doing that and aren't distracted by infighting, other invasions or whatever else the Coming Storm entails.
The game does not need cheating enemies as regular spawns. The odd super-incarnate like Recluse, Statesman, Tyrant or Reichsman or Imperious or... How many Jack Emmert clones do we have here? Anyway, for them, I can see that as an exception. Even though they still scale down to EB levels when solo. But for regular spawns? There's no need to be fighting spawns of all bosses (I'm aware of the Hydra trial) or spawns with EBs in all of them or on and on and on. Not in regular content, and Praetorians - high-level ones included - do show up in regular content, like Maria's and Tina's arcs.
The threat from Praetorian Earth, as exemplified with the I19 TFs, should come from superior numbers, surprise tactics or other subterfuge, NOT from us being wimps and them being juggernauts. The game's currently-existing plotline does not substantiate this in any way. Yes, Praetorian Earth's forces are nasty. But they are not boogymen, nor should they be. -
Selling your stock is indeed a class act. I approve. Smashing your game box, however, is just petty.
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Quote:It's an orangish, brownish tinge, the kind of marker I'd have used for, yes, flesh when I was a kid (incidentally, the colour I never had). It doesn't just mesh poorly with light colours liike white and other low-saturation colours. It also doesn't mesh very well with the darker, more vidvid colours. You can't really see it with just Tights with Skin, but the moment you mix this together with pure Tights, you get tangible seam lines between the slightly different shades.I thought it was a "flesh" colored tone. Which really messes with pure white skinned flesh tones and any of the lighter colors on tights with skin for females.
That's not really an NPC conversion topic, but one more for the general All Things Art thread, or possibly even a separate suggestion. But I still maintain what I've held to be true for years - skin and face colours need to be redone to be greyscale. Even if they keep their current colour selection, making them greyscale would make the colours much more true to what we pick and much more controllable, to boot. -
That's what I'll do on the other PC (once it's done formatting 900GB worth of hard drive space that the god damn thing has been at for an hour and a half!) but I don't have CoH on this laptop. It was on the other hard drive, which is now in a plastic bag on my bed. I seem to have lost the access information for my router and I wouldn't know how to set up a decent file sharing system between the two computers anyway, so I'm setting it to redownload. That, along with Steam.
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Quote:There's a brown tinge to all the textures that doesn't tint very well with all colours. Almost all other textures are saved as greyscale. I'm not sure why this was done, but I suspect it's to avoid naked characters, as absurd as that might sound all things considered.And how's about letting us have characters with actual white skin, not some horrible, murky, off-white-pink-thing sort of colour? It's kind of annoying, the fact the skin tones are so strange because of the semi-yellow underlay or whatever it is that makes them off...
*edit*
As an idle point of fact, I'm pretty sure I could write a small programme to parse through a costume file and check if the skin colour doesn't repeat anywhere in the rest of the file. Standard Code Rant obviously applies as who the hell am I to say this, but I keep thinking that a validity check would be a far superior solution to the problem of nakedness than essentially nuking your own costume creator. -
Quote:Debuffs aside, I prefer to stay away from the forums' notion of "challenge," which just results in enemies I can't fight. Either they're too annoying or they're too strong and I'm not awesome enough, or they come up in weird situations, like that 30 Fir Bolg mission. I am just fine with them not being much of a challenge more than normal bosses.As they are now, I think the War Walkers have been implemented poorly.
They spawn as Bosses and except for their heal dragging out the fight out as long as an EB battle but without the damage or rewards. Flashy attacks aside, they're no more special than any other Boss, just more annoying. I'm sick of the devs definition of 'challenge' being a 'a big sack of HP with regen' or 'throw a bunch of debuffs at players to nullify the abilities they spent 50 levels acquiring'.
I managed to fight a few of those things on the Maria Jenkins arc. They didn't prove to be too hard or too tedious to kill, though admittedly mine were scaled down into lieutenants, just like all my bosses are. They were fun fights and I would very much like to do more of this without it becoming more complicated. -
Quote:Eh, it's not like many Kheldian powers are so functionally uniqueGraphically unique, yes. It's hard to come up with anything actually *new* that someone's not going to point to and say "That's this one's power, that's that one's power" and so forth. For instance, the Hybrid's melee attacks do Lethal and Toxic damage. Why? Because (a) I don't want to just go with the (later heavily resisted) lethal on its own, and (b) it makes sense - there are enough underwater creatures that have a toxic sting if you come into contact with them that an underwater, bioengineering-capable society would probably choose to incorporate that. Am I "borrowing" powers from Spine/Thorn/VEAT (think it's widows that do that?) Intentionally, no, but someone's going to say that's what it reminds them of.
Peacebringers get Energy Blast, Energy Manipulation, Energy Aura (or Dark Aura if you prefer) and Regen. My thought was that their visuals and audio are unique to them and them alone, which is what makes them novel, at the very least. If you have this in mind, then I have nothing to complain about.
Why not? We get plenty of Global badges through the PlayNC store and just for existing, and Jack said that you could "craft" almost anything through Inventions. I figure you could just log in a character with that badge and have both the AT and the costumes become unlocked for your entire account. Like what we do with 50s.Quote:I'm not sure if it *can* be globally unlocked. If so, then yes, it would be - though if it's tied to a badge, you're not going to have it at character creation. That's also why I suggested a possibility of having it show up as recipes. Not a perfect solution, but a workaround.
Tech aside, though, having that at character creation is my top priority. I have no quarrel with the actual costumes.
I know one thing - I HATE NPC companions that I can't control. HATE them. On a Mastermind, it's tolerable because if the henchmen get unruly, I can just force them to passive and they obey. On missions where I have companions I can't control, I tend to leave them behind or let them get themselves killed, because the time spent waiting for them and the extra danger from absurd aggro just isn't worth it.Quote:And this I disagree with. Masterminds work with binds because those *are* their powers, 24/7, and they also have to keep bodyguard mode in mind. I've run heavies and the like - and for single, one-off missions, "Defend me" and "Attack that" do work fine. No complicated binds are needed (and for non-masterminds, don't work anyway, even with MM-control pets.) They're meant to be short missions, and a way to get people out and "underwater" with a story purpose to them.
And on top of it all, a Mastermind has other powers to use in addition to the henchmen. A lot of the time you can just let them run around and do their thing while you focus on support or, as I often do, focus on cycling your utter crap personal attacks. And that's WITH Mastermind controls. Without them, NPCs just irritate me to no end, doubly so if they're my only output.
I wouldn't be against underwater exploration if the water were safe to travel or, at most, if you gave people harpoons and torpedos or something to replace their lost powers. But I don't want to be running away from enemies, and I don't want to be carting allies around. Those are the two things that kill this for me. -
I'm with Leo on this one. The subject of animal parts seems to be regarded by the development team as fringe at best, so we should be shooting for as broad a selection of parts with as wide an application, rather than for specific parts from specific enemies. I realise different animal heads look different, but in my eyes a lot of them can look "close enough: to have a single shape fit them all. A fox is not a wolf is not shepherd, but the same head can be kind of right for all three with the right tinting and slider values I know I've used the Feline face to make both a rabbit and a panda, just as an example.
That's not to say I don't want to see such a pack. Far from it. I just want to see the pack filled with things as far across the board as possible. Rather than having three types of canine heads, I'd settle for one with the others being feline, bull and pig... Maybe. And that's just a random example.
David has seemed open to this suggestion in the past, so here's hoping. -
Quote:That's pretty much what I meant. I saw this in a tech demo of the Unreal 3 engine (I think) shown shortly after Unreal Tournament 2003 came out (in 2002 O.o), and it showcased just that technique used to make a high-detail brick wall that was, in fact, just a square flat surface. How many years later when the U3 engine actually came out, it didn't seem to actually have that. Which isn't too dissimilar from what the Source engine boasted about having and completely failed to deliver at Half-Life 2 launch.Okay, but see here's the problem. You forgot where he mentioned "Functioning game" As in, game on the market, heck even game in development using these techniques.
I don't know what the technical side of Tesselation involves, but I do know that it feels like too new of a technology to be looking into quite yet. As part of a brand new engine designed for a brand new game, maybe, but when you want to introduce features into an engine that just about rivals that of the original Half-Life, more or less, you need to pick your battles. I'd like to see this in action in a game I can buy and play before I can go ahead and suggest we get it in this one. -
Quote:I say the 5th Column is lacking, because it's like the Council but with less variety. They are an old, deprecated enemy group that needs a facelift. Resources considered, only one can realistically be expected to get said facelift, and I just feel it should be the one which needs it more.I don't think either is lacking I just think they are too similar.
Besides, redesigning the 5th requires less of a storyline justification, considering all the named Columnists are already in the Council. So instead of inventing reasons for them to be back, I say introduce new players and new factions. That way, there's less old content that gets invalidated. -
Quote:That's not actually a Catch 22The 'real' Catch 22: There are some people who might choose to give themselves Disads WITHOUT any expectation of getting strengths in return.


The central problem with what you're suggesting is you're highly unlikely to convince anyone in power (or many people in general) that it's a good thing. You're working with something that most people would look at and as "So I don't get anything for gimping myself? Why would I want to do that, then?" I understand RP concerns... Somewhat well, but at the end of the day this is still a game, and adding what amounts to a sucker trap that you'll get more people picking without realising what they're doing than anything else just isn't very likely to happen.
I tried playing a Kheldian. I swore to never try playing a Kheldian again unless they were vastly improved. Voids were a large part of that. Voids are cheap enemies. They tie your hands behind your back, nullify your powers and then taunt you for being a hard fight. I level up for the powers. I enjoy seeing my character grow stronger. To suddenly have the game just disregard my strengths and essentially cheat me does not motivate me to try harder. It just pisses me off.
What has ruined so many characters for me is a simple recurring problem. I meet a lieutenant, I realise how hard the fight is, and I realise that this lieutenant is harder than most bosses on other characters. I then proceed to parse through my vocabulary of profanities and ragequit out of that character, never to be logged in again. A void encounter is what caused me to do this to my Peacebringer.
A weakness for the sake of having a weakness only ever works if you're forced to take it, or if there's a benefit to taking it. Arcanum used to force you to take one specific strength and one specific weakness. For instance, you could be incredibly handsome but dumb as a rick, to include lacking most dialogue options, or you could be incredibly strong, but allergic to magic, to include making the game unwinnable when you had to equip a magic amulet for part of the main quest. That system worked because having a weakness felt like a legitimate part of the game's balance system. Having a weakness for the sake of having a weakness, however, is an extravagance which would in all likelihood be difficult to realise but would bring almost no practical benefit or - and I mean this - much added value to the game.
In an ideal world then sure. Why not? But I just don't see this realistically. -
Hmm... Chase's response is very interesting to read through. It's much more... I want to say introspective, but let's go with "logical" than what I'd have gone with. Then again, I haven't experienced anything of the sort, nor do I have any idea what it would be like, so it's likely I'm just plain wrong.
My problem stems from my rather severe inability to put myself into a specific story and draw empathy from the hypothetical situation. I used to be able to, but I've developed such a strong habit of NOT identifying with my characters, it's difficult to think otherwise. "Figure it out when it happens" doesn't feel like a legitimate response. I know what specific characters I've made would do, but then I know why I made them like they are. I don't know what I'd do, because putting myself in a fictional story is pretty much the worse offence I can commit as a writer.
I guess, if I were to stick with Sam as the character who comes the closest to me personally, then killing an enemy would not register as much of a big deal at all. It's the sort of thing you try not to do, especially if you know you can avoid it, but it's also the kind of thing you wouldn't think twice about doing if it would make things simpler, easier or more straightforward. In essence, as long as bad guys have no chance to kill you, there's no reason to kill them. Once they become capable of killing you even theoretically, then you kill them right back.
This tends to make for an interesting character to write for. Sam would be the kind of guy who looks creepy on the outside and comes off as cold and impassionate, but who will seem like a harmless enough fellow when you don't go poking and prodding him. Not at all aggressive, not really violent, mostly silent, he'll fight with his bare hands against people with knives and guns and mostly just beat them up. You know - a weird but kind-hearted hero. However, because of what he is (and it's too complex to waste time with), he undergoes a VERY sharp step from "just leave me alone" to "I must act" and it's pretty much a complete about-face. He would go from a docile, safe person to an incredibly dangerous, highly aggressive... Killer, basically, who dismisses all regard for his enemies from that point on. Whatever is his motivation for action is the only thing which matters. Everything else is meat.
That's really the only one I wanted to address, as it's the only one I have any semblance of "self" into. All the others are descriptions of other made-up people's reactions. The others are interesting, but they "depend."
