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I've generally had positive experiences with Support. Back in the old days, I'd have to wait for a response for half an hour to 45 minutes, but hey! I was just glad someone could come help me out
This was at the time people were talking about response times in EQ being measured in months. At the launch of CoV, I got a bugged mission, but CS were so backlogged it took them two days to tell me it would take them some time to get to me
But that's to be expected.
Minor inconveniences aside, however, CS have been great. Maybe I'm an easy mark, but just being able to ask for help and budge someone off his chair to kowtow to my simple problems still makes me feel all warm and fuzzy on the inside. And their responses lately have been quick, to boot, especially on Stuck petitions. I still remember a whole team of tech support guys taking turns to help me enable 3D sound in the game (ironic, considering I16 disabled it
) and even a guy working his *** off to help me figure out why the Microsoft Language Bar was crashing the game, even though he said it wasn't supported.
Now community reps... Those have been a mixed bag. Everyone seems to love Cuppa, and she did help me out once, but I don't think she ever really did much to enforce the forum rules. Ex Libris tried really hard to be "one of the guys," which ironically makes me cool down on people who try too hard, and she handled the Suggestions and Ideas "problem" incredibly poorly, historically banning jranger. But even in ban and exile, the spirit of /jranger lives on. She could have simply, you know, done her job by moderating, locking threads and deleting posts, but no. Let's ban a bunch of people and make things easier! I don't remember who it was that locked one of my Tech forum threads without actually reading anything past the title and then snobbed me when I complained.
On a more positive (and controversial) note, I loved Lighthouse. When he took over from CuppaJo, plenty of people got burned almost instantly, and I dare say people who should have been burned a long time ago had Cuppa actually enforced the rules. He got a bad rap because he was heavy-handed, but I wouldn't say he was ever unfair. Plus, I loved his SuperMod idea. I really liked Mod8, back when he still posted, for the same reason. It seems that almost every time we get a new mod, he or she will take part in the community, disseminating information, addressing issues and handling problems. Then give them a month or two and they pull back and start only ever posting announcements.
Anyway, that's my story, and I'm sticking to it! -
I keep thinking this should be the nuke of the theoretical Pulse Rifle (Mastermind variant) powerset that gets tossed around from time to time.
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Let's see if I can't come up with Henchmen powers. Fingers crossed
By the way, I'll be copying describers from City of Data, so if I put in Superior or Extreme damage, that's in relation to the Henchman's pretty low base damage mod. It's how they're tagged already, so I'm just putting these for comparison.
Drones
Default:
Resistances - This young Drone has a tough shell, making it somewhat resistant to mechanical damage.
RES(Smashing/Lethal)
Claw Strike - A simple slash with the Drone's claw.
Melee, Moderate DMG(Lethal)
Super Leap - Standard Henchman fare.
Development:
Resistances - This adult Drone's shell has finally fused and solidified, making it somewhat resistant to elemental damage.
RES(Fire/Cold)
Claw Barrage - Repeated claw strikes that can cause nasty wounds.
Melee, Moderate DMG(Lethal)
Wings - This adult drone has finally grown its wings and is now able to fly.
Self +FLY
Evolution:
Resistances - This Drone has evolved a crystalline lining on the inside of its shell, making it somewhat resistant to most energy attacks.
Res(Energy/Negative Energy)
Spine Burst - Glands recessed into the Drone's shell are capable of producing protruding bony spines and ejecting them from the creature's body at high speed, causing serious danger and possible poisoning to anyone caught in the hail of spines.
PBAoE, Minor DMG(Lethal), Minor DOT(Toxic)
Dangerous Carcass - Even when dead, an evolved Drone is still dangerous, as anyone who steps on its thorny hide will quickly find out. Those who trod on defeated Drones will find themselves hurt and posioned and their movement impeded.
Patch summoned at death, Minor DMG (Lethal/Toxic), Foe -Run SPD
Sentinels
Default:
Resistances - This creature has evolved to withstand unnatural substances and radiations, making it resistant to elements, energies and toxins. However, it has no meaningful protection from mechanical attacks.
RES(Fire/Cold/Energy/Negative Energy/Toxic)
Acid Spit - Sentinels secrete a very aggressive organic acid which they can spit at long distances with great accuracy, giving their victims horrible, debilitating chemical burns.
Ranged, High DMG(Toxic), Foe -RES(very minor)
Toxin Spit - Sentinels produce a highly potent, very viscous neurotoxin which they spit at long distances with great accuracy. The toxin deals no direct damage, but it has powerful debilitating effects on organic creatures, and its tendency to solidify almost instantly can easily cause machines to seize up temporarily.
Ranged, Foe -RES, Foe -DMG, 20% chance for Mag 2 Hold
Super Leap - Standard henchman fare.
Development:
Resistant Infection - As Sentinels mature, they become carriers of a staggering amount of diseases. A Sentinel is able to essentially "sneeze" disease spores at long distances with great accuracy, infecting its enemy with a highly potent, medication-resistant killer virus. The virus progresses so fast that damage is almost instantaneous.
Ranged, High DMG(Toxic), Foe -REG
Contagious Infection - As Sentinels mature, they become carriers of a staggering amount of diseases. A Sentinel is able to essentially "sneeze" disease spores at long distances with great accuracy, infecting its enemy with a slow-gestating, debilitating and very contagious disease. It infects the original carrier and poisons all other creatures in its vicinity. *see notes*
Target AoE, Foe -TOHIT, Foe -REG
Wings - This adult Sentinel has finally grown its wings and is now able to fly.
Self +FLY
Evolution:
Swarm - Evolved sentinels house smaller insect hives within their bodies, giving them the ability to send these stinging, aggressive insects out to swarm on their enemies. When set at a particular target, the insects will swarm around the location, clumping around anyone who happens to be near.
Target AoE, Moderate DMG(Lethal), Foe -TOHIT(minor) Spawns Patches *see notes*
Parasites - Evolved Sentinels host little parasitic organisms inside their bodies, which they can launch at an enemy, causing the parasite to burrow deep and gestate. Like the Mastermind's own much more potent parasite, these little critters will distract and debilitate their host until either they are fought off, or the host dies, allowing the fully-grown critters to emerge and join the fight... Until their short life spans run out.
Foe -TOHIT, Foe -DEF, Foe -REGEN, Spawns Critters
Guardians - Evolved Sentinels have developed a symbiosis bond with these large flying insects. When a Sentinel is threatened, it will release its Guardians from its body, and they will then proceed to attack anyone in the vicinity, giving them horrible toxic stings.
Summons Guardians
Meltdown - Evolved Sentinels are so overloaded with chemicals, toxins, critters and microbes that they have become more than a little unstable. Whenever a Sentinel dies, it basically explodes in a shower of indescribable sludge. Anyone caught within the spray suffers severe chemical burns and bad infections.
Self Destruct upon death, PBAoE High DMG(Toxic), Foe -DEF
Battle Beetle
Default:
Resistances - This young Beetle has very dense, very hard shell, making it highly resistant to mechanical and chemical damage.
RES(Smashing/Lethal/Toxic)
Claw Snap - The Battle Beetle snaps its claw on an enemy with great force, casing serious damage.
Melee, Minor DMG(Smash)
Claw Swipe - The Battle Beetle swipes an enemy with its claw, swinging with great strength and delivering a serious impact.
Melee, Moderate DMG(Smash), Knockback
Super Leap - Standard henchman fare.
Development:
Resistances - This adult Battle Beetle's shell has fused and solidified and has grown a crystalline lining on the inside, making it highly resistant to elemental and energy damage.
RES(Fire/Cold/Energy/Negative/Energy)
Spine Shot - The Battle Beetle is able to launch heavy spines from the inside of its pincers. These spines embed themselves deep within its enemies, causing horrible wounds and often pinning victims in place.
Ranged, High DMG(Smash), Immobilize
Redundant Organs - The Battle Beetle has several of every one of its vital organs. When one organ becomes too damaged, the Beetle can switch to another organ until the damaged one regenerates, effectively restoring its health to a much superior state.
Self +Heal
Wings - This adult Battle Beetle has finally grown its wings and can now fly.
Self +Fly
Evolution:
Resistances - Not only does the Battle Beetle have redundant organs, but it has several redundant nervous systems, giving it resistance against psionic attacks. The Beetle has also evolved a much denser exoskeleton, making it heavier and much more difficult to knock down.
+RES(Psionic, Knockback)
Dismemberment - The Battle Beetle's new-found strength and aggression lead him to try and tear its enemy apart with its powerful pincers. The fury of this attack is so great that even enemies who survive will be left shocked and stunned for a short time.
Melee, Extreme DMG(Smash), Foe Disorient
Claw Frenzy - The Battle Beetle's new-found strength and aggression can cause it to go berserk and flail its claws in all directions, potentially striking all enemies in front of it.
Melee Cone, Moderate DMG(Smash)
Roar - An evolved Battle Beetle is a confident, callous creature which thrives in the heat of battle. Every now and then, it will let out a powerful, frightening roar to make itself noticed and gather the attention of all enemies around. *see notes*
PBAoE, Foe Taunt
*notes*
Contagious Infection - My original idea for this was to make an actual contagious infection which spread from enemy to enemy. Here's how I envisioned it: The attack itself would infect the enemy in question and would give it an aura which would do the same - that is to say, an aura which would infect other enemies with the same aura, which would then infect other enemies with the same aura. It would be a short-duration effect (except perhaps on the original infectee) which would die down in, say, four seconds if no enemies were around to reapply it. Needless to say, the aura's effects would not stack with each other, but the auras WOULD renew each other if enemies stayed clumped up. However, I'm not sure the complexity and possible server load of something like this are worth it.
Swarm - This one is simple. All I wanted the Swarm to do was act like the Arsonist's Incendiary Bomb or the Assault Bot Incendiary Missile Swarm - that is to say spawn a patch of biting, stinging bugs under every enemy in the vicinity around the target. Alternatively, I could see this working the same as the PPD Equilizer Wide Area Web Grenade, which summons a large field that everyone who walks into gets a nasty effect put on him. It might, however, make it a double of Carpet of Beetles.
Roar - Something occurred to me with the Battle Beetle. I wanted the thing to be big, tough, but not too heavily offensive, and instead play like a tank. That's why it has all of those resistances and that heal. If you'll notice, however, it has almost no AoE, and the only one it has (a melee cone) I can also swap out for something else. We have boss-level henchmen who deal lots of AoE damage like the Commando, we have boss-level henchmen who do mostly support like the Lich, and we have in-between ones like the Demon Prince. With this one, I wanted to go in a different direction - not so much damage or support, but more tank. We don't have one of these yet, but I suppose that could be for a good reason.
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That's all I have for now. I know my design is most likely problematic, so if you feel you can fix anything, then by all means, let me know. I'm not married to the idea, and I'd sooner have something that looks like it can work than inapplicable wishful thinking. -
Full power customization would be incredibly nice for the game, but has been show to be very resource-intensive and not something that the developers have been willing to commit to aside from that one push to give us customization at all. Ideally, I'd like to see the ability to alter power effects (i.e. sprites) and power animations, possibly independently. Here's what I mean:
Suppose I want my fireball to use an underhand pitch and say I want it to explode in a 3D ball of fire, instead of a planar spread of fire, which is what we have now. Ideally, I'd be able to pick Underhand Toss from an Animation dropdown containing such things Cast, Overhead Toss, Eyes, Mouth, etc. and then pick Spherical Shockwave from a dropdown containing things like Flat Shockwave, Tower of Flame, Subtle Explosion and so forth.
That said, the amount of resources needed to make this happen, and not just in this game, but in ANY game, may well be prohibitive when we remember how many powers we're talking about. Blizzard might have the kind of coffers and slave labour to do it, but I'm not sure about anyone else. -
+Rep for you! Bigtime!

Yeah, I kind of figured. I was actually thinking of something along the lines of the Zerglings, where you get two for every egg that hatches, so you'd have an army with you, but I guess that's out of the question on grounds of basic functionality.Quote:I like the idea, except for the Tier 1 pets. Yes, thematically it's cool. However, it's also a nightmare practically. Half a pet for BG mode, twice as much resummoning as other MMs, twice as many minions taking up room on crowded maps? Fast dying minions ain't fun, especially at higher levels, where they die fast anyway.
Well, in that case, let's go with basic Jaeger-sized fighters with a few simple attacks. I'm not sure what I want to copy in terms of powers, but I guess I'll just have to reexamine some of the existing henchmen for powers. I still want to make these more sturdy as they are upgraded, however. -
If you're referring to the old "civilian walk," that only has an animation for walking forward which doesn't scale with movement speed, to boot. People have been asking the Developers to give us that, and BABs explained it several times that that walking animation really isn't player-usable.
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While that's an interesting idea in theory, having seen how it works in Champions Online leaves me cold to the prospect. I don't know what it is about it. I can't really argue against this objectively, but I will ask a counter-question:
Why? What does this accomplish?
Again - I'm not arguing against this idea. I'm just looking for something to make me excited about it. -
In a roundabout ways, I have to agree with Tenzhi. People who describe themselves as "competitive" don't just want to succeed, they want to BEAT other people. In an ideal world, that would be expressed by "power creep," as it were, where each person tries to be always better. In actual practice, a lot of the time it's expressed by wanting other people to lose as much as, if not more than, the competitive person wants himself to win. In essence, far, far too many people derive fun from seeing other people lose. Hence the popularity of the term "loser."
That's not to say anyone here is like that, obviously, but this has been my experience with people who favour competition as their preferred past time.
It is for the above reasons that I believe PvP and PvE mix like oil and water. The PvP mentality is one of pushing boundaries, winning, excelling, competing and striving. And while there's nothing wrong with that, the PvE mentality, more often than not, is one of "good enough." Granted, this isn't shared by all, but among the people I know, the point of the game, as it were, is leisure and rest from real world hardships, pretty much the opposite of competition. It's a question of finding something that works without having to actually work as you would in a real job or, indeed, a real sport. It's not a question of being the best, it's a question of having your own little escapist world where you can pretend to be the best without having to actually be that, because the game is the one that gives you the experience.
Yes, some people bring a competitive, determined playstyle in the PvE game, as well. Ask Bill Z Bubba how he plays some time. I admit that it's not all sunshine and roses. But at the same time, the PvE game doesn't HAVE to have competition unless you look for it, and that's what a lot of us like about it. On the flip side, the PvP game HAS to have competition, because that's kind of the point of fighting other players. As such, I don't think they can ever coexist, not in such a way that wouldn't alienate me or alienate PvPers. -
Well, in that case, I give you the Doomtrain.
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I'm glad you took a positive approach to a post I was worried would come off incredibly negatively
Let's see if I can pick and choose my quotes this time.
Quote:You bring up one central point here - what does the "maze game" add? Does it add variety, for some definition of the word? You don't feel it does, because it's all the same to you what path you take to your objective, as long as you take A path in general. To me, however, this misses out on one of the most entertaining parts of your typical dungeon crawl, which is the exploration of terrain. Let me give you a bit of context:I think a lot of our disagreement here stems from a difference in preference, and a difference in opinion about where the fun in this game comes from. You enjoy the process of finding your way to your objectives, and I don't. Or at least not in the ways that this game presents that challenge.
Now, I really enjoy defeating spawns, and that's a large part of what this game offers - but it has to take place within certain reasonable constraints so that it doesn't become too repetitive. The size of the map and the variation of the encounters are factors in ensuring that players don't get bored of doing what is this game's core strength.
The central question to this discussion as I see it, then, is - does a semi-complicated map with dead ends and long forking paths provide the type of variation that helps relieve repetition. The way this game implements it now - especially on things like the Atta cave map - I would say no.
If you put me on a lab map with branching elevators and I take the wrong one down to the end and have to double back, it's exactly the same to me as if it were a linear map with an equivalent length. The map wasn't varied, there were no additional challenges, and worse still, I spent at least half that distance not even killing bad guys, becasue I cleared them all on the way there.
When it comes to "hack-n-slash RPGs," I cut my teeth on the original Diablo. This was a game which rewarded two things before all else - greed and aggression. The more monsters you killed before descending to the lower dungeon, the higher your level and the better your gear, generally speaking. The more corridors you explored before progressing the game to new gear, the more money you amassed by pickups and vendor dumps, with which to buy said new gear. As such, the game rewarded me for exploration, for rooting through that damn church basement for every last coin and every last skeleton, because I didn't want to descend down unprepared.
Over the years, I've developed an affinity for finding all the dead ends, all the loops and all the "other" stuff BEFORE I reached the boss at the end of the dungeon, largely because many games will kick you out of the dungeon when it's "done," preventing you from finishing your exploration after the fact. I will almost always leave the "right" way for last whenever I am able to recognise it, and will instead look for paths that look like they lead to dead ends or that look like they'll loop back on each other. I've gotten pretty good at spotting those even on new maps.
To me, this exploration of fog of war is what defines a dungeon crawl. Take this sense of exploration away, and you reduce the game to a beat-em-up, which while decent, isn't superior to a dungeon crawl in my book. As long as I feel like I'm the one moving forward and the one picking my path, the game attains an extra quality that is absent on linear-structure environments.
Think of it like this: I would always pick the structure of Resident Evil 2 over that of Resident Evil 4. Resident Evil 2 has a deep sense of exploration and belonging, it does a good job of convincing me I'm actually trying to map out and get through these locations. Resident Evil 4's locations, by contrast, feel much more like "stages." You start at one end and kill stuff and flip switches until you get to the other end. There may or may not be some variety along the way, but there's still only one way defined for you by the game.
Does this add more variety to the game? Yes, in my opinion, it does, and for the simple fact that it changes the TYPE of game we're playing. City of Heroes' original missions feel like I'm playing Dino Crisis. Praetoria's missions feel like I'm playing Dino Crisis 2. Just in case that makes any sense. In essence, mixing in a dungeon crawl in with the beat-em-up game provides the kind of variety that a slightly deeper experience brings. It feels less like I'm more part of the experience as I pick my path and I try to figure out my surroundings. It gives me something more to do, "another game" on top of the existing game, as it were. It gives me a fun activity to do when I'm not fighting things. It gives me something to break the monotony of just killing the same few enemies over and over.
Praetoria's maps are gorgeous, but they bore me to death. The part of my brain which helps me maintain orientation in 3D space sits completely unused, because it isn't needed. At no point do I have to think to myself "Wait, if I go left, it feels like I'll swing right back to that intersection I passed a while back!" or "There's no way the boss is in there. I already circled around the outside, so it has to be a dead end." I could, but this is never needed, because as long as I know where I came from, the game will lead me to the end by the nose. I enjoy having dead ends and loops because they give me the illusion of non-linearity without actually burdening me with the problems non-linearity brings with it. It's still a linear game, but it pretends to be non-linear, and it does it fairly well.
That said, the Atta map is not a good example of this. Because it's a tree structure, you can just grab the left wall and keep going. As long as you know where on the wall you got to and which direction you were moving in, you will always see every part of it. It just takes a LONG time, and I know that few people beside me are that determined. That map, both against Atta and against Odysseus' generals, tends to take me between two and three hours to clear out completely, and tends to give me several levels in the process, but that doesn't make it a good map. Especially not when it takes part in those damn caves. Yes, the garbage is interesting, but if it went from cave to sewer to cave to sewer several times, it would be much more interesting. As it stands, it's just literal miles of tunnels and not much else.
I enjoy maps that, on the macro scale, arrange themselves in grid patterns. In fact, this is precisely how I treat outdoor city maps. I'll start along the outer wall until I reach the boundary between two city blocks, then circle around the first block, then explore inside that, then move on to the next block. This allows me to cover lots of land area in a way that is non-boring, basically by dividing it into smaller sections. A map that splits off into a grid, such as that one cave map, is also interesting, because it throws me into unfamiliar terrain, then loops me back to familiar ground anyway. It's an exercise for the mind, trivial as it may be, and I enjoy it very much indeed. You don't really need anything more than that for a "maze game." All you need is a maze. Just like this. Simple, basic, and a linear maze, to boot. You don't need complicated game mechanics to pull this off and, more than anything else, it doesn't require special skills to solve. It doesn't even require all that good an eye.
That's all it comes down to. I say this is "dumbing the game down" because it removes an aspect of the game that I personally enjoy, and replaces it with nothing in return. -
I'd settle for fixing the "show last few enemies" feature so it actually, you know, works more than 10% of the time. All too often, I'll get artefacts like "????" or "Target" on my map tagged as enemies where no enemies are, sometimes companion NPCs and enemies will not show up at all, sometimes they'll blink in and out of existence, and sometimes the feature won't activate at all.
And even when it works, it's range-limited to something like 300 yards, so on a big map, you won't see an enemy you missed at the start even if he should theoretically be shown. -
Quote:Nobody has Walk animations "by default," Tech. All animations are specific to the rig a particular character is using, and as far as I'm aware, only Male, Female and Huge have it. True, a lot of NPCs conform to these, but not all do. Specifically, I'm pretty sure White/Black Dwarf doesn't, and I'm not sure the Freakshow Tank Halloween costume does, either.All of the ones we as players can access have. Since all the ones we have access and potential access to have legs and a walk animation by default, due to being NPCs.
I don't know what all the things we can transform into are. For all I know, all of them could have Walk animations. What I'm saying is it's not guaranteed, at least not from a player's perspective. -
Ah, I see what you mean
I wouldn't be opposed to it, but the thing is, I was actually trying to garner some variety from most of the latest Mastermind primaries, with "later" being anything introduce to them since Beta. Mercs came in late in Beta and got the medic, Thugs came with I7 and had the Arsonist, and now Demon Summoning has all different demons. It seems like different henchmen has become sort of a one-size-fits-all solution to making new primaries interesting, and I was hoping to avoid that by reintroducing uniformity to the set. Again, I'm not so much opposed to it as tired of it, and would ideally like to work in versatility another way.
That, and I suspect that as soon as more people comment (provided more people do
), I'm probably going to be fighting a losing battle to keep the Drones as six bugs instead of three, and I feel that I might have to concede to defaulting back to the standard layout of 3/2/1. Under those circumstances... We'll see.
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Something else I wanted to comment on is making them flying. Yes, I would very much like to do that for all of them. Not flying all the time, obviously, but giving them the ability to fly via insect wings would be pretty cool. That's for the lot of them, actually, since I'd like to keep the Battle Beetle as close to pure melee as I can. It would, therefore, need to fly to be of any use against flying targets.
*note*
Incidentally, I stole the term "Battle Beetle" from the English dub of Spider Rider
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Quote:Half a minion, yes, provided that's possible. Hmm... This could be problematic. But provided it's possible, my idea was for the things to be weak, have only one attack and be relatively easy to kill. Say, low hit points, lack of resistances, etc. And I don't want to give them extra attacks as they level up to prevent them from being too strong, so just the one attack, but maybe slightly more damage to it, and mostly just making them harder to kill.Like the idea of there being lots of tier ones as well. I assume each would be small, and also only count as half a minion in terms of providing BG mode. Personally I'd probably make the level 18 pair armed with upgradable ranged attacks as oppose to melee (so they get more attacks, not more survivability), just for variety.
As for the T2 minions, I actually specifically went away from more damage simply because it feels a little one-dimensional for a Mastermind. Mind you, I wouldn't be opposed to it, but I envisioned people having a problem with all henchmen being combatants. I have no problem with giving the T2s just damage if that's acceptable.
The way I envisioned the T2s is kind of like the Mercenaries SpecOps - a couple of attacks and mostly debuffs. Not sure WHAT debuffs, as I'm honestly entirely terrible at support sets, though. I'm open to suggestions on that front. I should probably look into what debuff sets do a little more, but I have very little experience with them. -
Quote:I probably didn't describe the Swarm of Beetles correctly, if it comes off as a Phantom Army clone. What I meant was more something along the lines of Burn, where you put down a big patch of beetles on the ground and anyone who walks on them gets bitten for DoT and possibly slowed and prevented from flying. So... A cross between Burn and Caltrops, say.Although I'd like something other than a Phantom Army clone as their tier 5 (something involving bugs hatching from defeated enemy corpses perhaps).
Remember, this is the Masterminds' third attack, the AoE one. I could have gone with an exploding toxic bug like the L4D Boomers, but I thought a ripoff of the Mummy's "carpet of scarabs" was more appropriate
...Maybe I should rename it to Carpet of Beetles. That might carry the meaning better. -
Quote:To be fair, they did try... Kind of. It's just that after so many years, we've stopped seeing them. For instance, a lot of the dead ends in blue labs end with actual elevators. We just can't click on them. A lot of Office hallways end in a "rec room" sort of setup, with a couple of cafeteria tables, a vending machine and a bulletin board. And a lot of other dead ends end with what I refer to as "dead end rooms," which are basically rooms with only one entrance. Not all of them are special, of course, and even if they were, there aren't nearly enough to keep them fresh.Like I keep saying Sam, I think there's a compromise.
I think the dead ends just need to be more interesting.
Well, obviously I'd prefer that. Who wouldn't?Quote:And I do like the vastness of Paragon, but the empty vastness does seem a little sad. So instead of just block after block of generic building, wouldn't it be cool if Skyway city had a Performing Arts theater, an art museum, or having it's high ways actually sprawl out and lead to other zones?
Of what about the war walls being painted with murals, defiled with graffiti, or even people starting to simply build into them?
The thing, though, is that the more effort you put into any particular location and building, the less land area you actually make, which is blatantly evident in City of villains zones and beyond. Yes, they are more detailed as a general thing and yes, they have far more interesting things in them. They are also smaller and far less numerous. And while there is indeed something to be said about quality over quantity, quantity in itself has a particular quality when it comes to terrain.
Everything in City of Villains looks small and crammed together, in an almost cartoonish, unrealistic way. It's like how Spire would supersize your cities into cartoonish icons if you zoom in too far, giving you a small planet with a few big, toy-like cities. This is how City of Villains feels to me. Without any "wasted space," the world begins to feel unrealistic, at least in my eyes. It feels like someone took the real world and cut out everything in-between the the "important" buildings, so you end up with a police station across the street from the bank which is right next to city hall, which is back-to-back with your headquarters, which is across the street from the shopping centre and so on.
When I visited London nearly 10 years ago, the tour bus spent upwards of half an hour from when it came into the city to when it reached where we were going. We passed by a lot of nondescript buildings along the way, and to this day I am amazed at how big London felt, me who comes from a city of what... 200 000? If that. When I look at city of Villains, I see important building, important building, important building and oh! Important building! When I look at Paragon City, I see... Just a city. It's just buildings, as a city should be.
Again, what if all of them were unique and interesting? Sure, even better! But that's just not doable. -
Well, we've been saying they should expand the power pools for literal years, so I agree with the general sentiment of this thread. Maybe that's what they're testing in that Beta everyone's talking about?
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Quote:I, on the other hand, am firmly against "theme" zones unless there is a VERY compelling reason to make them. "Why not" is not compelling enough. I say this because Cimerora received mixed responses when it was added, with many people wondering why that was there when it's so far off the game's basic theme. While explanations can be given for Cimerora in particular, and I've gone on the record as defending it, I'd rather not make it a recurring concept.I am definetely for thematic zones, kinda disappointed CoX had not pursued it more. They did an awesome job with the Roman theme, Cimerora was a real nice piece of development. A Cowboy setting, OK Corral and all could be really exciting and so cool, even have Wyatt Erp as an NPC there...
Smokem
Too much breaking basic theme turns this into I M Weasel, where half the episodes were "Weasel and Baboon on a boat" or "on a plane" or "as travelling singers." It tends to muddy the water and break suspension of disbelief, at least for me.
Of course, that's not to say there CAN'T be a good reason to add a Cowboy zone, but I'd like to hear it, first. -
Quote:It used to be disallowed, actually, for some time after it went Live.In a roundabout way, yes. The power suppression areas put you in Disable_All mode (much like Vengeance puts you in Vengeance mode, flashback/TF restrictions can put you in Disable_Temps mode, Bright Nova puts you in Peacebringer_Blaster_Mode, etc.). Walk also puts you in Disable_All mode. If Walk were disallowed in Disable_All mode, Walk would shut itself off instantly.
As far as Walk and these costume swaps... I see no reason not to allow them... Provided the model you swap into has a walking animation attached to it, which I'm not sure all of them do. -
Hear me out, please. I was just playing through Half-Life 2, making my way through Nova Prospect while swarms and swarms of Antlions cover my approach when I started thinking... Wow, I would love to play something like that in City of Heroes. I mean, it makes sense, doesn't it? A Mastermind whose henchmen are actual bugs.
Now, I know what you're thinking right off the bat: City of Heroes doesn't exactly have bugs, and it doesn't really have much that's not humanoid. To this I respond: true, true, but we have enough to kind of sort of make this work. What do I mean? Well, we have the mobile frame used for Arachnobots and Tarantula, so we have ONE type of bug already in the game, and we also have the frame for the Nemesis Jaeger robots, so we have another frame which could possibly be adapted for "bug use."
But, of course, no powerset suggestion is complete without a mock powerset, so lets see what we can come up with:
1. Pestilence:
The Mastermind sends forth a swarm of tiny flying insects to sting and bite his enemies, obscuring their vision and distracting them, reducing their chance to hit a target.
Ranged, Moderate DMG(Lethal, Toxic), Foe -TOHIT
2. Spawn Drones:
These small, simple four-legged bugs are the basic footsoldiers. Their primary purpose is to die in the name of the Mastermind, and as such have only one attack. Ever. However, additional upgrades serve to make the Drones harder to kill. Fragile and weak, each use of this power summons two drones where a regular Mastermind would summon only one henchman.
3. Bug bite:
The Mastermind summons a single large flying insect and directs that insect towards a specific target. The insect stings the target, dealing damage and causing debilitating effects before flying away.
Ranged, High DMG(Lethal, Toxic), Foe -RECH
4. Development:
This is the Mastermind's first upgrade, causing his bugs to mature and unlock their full adult potential.
5. Swarm of beetles:
The Mastermind calls forth a swarm of tough, aggressive beetles to a specific location, where they proceed to attack every enemy who ventures into their swarm for a few seconds, before scattering once more. The beetles are extremely tough and resilient and cannot be killed, but they do not stay for long.
Ranged (Location AoE), Moderate DMG(Lethal)
6. Spawn Sentinels:
These large eight-legged bugs, though hardy and dangerous in their own right, are not very strong fighters. They are, however, carriers of a multitude of diseases and their bodies are packed with toxins and acids. The sentinels' many diseases have a variety of debilitating effects on their adversaries, and when they are killed, the Sentinels explode, covering all foes in melee range in corrosive chemicals.
7. Parasites:
Tiny invisible spores always fill the air around the Mastermind, and they can be commanded to invade a target and hatch. An enemy infected with a parasite will suffer almost disabling debilitating effects while the parasites gestate. If the enemy is defeated before the parasites' short life span expires, then a number of adult parasites will emerge and follow the Mastermind for some time. These creatures evolved to be parasitic, however, and were never intended to live outside of their host, so they are incapable of following commands and die soon after they emerge.
Foe -TOHIT, DEF, REGEN, +Special
8. Battle Beetle:
A rare sight, this huge bipedal beetle has been bred for one single purpose - heavy combat. Covered in a tough, chemical-resistant outer shell with redundant internal organs and a very simple, psionic-resistant brain, the Battle Beetle is very hard to kill. The tools it brings to the battlefield are not as varried as those of the sentries, restricted primarily to its giant pincers and tremendous strength, but what it lacks in versatility, the Beetle more than makes up in sheer brute strength.
9. Evolution:
The Mastermind has such intense control over his bugs that he can force them to evolve far past even the peak of their species' abilities. This forced evolution is, however, completely safe for the bugs, and also completely irreversible. Evolved bugs will remain evolved as long as they are alive. A dangerous prospect.
That's all I have for the moment. I don't really have a very good idea as to what each of the individual henchmen will be able to do beyond what I already described, but I'll try to think of something before too long. -
Oh! I didn't think all of those guys were from the same faction. I guess I just didn't check. Yeah, they're pretty cool, though the Heavy Troopers seem to be shooting missiles out of thin air.
I thought they were different branches like what we have in Praetoria, such as soldiers, Seers, warworks machines and so forth. Didn't figure they'd be the same faction. -
I don't think I quoted what I think I quoted. I got the wrong person. Sorry about that. The fixed quote now should make my post seem ever so slightly less snobbish.
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See, THIS could make for a sinister maze, I would imagine. Identical, indistinguishable hallways, especially with those graphics, no compass, no map, no way to mark explored terrain... Yeah, that would be evil. It's what turned me off Wolfenstein 3D. At least Doom had a map.
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Quote:I think you misread that. I prefer Paragon City because of two reasons:If I remember correctly, you also prefer the large, repetitive blocks of Paragon to the more cramped and variegated streets of the Rogue Isles, because you prefer your environment to feel like a real city. I vastly prefer the Rogue Isles' design philosophy of smaller zones where landmarks are more concentrated (even though the RI have other problems). I think we're just playing the game for different reasons - I'm playing it for the game play, and you're playing it, perhaps, for RP or some similar reason.
1. It's the only side of the game which feels like a HUGE amount of unnecessary work has been put into. There are TONS of zones, and those zones are HUGE. We have an entire zone devoted to just a power station and its surrounding industrial complex. City of Villains has the Hell Forge, which could fit several times over in just the Gordon Trench. I realise "unnecessary" effort is, by its very nature, unnecessary, but to me it gives a sense of luxury. No, we don't need all those zones. I also don't need two TV sets in the house when I'm capable of watching just one, but I like to have two TV set, and in just the same vein, I like zones and locations that aren't necessary.
City of Villains feel like the poor man's version of City of Heroes. Some call it "refined." I call it "shareware." Yes, there's more "point to the mile," as it were, but all that does is make me feel like the luxuries were skipped because there wasn't enough time and money to add them in. Which was, as a point of fact, the case. Every time I see a game clearly and obviously cutting corners to cut costs, it bothers me.
And Praetoria is even worse for almost 90% of its land mass. It's entirely small, again restricted to islands with no illusion of a greater city beyond the zone boundaries, and almost the entire place is pinted the same sterile white and gold colour scheme. It's almost like I'm playing Mirror's Edge. Seriously, go look at the TPN building and tell me it doesn't feel like that. I realise that's kind of the point, and for what it represents - a totalitarian, sterile society - it works very well. What I take issue with is the notion that this is somehow objectively superior to the rest of the game and that it should be cloned over that, as well. I disagree. Praetoria's street layout is indeed slightly superior to that of Paragon City and VASTLY superior to that of the Rogue Isles, but the actual building design is beyond boring. Flat grey surfaces with flat glass surfaces and not a 3D detail in sight. Ugh...
I disagree. The old cave maps are clearly and obviously more complex than the newer grey lab maps simply by virtue of a more complex structure of loops, intersections and dead ends. That's very much the definition of "complex." As for more "thoughtful," no, they very much aren't, unless you want them to be. However, they benefit from more of a focused thought process and situational awareness if you were inclined to put that in. Let me explain.Quote:One, you say you dislike maps that are, "simple, brainless, straight corridors." The implication being that branching maps, say the brown or pink caves or the old lab maps, are "complex" and "thoughtful". I disagree. They require more time to navigate, not thought. It doesn't require any thought to wander down a hallway, find a dead end, then wander back. It just takes more of my time.
A linear instance does not require the use of your map. Ever. You can simply proceed from corridor to door to door to corridor by visual cues alone. There is no navigation required within the map, because you're essentially stuck on a rail with one solitary path to follow. A "webwork" instance, by contrast, more or less requires the use of a map, both to know where you've been and to know where you're supposed to go. If you were so inclined, you could just grab the left wall and keep walking until you either blunder into your objective, but even then that only works in a tree-structure environment, whereas many maps are more complex than that, placing their objectives inside of the outer perimeter where you have to look for it.
Now, believe me when I say I know something about this. My diploma project was writing a Java programme to trace through graphs built up from real building plans. There are methods for finding the shortest path from start to objective, but the optimal ones, at least the ones I found, really aren't applicable to human exploration, and even the ones that are still require you to work a map to know where you've been so you don't keep walking in circles. And, yes, some cave maps are sufficiently complicated to where this CAN be a problem. Complicated enough, in fact, that you can get lost in them completely and utterly without a map.
Now, I don't know about you. Maybe you have a better sense of direction than I do and you don't need a map for anything ever. Maybe you're good at keeping a heading and maybe you're good at dead reckoning. I like to think I'm decent at it, giving me the ability to predict dead ends and corridors that will loop me back to where I've been before I explore them. But even if you are, the act of tracing through a non-tree structure map (i.e. a map which has no loops) is one of the more fun aspects of City of Heroes and City of Villains instances.
I love maps which are non-linear, I love maps which split off into several paths which go through different rooms, whereupon several of them converge with each other, only for them all to re-converge later on. There is nothing I enjoy more than a webwork of tunnels spidering their way through a map, giving the feeling of more of a "complex," rather than of a "path."
And again, I disagree completely. There's nothing more monotonous than blue cave maps, and I love them to death because almost every single blue cave map is delightfully complicated. If grey labs had a structure more complicated than ONE SINGLE PATH then I would be inclined to be more involved with my time in them. As it stands, I can play through these maps with my brain turned off, because it isn't necessary. You can write a dirt-simple AI to trace through those maps in a day, and it would succeed in all but one layout.Quote:You say this philosophy lead to boring Praetorian lab maps, but those lab maps, IMO, are not boring because they're linear. Consider if they weren't linear - say they had elevators and long dead ends like the old lab maps. Would they be any more interesting? Maybe you'd say yes, but on the contrary I'd say they were even more boring than they are now. If you want to make the lab maps interesting, it doesn't have to do with making them into kindergarten-level mazes, but with putting interesting things in them - decorative elements, environmental obstacles, interesting room layouts, etc. The lab maps aren't boring because they're linear, but because they're monotonous.
Intersections are what make maps interesting, and grey labs do not have intersections. Oh, they have corridor pieces that LOOK like intersections, but when all doors but the one you're supposed to head through are locked, it's still a linear piece just the same. To me, grey maps are boring because they require precisely ZERO situational awareness, to say nothing of the map. About the only place the map is actually useful is in that one huge cell block room, and only because the room is so big with line of sight so broken up.
I've played Half-Live. I'm well aware of how developers hide linear path progression. It doesn't make it any less obvious when all you ever do is find the one path that will take you forward. It doesn't have to be this way, however. Even Half-Live occasionally sends you down branching paths, even if it's just two dead ends with plot devices at the end, such as the Fuel/Oxy/Power obstacle in Blast Pit, though admittedly I can't think of the same happening in Half-Life 2 or its Episodes. But even they aren't as bad as Final Fantasy 13.Quote:Consider the new underground maps, which are some of my favorites. Each map potentially consists of a pretty large variety of rooms. You can follow the old subway tracks, you can go down the ramp through the high ceiling'ed tunnel, into the empty resistance base room, into the room with the cargo ship, into the room large column'd room. It has variety, and many of those rooms (at least to me) are visually compelling and have interesting terrain that subtly change the encounters there. It's completely linear, but it doesn't really feel linear. I'm going down ramps, doubling back at the bottom of stairs, and jumping over subway tracks. But because it is linear, it doesn't waste my time.
All that is to say that, yes, the Praetorian tunnels are impressive... The first five times, about as long as it takes you to see all the tileset pieces. But the maps themselves are boring to a level I cannot describe. I go into a room, and ALL I care about in this room is finding where the "exit" is, for there is one and only one and nothing else in the room really matters. I don't have to look at anything else, because there are no other exist, and because rooms are so big and empty that I'd see a glowie if there were one from any point in the room. It's like spending some time to learn all 26 letters of the English alphabet, and then being given a book of knock-knock jokes. You pretty much know how they're going right from the start.
As a matter of fact, I find it a little insulting that this is what maps have been reduced to. Are we THAT unwilling to actually play this game that we expect everything to be served to us to trip over inadvertently? Are we that bothered by crossroads that we can't bother to just pick one way and explore it? So maybe it's a dead end. So what? It's exploration, it's combat, it's City of Heroes. Isn't that what the game is about? Because surely it can't be about clicking on a door, then clicking on a glowie, then clicking on Exit. Occasionally, maybe, but all the time?
Believe me when I say that I don't talk about "dumbing down" of a game lightly, having been on the receiving end of such remarks in the past. But even I have to draw the line SOMEWHERE. Maps don't need to be this simple. There's no need for it. We have a map, we have a compass... Is it too much to ask that these be useful from time to time? Show of hands: when was the last time you looked at your compass?
I hope you're wrong, I really do. Because you're treading incredibly dangerous grounds here. "I have a short time to play and I don't want my objectives to be impeded for me" runs almost contrary to what a game IS. If the developers were so inclined, they could remove all impediments from the game and just have us click a button to "win," but I'm sure no-one wants that. Games are not like the real world. There's nothing physically preventing them from giving us everything for free. But the cornerstone of game design is intentionally placing impediments in our path to success, intentionally introducing obstacles to overcome. Obviously, how "challenging" those obstacles should be is subject to debate, but what is very much not subject to debate is that these obstacles should, in fact, exist.Quote:As I said previously, this isn't a maze game, so putting pointless mazes into the game doesn't enhance it. I don't have a lot of time to play, so when I do play I want to be able to accomplish something, and that's impeded if I spend my time trekking down a long hallway and find nothing there.
It's a different of preference, but I feel like most players prefer what I'm saying. Maybe I'm wrong, I don't know.
In this game, we have enemies to fight as one of the primary obstacles. Can you not see how your argument can apply to them, as well? I only have 5 minutes to play today, so I don't want to have to fight to my objective. I shouldn't have to face these enemies, I should just be allowed to go to my glowie and click it. I dare say the developers disagree with this, given what they've done to prevent Stalkers from doing just that.
You assert that this is not a maze game. I ask "says who?" It has been a "maze game" since City of Heroes launch, at least for some definition of the term "maze game." I'm not talking about some obscure confounding labyrinth here. If I wanted to be especially "hardcore" about it, I could dump you in that one elaborate cave map and disable your map and your compass, and have the game spin you around every 30 seconds just so you lose your heading. THAT would be a maze game. As long as you have a map, as long as you have a compass and, might I add, as long as you have the Reveal power, what "mazes" are we talking about? There is all of ONE overly complex cave map and all of ONE overly complex Oranbega map, which is a copy of that same cave map anyway. Everything else is practically simple, it's just not as simple as the linear hell that is Praetoria.
You know what I find funny? People complain about the Atta map, but it's not complicated in the slightest. It's just big. But you can left wall and start killing everything along the way. It might take a long time, but you WILL come across your objective, because the Atta map is a simple tree structure that's trivial to traverse. Incidentally, to find atta, you need to go straight, straight then right and you'll skip probably 80% of the map.

