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Quote:the Blades certainly look nice. I'm not so sure about the Dragon wings though(could be the wings,could be the colors you have on them)
The insect wings look far too small,Hmm, this is kind of a problem, since we don't seem to have a consensus here. I will freely admit that I don't like the Insect Wings for the simple fact that they're too small for the tail and legs. So they're out. I AM, however, partial to the Dragon Wings. I'm not sure why that is, though if I had to guess I'd say I just like big, bulky designs. Furthermore, for a hive queen, I wanted something a little more impressive. They may not really work very well with the whole "hiding" concept, but I'm willing to turn a blind eye.Quote:I think I like the dragon wings better Samuel, it comes across as more menacing. The insect wings are a little small in my opinion.
The dual blades do look pretty cool too.
Just to note - I did try Bone, Burned and Organic Armour wings, and none of them looked good to me on that one. Bone looked too decaying, and I want this looking less rotten and more sleek. Burned were, again, too small and too tattered. Organic Armour I'm reluctant to use because I've already used them elsewhere, again with the Organic Armour tail, but also because they're a little more slender and work better on a more subtle design. This one needs something more substantial.
Demon Wings are... Actually, I don't know why I chose to not use Demon Wings. Would they look better than Dragon Wings? I know I don't want to use Angel or Valkyrie, however, as I'm going for a more... Scary skin flap over bones look. It just wouldn't look nice enough to have a bug lady with bird wings, even if they're back.
What occurs to me is that I'd easily use the Insect wings, but if two things were different. One, if they were about TWICE as big (think dragonfly wings) at around twice character height across in full spread. The other is if instead of hanging limply behind my back, they folded into a shell like on your typical beetle. I realise such long wings would be too big to fit inside a "carapace backpack," but I wouldn't mind them shrinking or actually folding. Not gonna' happen, though.
This is actually a point I've been trying to dodge for some time, but I guess I'm going to have to address it sooner or later. The bit about "his technology" that I mentioned earlier is something I put in there for flavour. I didn't actually picture this bug lady lugging around bits of tech with her. And while I could still retrofit the concept and add a bunch of odd-coloured tech that stands out (say the same cream paintjob as Cedric's coat), I suspect it would deteriorate from what is, again, and incredibly basic design to begin with.Quote:OH try either the Valkyrie wings or the Tech wings, both of those have nice looks and could easily represent Duriel incorporating Technology onto her person.You know her wings were either vestigial or injured beyond her ability to recover, but then she joined with Cedric and he helped incorporate advanced tech onto her wings making them functional again.
In fact, a large part of what makes Duriel's costume work for me is the fact that she's just a black indistinguishable insect with glowing eyes. That's basically how people tend to see insects in real life, even big ones - they're just one big pile of icky icky icky! If I start attaching tech to this one, yes she will become a lot more interesting, but she'll also lose a lot of that mystique that a black bug without a face brings to the table. I actually tried doing contrasting tech and it really ruined the whole look of the costume. Sure, it looked more interesting, but it had less... I don't know, spirit?
Now, just to go the extra mile (and considering I've been preparing these last two posts for close to two hours now, know that I mean this), I decided to check and see if colouring the tech parts black would help. And it did, but... They still look out of place. Let me explain something here - she looks all black, but she isn't. Insectorid costume pieces are tinted a little grey and a little brown. They don't colour the same black that metal does. So the metal parts still stand out, and they stand out A LOT. The only problem is I don't think they add to the appeal of the character, but only subtract from it. If they were bright, like yellow and white, for instance, that might make a difference, but it would make a completely different costume. With them black... She just no longer feels like some kind of alien bug monstrosity and feels like... Like... Put it like this - when I looked at the design with a metal arm, a metal chest and metal wings, MY reaction was "OK, so what is this thing supposed to be?"
My gut tells me to keep Duriel as basic and simple as I can. If I can cash in on that Aliens look and keep it, I'm in the money. The more I deviate, the more questions the look begins to raise. At this point I'm positive I want to go with one of the living wings, but I'm restricting myself only to the bat-style among them. -
Quote:Easy things first: I don't really see any reason to not use Invulnerability on this guy. I don't want to do Willpower, because it'll be my... Let me think... Fifth character with it, and third Brute overall. I have a whole bunch of Invulnerability Scrappers, but only one Brute, and it fits the lizardman's armoured design. He's a big brute, so it makes sense he'd be invulnerableShaffakoom: Discounting Scrappers, that leaves us with Tankers and Brutes. Anything else would be a disservice to his looming physique. Someone else suggested War Mace; have you toyed with the axe models for this character at all? Stone Melee might be a hard fit unless you alter the physiology of his race somewhat, but it does have such a satisfying "shaffakoom" sound to it, as Abrams pointed out. But with those gauntlets...perhaps an Energy Melee Brute? As far as secondaries go, Willpower is tough in game mechanics...if not in presentation.

As far as Stone Melee being a "hard fit..." Dude, we were just talking about planet-eating parasites. I can work something out for a lizard who secretes lava
As far as Axe and Mace go, I did and have a look at the various options. I'm once again reminded why I hate unlockable costumes, because there's no way for me to check how the Roman axes look in action, and unless I can see that they look good, I won't ever unlock them. No reason to make this guy Axe if I don't think he'll have a decent axe in the future, and I can't, so I won't. That was actually the key problem with axes, as well - the only ones of decent size were the Roman ones, only the bigger one I'm already using on Alexander and the smaller one looks a bit... Small. I did really like the Rikti "axe" and would in all honesty have gone with that, but then I remembered it's unlocked by participating in Rikti Invasions and Rikti Invasions ONLY, and screw that!
War Mace looked a little more promising, at least at first glance, but ultimately, it was disappointing, too. None of the maces have nearly enough weight to them. I mean the guy is as wide as a garage door with ham hands like you wouldn't believe. It just doesn't fit him to be swinging around something like that. He looks like he'd do more damage punching you with the hilt. I tried a variety of weapons, but none of them really worked. Again, the Rularuu Hammer could have worked, but I couldn't try it. Can't customize powers in the Architect, don't have it unlocked at creation. And people wonder why I prefer costume packs to costume unlocks...
Really, though, both Axe and Mace suffer from the same essential problem when it comes to Shaffakoom - they're too small because they're one-handed. Something as fat as this needs to swing around a tree trunk (or a Buster sword), neither of which is really appropriate to a one-handed weapon, which ALL of our melee weapons are. Having actually gone into the editor to test this really put the weapon ideas to the grave. I can't make them work. I wanted to, but I just can't. Stone Melee just feels much more appropriate for his weight class. And his wrestling belt, though why I decided to put that there and KEEP that there is beyond me
Go ahead, VulpyQuote:Iprit: While everything about him screams "Necro/Poison" to me, too, I liked the Rad/Fire Blaster idea. Spines might work for this character; as a Stalker, I somehow see him materializing behind his opponents and absorbing them (" ime to di est!"), perhaps using a spine as a feeding tube. Then reconstitute them, add contagion, and..."deposit"...their remains elsewhere later to act as a disease vector.
Heck, Sam, if you don't use the "I-eat-you-through-my-hand-spikes" motif, I might.
Because I don't think I can. Not with Iprit. The concept isn't bad as you describe it, not at all, but it's far sideways of what I really wanted to achieve with this guy. I wanted poison before disease, to be honest. My inspiration came from the very name: Iprit is one of a series of names for Sulphur Mustard Gas, an early poison gas first used in WW1. It's organic (as far as I can tell) but not biological, which is why I wanted to focus on this guy being less of a "creature" and more a walking... Well, Slag Pile. In a sense, where the Slag Golems are golems of trash, Iprit is a golem of toxic, corrosive chemicals.
I will be perfectly honest here - I didn't have high hopes of altering much on Iprit, being that he was the only one whose concept evolved out of a powerset, rather than the other way around. The Rad/Fire idea had a lot of merit, and were it not for the fact that I can't make Blasters villain-side (not at level 1, anyway), I probably would have gone with that. As it stands, I CAN work around it, but it significantly lowers the worth of this as a solution as compared to a Poison Necro Mastermind who not only can be made a villain at level 1, but also features a powerset I've never played. Both Fire and Rad are things I have on other Blasters.
Now, right off the bat we're switching ATs here, as Stalkers can't use Fiery Melee. Even assuming that I go Brute and that I can find a proper powerset to go with that, though, adding anything other than binary black and white will, I feel, go a long way towards denigrate the character's overall look. Right now. Duriel is only very BARELY creative. She is, essentially, an almost full-body Organic Armour set mixed with Insectoid pieces, and at that colour scheme I could swap those for Organic Armour and you wouldn't be able to tell the difference. The only reason, I feel, that she stands out at all (aside from ripping my own Samuel Tow off) is that she is so very "iconic" with the sharp, driving contrast like that. If I mess with that, I kill the costume. So much so, in fact, that I'm not sure I'd ever be able to give her alternative outfits. But she's a bug lady - she won't need 'em.Quote:Duriel: Okay. Can Fiery Melee be recolored to some sort of dull gray-green? Here's what I'm thinking: what if, on contact, she releases small swarms of insects on her enemies? They then begin to attack her opponents, causing DoT. That adds a whole new layer of squeamishness to the breath attack, which would imply she's hocking up a stream of her bestest little pals and spitting them on you. On the downside, the fire swords would need some form of explanation if you took them.
Now, I went the extra mile and tried to fit this into the overall design by painting the powers a flat Dark black. On the one hand, they don't look TOO bad... But on the other hand, they just don't look like swarms of bugs. I've seen swarms of bugs in this game - use a Necromancy upgrade from a tad far away and watch the ground. It's disgusting! This looks like... Well, it doesn't look like fire, but it looks like black turbulent smoke. Fiery Melee throws around these smouldering cinders all over the ground and it has the occasional convection plume carrying a stray bit of fire... Excuse me, "stuff" up. It just doesn't have the kind of look that would make me go "Yes! This!" And it also suffers from making me swap ATs when I'd rather not and it repeats what I did with Kragoss a few years back. It just doesn't have the right look, I'm afraid.
And, yeah, there are the fire swords
I COULD explain those with sentient bugs, but it's starting to cross over into silly territory, kind of like those bees in Bugs Bunny cartoons who form themselves into a cork screw to screw through a wooden shed or form themselves into a punch to hit people.
This actually reminded me of the Naruto Shippuuden filler with Guren, the woman whose ninjutsu consisted of forming pink crystals out of thin air and encasing people into them.Quote:If you're looking for something really off-the-wall, how about Stone Armor? The crystalline look could be explained as her covering herself with a specific breed of her tiny friends.
Unfortunately, I don't think I can go with Crystal for her for the simple reason that I can't make it black, or indeed white. I can only ever settle for shades of grey, which I honestly don't want. I don't know why I can't make the crystals black (probably something to do with transparency) or white (I got nothin'), but without the ability to use either of those, I'm just not capable of using those.
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By the way, if it seems like I'm just shooting everything down, please understand that that's not the point. This is simply how my mind works. In order for me to be truly confident and unshakable in a decision, I need to know not only that it's right, but that all other choices are wrong. This is not always (or indeed, often) the case, but it does mean that knowing what I can't or won't use is as important, if not more important, than picking what I actually WILL use.
So if it looks like I'm just refusing everything and nothing is getting accomplished, that's not true. A LOT of work is getting accomplished and these characters, as well as my will to play them, are improving with each iteration. So, thank you, Vulpy, for your time and your help. I really appreciate it
She's actually the one I see as the most open-ended, though. For the record, I like the insect wings, but I generally prefer slim designs.[/QUOTE] -
Quote:Ugh! I agree, so few games get "evil" anywhere near right. As Yahtzee exposits in his review of Alpha Protocol, most games give you three options: Neutral, Good and *******. I am honestly entirely fed up with "evil" in games being defined as "the opposite of the Good option" or "being a dick at random" and this continues to be the case in new games being made even today. Good characters are relatively easy to relate to, and they tend to do the wrong thing, but no-one ever seems to get evil characters right as writers keep assuming they will undoubtedly do the "wrong" thing, where "wrong" is defined as the opposite of the right thing.Don't even get me started on the anemic "evil" options in a lot of RPGs. Saint vs. bully. There's no real option to be evil in most games. I like to run an evil game after doing the good first, but frankly, it matters so little in a lot of games that I just don't care. Going Rogue got some of this really right in Praetoria, though. I swear, some of those choices you have to make are made just to make you feel bad. I'm not saying GR did it perfectly, but it's telling when I say that it pulled it off a lot better than some single player RPGs I've played. For an MMO, that's amazing.
I've spent the last five years designing evil characters that I could not just stand to play, but actually enjoy advancing, so I like to think I know a thing or two about how to make a character who's evil, but evil in a way that makes him a cool and important antagonist, rather than just a random jerkass because the script says so. And that, as well, is what bothers me about Villain tip missions, in that they seem to present villains as malicious bastards far more than they do as actual antagonists in a decent story.
A good villain is not someone walking down the street kicking puppies and looking for people to punch in the face, and I would really, really like if RPG makers would understand that.
In this regard, I do agree that Praetoria did a very good job of putting down some hard but fair moral choices and blurring the line between hero and villain. For the first time in a long while, it FORCED me to dissociate from my characters and pick options that THEY would pick, rather than whatever I thought was best, forgetting there was a character between my mouse and the choice prompt. In fact, I've found myself liking certain characters less and less the more I "let them" do what they're likely to do.
Cedric, for instance, killed a clone he's saved previously, even though the clone only came to thank him. Why? Well, Cedric is a conqueror. Everyone must bow down and serve his will, and those who refuse simply die. It was a hard choice for ME to make, but from the character's perspective it was little more than a shrug. -
To avoid pic-spamming, I decided to go with links as I used to back in the day. Links to what, you say? To a few variations on Duriel's costume. The other two are pretty much done. Bada bing bada boom. Duriel's costume, however, being the most simplistic of the lot, is taking the most work and raising the most questions. So I decided to share a few pics to see if you guys can help me decide. I have three to offer:
1. Duriel with Dragon Wings - I figured that, rather than going insect all the way, I could go with something that's as "far out there" as I could manage, and slapping on a pair of THE biggest wings the game has to offer was a good way to do that. You be the judge.
2. Duriel with Insect Wings - this is what I'd originally intended to switch to, but to be honest... The effect is very subdued. I mean, yes, it's appropriate, but it seems a little... Too little. Again, you be the judge. Those are the wings she has now, thanks to a few generous donations from the people on Victory.
3. Duriel with Dual Blades (and folded Dragon Wings, for that matter) - I just wanted to show you guys, so you can fully appreciate the utter absurdity that I have going on here, and possibly appreciate why it has captivated me so much. I don't know who it was that greenlit those massive cleavers for Dual Blades, but THANK YOU SIR for doing it
All three are taking out of the Architect, hence the crammed nature of the third pic. The other ones were taken out of the costume editor at the power alteration stage, where it's easier to kill the interface and take pictures. Thankfully, unlike character creation, I was able to brighten the background on the character editor after the fact.
Let me know what you think about those, because this may be quite frankly THE most monochrome character I have ever made. -
Quote:Wasn't that precisely what I was told to avoid if I didn't want to rip off Sarah Kerrigan? I mean, it's not a bad idea, provided I can deal with being tied to Arachnos and having to make do with a Widow costume slot, but I really don't want to skirt that line.Have you considered a Night Widow or Fortunata for this one....Stalker like Night Widow with some mental powers, Mind Link for the Hive mind, all the leadership toggles dovetail with the Queen aspect...you unlock the second costume early and never look back.
I would, believe me, but I already have a Mace/Shield Brute at level 30-something. High enough to have Shield Charge, anyway. It's not a bad idea, but I REALLY don't want to basically create the same character all over again but with a different costume and bio. This is easily the biggest showstopper for me. I need for the character to at least be another AT if I will consider reusing powerset combos like this.Quote:Personally I would make a Warmace or Battle Axe/Shield Brute out of Shaffakoom. Crowd Control is worthy of the sound effect shaffakoom.
But technicalities aside, yes, I would do that in a heartbeat. -
Quote:Yeah, I thought of that half an hour ago. Then the servers went downInstead of making each piece, have you considered the Mission Architect? It takes a bit of doing at first, but one you have all the costume pieces unlocked in the Architect, you can take the character you have, toss it in the costume creator there, and change around at will.
Will look into more options when they come back up.
Thank you for bringing it up regardless
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You know what just occurred to me?
Boat Anchor Tail!
The concept is entirely very simple. The entire tail consists of a length of chain with a boat anchor at the end, swinging around like a regular tail. It can meet the body via a half-link welded to a metal plate that's flush against the base of the spine.
I know it's out there, but wouldn't it be COOL?
*edit*
Man, I SO wish pictures of that existed... -
Quote:Here's how I feel - an attack doesn't have to have a high value for me to use it, if the cost to taking, slotting and using it is low. Low cost to low value can still equal high comparative worth.Because, from my own personal experience, it isn't the End Costs which is the clincher. Masterminds tend to have lots of spare End, despite the increased costs of their secondary and the AOE buff powers.
In other words, Mastermind attacks don't have to be made GOOD in order for me to wan them. They should just be fixed so they're no longer BAD. I wouldn't have a problem spamming largely useless attacks if they didn't HURT me to use them. And they do.
Making a good attack out of a useless attack is hard, complicated and often downright impossible. Making a mediocre attack out of a useless attack, on the other hand, is very easy - make it cheap and be done with it. And I'd sooner have mediocre attacks rather than useless attacks with mediocre debuffs on them. -
Considering the entirety of the Architect is a giant waste of time that most people only ever used to farm and powerlevel anyway, I'm still unconvinced.
The architect is a design tool intended for players to use, and as such the effort involved in it is intentionally minimised. When developers made professional content, they do more than slap some text in a few text boxes and drop a few costumes out of the editor. They run complex scripts, with each new TF more elaborate and interesting than the previous ones, with each new enemy group more interesting and more pretty.
Look at Praetoria - it comes with all new content, but that's actual NEW content, not recompilations of old parts. New enemies with new costumes and new pieces. New missions with new mechanics and new storytelling devices. It's new stuff in more than name only. And it's not THAT much more new stuff, to boot.
What you're talking about is a developer basically sitting down to make a TF in the Architect, which... Really isn't as impressive as you make it sound. I mean, there are good Architect arcs out there (if you can find them among the dreck), but they're not the kind of thing I'd expect the developers to go out and make. In fact, they have specifically stated that they'll NEED to outdo themselves in order to compete with what we would be making with the Architect. I assume that statement was made before they realised that all we wanted to make was Meow Farms, but the point stands.
This development team has made it a very clear point that they don't want to half-*** content and churn it out on a conveyor belt, despite the fact that they COULD. Players have shown that THEY can, so the developers ought to. Instead, they've been trying to make content that's better than anything players could do, and that just takes more time and effort.
Maybe you can make an argument that they're wrong and that they SHOULD just make a bunch of simplified "go there, kill that" missions and flood us with new content, but that's entirely separate from asking that TFs be made and all the artwork and maps made for them then be entirely scrapped and never reused. -
Quote:Ah, that's something interesting to expand on: Empty characters. Gordon Freeman kind of gets a free pass, because even if it doesn't seem like he's all there, he's all there because people keep acting like it. That and because it's a really cool game series regardlessSo just to confuse the matters even more, I hate empty characters. Dragon Age comes to mind as a recent example. I make my own protagonist, and 20 hours later, I just don't care. The game happens around my character, sure I get to pick how thins turn out, but I'm just a spectator to the events that happens to all the interesting characters. Morrigan is cool, Leliana is fun, Alistair is a kind of dorky knight, and "the Carth". But my own character? Eh, he's... a warrior who usually picks the "nice guy" options. And that's about it. He's just boring. I'd much rather play a character that's a part of the world itself. Consider this, you could remove the main character of Dragon Age and just play the NPC party members, and there would be little to nothing lost storywise. So why is he/she/it there? Now Mass Effect's Sheppard, she's a fun character. Yes, "she". Sheppard is female, and no one is ever going to convince me otherwise.

But Dragon Age I never even tried, and for this precise reason - I like Protagonists who speak in voice and have personalities, especially when I'm limited to concepts constrained by the genre. This is actually the same reason I LOVED Mass Effect. In a lot of cases, I didn't really know what to do, how to act or what to say, but Shepard always knew. If I got his persuasion skill high enough in the first game (and I made that a priority) or his Paragon score high enough in the second game, the guy was awesome. Man, the way he saved Tali's *** at her trial and essentially bluffed his way out by the sheer awesome of being completely right was amazing.
In many ways, I like to trust my characters to do the things they are supposedly so good at doing. If a character is supposed to be very eloquent and persuasive, I'd rather hit the "persuade" button and let him do his thing. I'd much rather do that than trying to be persuasive and eloquent myself and do it for him. Or if a character is really evil, like the Cedric I may have talked about before, I'd rather be able to just trust the game to treat him like a high-class evil dictator, and the bad thing about that is it really doesn't. Tip missions for villains seem to be more of the "jerkass" variety than the "evil overlord" variety.
But bringing up Mass Effect's Commander Shepard vs. Dragon Age's Your RPG Protagonist is a good point to make. -
Quote:That's kind of what I got from reading your post. Now, stop me if I'm reading this wrong, but it seems like you don't really NEED to identify with the protagonist to enjoy a story, but because you can be pretty empathic, you still manage to do so most of the time anyway. Hmm... That's an interesting position to be in. It seems to lean a little more towards identification, but I don't want to go out and state that as a fact.Actually an interesting question there. Especially since I'm kind of on the fence about my answer.
I realise I neglected to explain my own stance on the subject (even if the post itself is pretty biassed), but I'm easily on the cheering side. The last thread on character help I made ought to be evidence enough to that. I've always treated my characters more like my Pokemon than like an extension of myself, though having written for them, I more or less HAVE to identify with each one. I guess it pays to design characters who are actually cool with that mindset, huh?
Actually... Thinking about it a little bit more, I prefer to cheer on characters when I make and play them, but I need to actually LIKE them in the first place. -
Quote:Uh... No it doesn't. It comes down to this...Sorry, but I'm still not feeling this is something that needs to be 'fixed'. Rephrase your arguments any way you like but they still come down to this...
"I set my missions for TWO characters and now they are too hard for ONE character."
"If I set my mission for ONE character, it's too easy. If I set my mission for TWO characters, it's too hard. If only there were something in between. Well, there is, but if only I could set my difficulty to that."
I don't see why people continually have a problem with what I want to set MY difficulty to. Am I somehow altering your difficulty settings without knowing it, as well? -
Quote:I don't believe "Masterminds" need an endurance reduction. I'm saying three specific powers per powerset need endurance reduction, because THEY ARE NOT WORTH TAKING. And I disagree that more debuffs would make them that much more worth it, considering support is what your entire secondary is devoted to.Saying "Masterminds need an End cost reduction" is ridiculous when you consider any other AT in the game (other than ones with oddball powers available to them which help matters).
You know... When I pick an attack that's a rife doing auto fire, I don't want the only point in taking this to be because it confuses enemies or because it debuffs their resistance. That's as silly as the old time when Knockout Blow stunned people but did no damage.Quote:Like the way Whips work and provide a resist debuff for example. They're actually a useful support attack for the AT. I'd like the other sets brought more in line with that mentality.
I've nothing against control or support powers, not at all. When it makes sense for that to BE a support power. Shooting people with a rifle does not make sense to be a support power. If these were meant to be support, they should not have been made into the powers they are. Shooting people with bullets, lasers, grenades and arrows should not have to do something that's completely out of character for them in order to be useful. This is like suggesting that the proper fix for Blasters during the Defiance 2.0 debates was to give them stronger secondary effects on their ranged attacks.
As long as we shoot guns at people, I will disagree that the primary functions of those powers should be support. Shooting guns at people should foremost KILL people. Shifting the point away from this destroys the point of the power. If, for instance, Mercenaries Mastermind personal attacks were supposed to be attacks, they should have either been given special grenades or given a rotary barrel grenade launcher with a bunch of control grenades. Say a Beanbag, a Flash Grenade and a Dear Gas Can. I wouldn't be complaining about them being support, then. But instead, Mercs Masterminds get guns. And guns kill people. -
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This topic comes up from time to time, that much I will admit, but I don't think I've ever been able to put it down to a single sentence before, not like this, anyway, so I figured I might as well as this question directly:
When experiencing a good story, do you need someone to identify with, or would you rather have someone to cheer on?
Let me expand on this a little. I've often heard talk about characters in movies put into them for the sole purpose of having the audience identify themselves with this character, who is usually the protagonist. So if you're marketing a movie to teenagers, you have a teenager in the lead role, whereas if you're marketing your movie to geeks, you put in a geek who ends up being badass.
One one level, I can see how this could be effective. If we relax and let our minds wander, then an immersive movie or story can make us almost feel like we are actually in the story itself, experiencing these events for ourselves and having a grand adventure such that we would not normally have in real life. Games with silent protagonists tend to rely on this heavily, subtly implying that it's YOU playing the game even if the character you're in control with actually has a name.
It works by pulling you into the story, by letting you imagine that your long-held fantasies can be realised, at least for a little while. It makes you question what YOU would do under these circumstances. How would you act? How would you react? How would the experiences change you?
But I recently realised there was a completely different means of enjoying movies, games and stories without actually having to pretend YOU are in it, and it's pretty much the same way that you can enjoy sports. I mean, yes, there are fanatics who speak about their favourite team as "we" despite having no connection to them other than disconnected fandom, but when you sit down to enjoy a good football or basketball (or baseball if you HAVE to) match, you don't really try to pretend you're in the field flailing around. Let's face it - not all fans of sports make for decent sports stars.
Instead of trying to tell you that "this is you," a lot of stories do what professional wrestling does - they give you a face to cheery for, they give you a heel to boo and they send them into the ring to fight each other. Sometimes the face wins and you're happy about it. Sometimes the heel cheats and you're angry about it, wanting to see him pay. Sometimes the heel wins clean, making you appalled at the tragedy. In essence, sometime you don't need to dive into the story in person in order to enjoy it. You don't HAVE to have yourself in it to know what to cheer for, when the story gives a clear, distinct, defined hero to cheer for, sometimes that's enough.
The reason I ask this is because how one chooses to enjoy a good story tends to reflect on how one makes characters to play, here more than most other places. Some make a "mini-me" and enact themselves through that, others make action figures and they watch them fight.
So what do YOU prefer? Do you prefer to identify yourself with protagonists, be they your own or other people's, or do you prefer to have a distinct character to root for? When you make your City of Heroes characters, do you try to make them "like you," or do you prefer to give them their own distinct personalities that may not hold the same beliefs as you?
It's just interesting for me to know. -
"Peruse" means "to read carefully." The point of the thread is to put exactly these kinds of suggestions in there, which is written in David's aka Noble Savage's original post.
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Quote:That's like saying that defence sets are the ones where health is irrelevant because they never lose health (unless they get hit).I said DPE. A masterminds DPE is basically trivial because once the pets are summoned there's no additional cost (unless one falls over).
Masterminds lose pets. It's a fact of life. In fact, certain enemies are capable of one-shotting pets, and certain enemies are capable of spawn-wiping pets. Once you lose a pet, you have a 20-end summon, a 45-end upgrade and another 45-end upgrade. Even if you three-slot these for endurance reduction, you're still down to half you total endurance all in one shot. And if you happen to pet-wipe (and it happens), that's three 20-end summons plus 90 for both upgrades.
And I don't know about your Dark Miasma Mastermind, but mine tends to run around using Twilight Grasp an Fearsome Stare rather a lot, so there is a cost associated with them.
I honestly don't know why people keep claiming Masterminds almost never use endurance, when my Masterminds are entirely and wholly endurance-bound. Given enough endurance, they can survive almost anything, but with such severe costs... They rarely are. I guess if you assume that you can just let the henchmen attack and never lose anything to anything and rarely do anything yourself, I can kind of see that. But that's never how it turns out for me. There's always that Longbow Flamethrower or Scrapyarders Demolitionist, or Arachnos Drone or Malta Gunslinger or Knives Caltrops patsh or a Knockout-Blow-happy ancestor spirit or SOMETHING that's taking my guys down, and that costs rather a LOT now that our upgrades are AoE. -
Quote:Most of what I've heard whenever anyone brings up Kinetic Melee is "Oh, that's basically Tai Chi. THIS is what Martial Arts should have been like all along!" and I'm like "O.o I don't agree with that!"I can't say I've kept up with all the KM threads but haven't really heard alot of hooplah about wanting the animations for other melee sets...heck, most of the time, I feel I have to defend KM's animations like I'd defend MA's CAK animation...but all in all, I'm not really understanding your stance. You're against 'adding' animations to MA?
I'm not against adding more animations to Martial Arts, especially not more acrobatic ones. But not these. They work really well for Kinetic Melee, but they're not what I'd look for in an "acrobatic" martial arts set. I'd like to see air, more wild swings, more fancy footwork and so on. Just check out anything from 9Dragons, like... Say, the Heavenly Demon fighting style. Or, really, anything. That's more like what I had in mind. -
Quote:Trust me - I take, slot and use my personal powers. Almost all the time, you'll see me pumping rounds into enemies myself. Gotta make use of that Redding Rail Rifle. It doesn't make much of a difference, ESPECIALLY in hard fights. You'd think that if the fight is hard enough, you could step on the personal attacks and help kill things faster, but that's actually to your enormous DETRIMENT. Not only does it burn endurance you could be using for healing, protecting and resummoning your henchmen, but you're also wasting A LOT of time doing what amounts to not much of anything. Almost every time a fight starts going sour, I have had to STOP attacking and focus on henchmen support, because this is always and without fail the better course of action.(I will add that once a Mastermind has a complete chain, his damage increases DRAMATICALLY. The main reason most people believe the attacks are useless is because they don't bother to do this. The real issue is not that a Mastermind can't deal damage, it is that the cost in Powers and Enhancement slots is not comparable to the cost of adding a single tier of henchmen to your selection)
Mastermind attacks are toys. They're fun to use, they give you something to do when you're not desperately needed and they look cool. But they're also very expensive toys, requiring power picks, slots, money to fund them and energy to run them. They're fun to play with when it doesn't matter what you do one way or the other, so why NOT shoot arrows at your enemies? But they go out the window as soon as you need to get serious. Mastermind attacks are the first thing that gets dropped when a situation deteriorates in much the same way as a cop would drop his coffee and doughnut when he sees a thug holding up a 711. They are cool, but their use is next to nil.
I'm not saying Masterminds need to do Blaster level damage on their own (nor could they, with all of three powers). What I'm saying is that I don't want to feel like I'm making a mistake every time I fire a personal attack. I doubt they'll ever give Masterminds better personal damage, even at a higher cost, but I see no reason why they can't be given a discount. Secondaries get increased costs for a very simple reason - Masterminds get a LOT more mileage out of support powersets than any other AT, so it makes sense they'd cost more. Conversely, Masterminds get a lot LESS mileage out of personal attacks than any AT in existence, including Controllers, so it doesn't make sense that they'd be so inefficient.
And when I say I want them to be attacks, I say this because they LOOK like attacks. Again - if I fire a rifle, I want to shoot people, not debuff them. If these were supposed to be debuffs or control effects, they should not have been modelled after lethal weapons designed to kill. If the Mercs rifle, for instance, fired beanbags and tear gas, then I could see the powers being support, but it fires bullets and high explosive grenades. Those are not support powers, and they shouldn't be altered into such. -
Quote:Because my ******' stupid mouse has a Back button on it which caused me to lose a seriously long post, let me try and summarise:I do not remember this when I ran on Unyielding. The spawn sizes would vary independently of the level. I could get a nice pack of enemies at +1 or +2 and other times the enemies would be smaller groups but still +1 or +2.
I've been playing on Tenacious and then Malicious since those existed, and the only spawns I ever saw were:
6 +0 minions (used to be five)
1 +0 lieutenant, 5 +0 minions (used to be four)
2 +0 lieutenants, 1 +0 minion
1 +0 boss, 1 +0 lieutenant
3 +1 minions
1 +1 lieutenant, 1 +1 minion
1 +1 lieutenant alone
1 +1 boss alone
Always this, and it never varied, aside from exotic faction-specific spawns. The first time I switched to +0x2, I got spawns of 6 +1 minions and 2+ 1 lts, 1 +1 minion. I died a few times before I caught on what was going on.
As Skarmory said, difficulty varies too much. It's not a question of it being too hard or my characters being too weak. -1 spawns at x2 are far too easy and +1 spawns at x2 are uncomfortably hard. Arcana already beat me over the head with how "resource management" is an integral part of game design, and +1 spawns make me have to rest a lot. I could build my characters stronger, but then all that would end up happening is I'd get caught between +0x2 and +1x2 or +0x2 and +0x3. +0x2 is the golden centre for me, if only THAT were what I got when I picked that difficulty. -
Not being invested in Dominators, the only thing I can say here is: Sure, why not? Give it another damage component to catch SOME defence somewhere and you're set.
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Quote:As I've seen it explained, the war walls inhibit the free movement of large-scale military forces, keeping large-scale conflicts more static and localised. For instance, if the Freakshow decided to go on a massive rampage, they could threaten a zone, but would not be easily able to spread to other zones because they could be contained at choke points like gates and tunnels.The war walls don't keep the bad guys out. They keep the bad guys in.
For me, though, they're just something big, cool and decidedly sci-fi to look at, which makes an otherwise unremarkable cityscape look more interesting. It's the same reason why Fantasy RPGs don't have just featureless endless woods, but like to throw in giant trees, towering ancient temples, meteorite craters filled with dinosaurs and so forth in. -
I am very much for this. We already got tech wings despite the very concept not making much sense, I dare say it's about time we got a tech tail or two. If I were an artist, I'd draw what I mean, but failing that, I can google a few pics, such as:

and

It would certainly help pull together a few concepts for me, and probably give birth to a few more. -
Quote:I petitioned a blatant Dr. Doom knockoff earlier this week and got a response that they were investigating it, so I know they still worked as of... I want to say Tuesday, but call it at least Monday.I can't find any announcements about problems with the customer service system. Does anyone know if the automatic response system or GMs abilities to receive petitions is having an issue?
Check your junk mail folder, and if that fails go to my stuff on the PlayNC Support site and check to see if you have any open tickets pending. I no longer remember how accounts there are handled, but I believe that you may need to create a new one based on the e-mail address you're set to receive official mail to. That's the best way to track your communication with customer support.

