Samuel_Tow

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  1. Thank you, Zombie man. Let me see if I'm reading this correctly - what we see currently in Real Numbers AND Combat Attributes is wrong and unreliable, and we should wait for the mess to be cleared up? Is that it?

    Additionally, the components we are seeing quadrupled are just a breakdown of buffs to make flight speed suppress when held, as well as make it not fully enhanceable. That is to say, the two primary flight speed buffs are one part enhanceable and one part unenhanceable similar to what Dull Pain has, where as the other two buffs (or rather, the buff/debuff combo) are there to handle flight speed reduction while held. Do I have that right?

    That makes sense, I guess, but I'll wan to wait for flight speed numbers to be tightened up in Combat Attributes before I make any changes to my Fly or Hover slotting. Ideally, I'd like to see the final numbers in mph before I make a decision, and ideally without the jitter in final flight speed that we see now. Incidentally, do you have any idea what causes that jitter?
  2. Personally, I'll struggle to make any of my villains into rogues because I worked to fit my characters well within the framework we used to be given, so now that we have elbow room, I find that I don't need it. Back in the day, I had a small questionnaire about whether I should make a character a hero or a villain, and whether I should make a character AT ALL, and one of the major points that I had to find an answer to was why that character is a villain.

    All of my villains are villains by choice, by action and by will. That's not to say all villains are, but those that weren't I simply never made. Some are after power, some are after (messed-up) ideology, some are followers devoted to their masters (who are other characters of mine) and so on and so forth. I have no "misunderstood" characters, no "confused" characters and not really any outright insane characters who are doing it all for the evulz. Evil by choice is what they are, and evil in such a way that they can make a decent argument for why they're right.

    In fact, having written a speech by a specific villain of mine and shown it to my friends, many of them went "Well, that was entirely reasonable. Doesn't sound like a villain to me." Considering I know what he really is, I consider that reaction to be a smashing success. If only all of my villains could be like this.
  3. Quote:
    Originally Posted by Twisted Toon View Post
    I think he was referring to Upstart, not Bile, with that last part.
    Upstart, yes. He has the potential to be a really cool villain and a really chaotic influence on what is already a pretty chaotic group, but he never does anything because he apparently he's out of "Get out of Jail free" cards and he hasn't rolled a double in over six years. Poor guy.

    And speaking of Bile the Technophile, he, Clamour and Dreck really have only one show each, and each of those is... Kind of pointless. Dreck raids another dimension for... Some reason and his only point is to add an AV, Bile isn't even from our dimension and his only point is to add an AV to a REALLY boring mission, and Clamour is... Part of a TF, and by default I have no idea what the hell is going on there. But she shows up at the end, gets taken out and we're all happy about it. Meh.
  4. Quote:
    Originally Posted by Starsman View Post
    When was the last time you saw people do anything other than instances in this game? Ship Raids and Hammy you say? They have their rare spawns too, but a solo player or non raider will not be likely to be questing around those areas.
    City of Heroes never made that claim, however, or at least hasn't in the past five years. Sure, there are still the few lost souls who feel that running into populated zones and asking for teams in Local is the way to team, and I'm sure a few still expect to see teams of heroes or villains roaming around the zones killing things, but that has not been even considered for YEARS now.

    WoW is different, in that it has a much bigger world, much more people and, interestingly, much more to do in this big world. In fact, watching my friend play for a few years now, it felt like back in the day he spent most of his time in the overworld doing quests and cursing at his Quest Helper, whereas now I barely see him do that. I watched him put off an overworld quest for an entire week, and that's with me nagging him to do it like I'm his mother.
  5. OK, I give up. I am completely stumped. I've tried wrapping my head around the Flight Speed changes, and I just fail at it so completely. It's not the math that's confounding me, however little there is of it, but rather the more practical side of things - system application and actual impact. Here's what I mean.

    I know base flight speed used to be 14.somethign mph, and is now 19.something mph. OK, so let's check and see how Hover is affecting those and... What the hell am I supposed to do with THIS:



    Why is Hover listed three times? I checked the power's Real Numbers, as real as those are, and all it lists is a single 98.69% flight speed buff. To what? To base flight speed? Doesn't seem like it's doing that, because it means Hover should be showing a single 19.something mph flight speed increase, and it ain't. Even if I ignored the flight speed debuff (and what purpose does that serve?) and added together the two buffs, it still comes up to around 21.something mph, which is 100+% buff, which I don't have.

    Am I supposed to ignore the buff numbers and just focus on total speed, then? Because that doesn't seem right, either. I clocked this very same character doing I think 27 or 28 mph of flight speed before I18, and she's clocking in at 31.something now, which is an increase of only around 3 or 4 mph, which is less than just the BASE flight speed increase, and the flight speed buff is supposed to be based off that.

    ---

    Confounding "real" numbers aside, this change doesn't... Feel as drastic as I was led to believe it was. Certainly flight speed is faster, though flying around with old characters doesn't really make me feel like it has suddenly gotten TOO fast, which is what I expected to see. By "too fast," I don't mean too fast to control, but rather fast enough to where I can feel comfortable in removing slots. Fact of the matter is, I don't. Not on my non-swift characters, anyway. On the one with Swift, it does feel a bit "too fast," but that's hardly what I expected.

    Maybe I haven't played a slow flier recently, or maybe I got used the the Ludicrous Speed of the new Sprint... I don't know. But Hover doesn't "feel" like it got much faster. In fact, truth be told, it doesn't "feel" like it got ANY faster. And it did, which should show you how subjective that "feel" is. But again, it doesn't convince me that it's fast enough to where I can pinch slots for something else. I guess one-slot Hover isn't too bad by itself. I mean, I've played it, I've run it. It's good for a Mastermind, say. But I play Scrappers with this. I play Blasters. I can't afford to be slow, and "slow" is what it feels like this will be if I remove any speed slots.
  6. Quote:
    Originally Posted by FourSpeed View Post
    My guy isn't particularly "heroic" so, once it was clear he was set up as a patsy,
    Cleo was toast

    But, for a character who is actually strugglin with the Heroic Morality, one
    way to (possibly) rationalize it with Cleo is like the Lethal Weapon movie
    (where the Bad guy is diplomatically protected).

    Given Cleo's connections, a simple arrest isn't probably going to stop her.

    Certainly, there's enough grey area for her to wiggle out of trial - especially
    with her (your) other successes (ie. Hospital plot, etc) and her relationship
    with Praetor White and past work with others.

    Basically, you're in the spot where you probably can't stop her any other way
    from sacrificing more people to suit her "agenda" going forward.

    So... "Your diplomatic immunity has just been revoked"... becomes the answer


    Regards,
    4
    That's actually where I suspect the problem arises. From a game mechanics perspective, either Washington disappears as a contact or Cleo disappears as a contact. I'm not sure BOTH is even feasible. So we have two choices - either Washington stays and Cleo out and out dies, or Washington dies and cleo stays exactly where she is, as a Resistance mole. That's my problem - the game is forcing me to pick sides in a way that events don't actually require.

    If I had a bit more of a free-ranged choice, I'd beat up Washington, let Cleo scram for the sewers, then leave the evidence with him to do as he pleases. But I guess it's assumed that Cleo will stay and fight for her position, rather than running away. If I were Paragon Shepard, I'm sure I'd be able to pick exactly that kind of middle ground solution, but in Praetoria, that's not possible.

    On the other hand, assuming she would fight to stay in her position rather than running for the tunnels, this actually gives me an excuse to kill her. If I had to choose between Cleo dead and Cleo on the lamb, I'd pick the latter. However, I don't. I have to choose between Cleo dead and Cleo as a Resistance mole with Michael White's blessing. THAT actually gives me a much easier justification.

    ---

    Interestingly, Responsibility arcs do try really hard to paint you as trying to be the good guy in a bad world (ironically, given Praetoria's gleam), but the problem is that they end up as really depressing versions of Warden story arcs. Where Warden story arcs end in with the good guys victorious and the bad guys defeated, Responsibility arcs end with good guys destroying themselves to protect decisions of questionable morality. Dr. Steffard's fate is a good example, spoilers spoilers spoilers.

    In the Warden arc by Dr. Steffard, the your Power Division warden helps Steffard uncover a plot and save a psychic, and eventually has your warden help a Seer free the other Seers. In the Responsibility arc, Steffard is being helped by Crusaders and is cutting up Seers and basically yanking their implants out of their heads. His fate is to eventually be captured and his Seers returned to the network. Talk about depressing.
  7. Quote:
    Originally Posted by EvilGeko View Post
    There's only one "heroic" response in that scenario where you can stay a Loyalist...don't do the mission. Outlevel it and move on. If you do that mission, you have to make, in my opinion, a morally repugnant choice. Neither option is acceptable behavior.
    That's really what bugged me about this, to be honest. I know the Loyalists are trying to be the good guys, but I still feel it would have been a bit more... Pleasant, I suppose, if it were a choice between two "right" options rather than between two "wrong" ones. But then, I suppose that's the harsh reality of Praetoria.

    And, yes, I know I could have avoided the moral choice and just gone to speak with Kang without introduction, but that feels like avoiding responsibility. I want to involve my characters into Praetoria as much as I can in terms of decisions and morality, and that means sticking with it even when the going is not pleasant. In a way, I can't say this is a bad situation from a writer's standpoint, because it really serves as a wake-up call for all the puppy-eyed loyalists. This isn't an easy struggle, and sometimes, hard decisions have to be made. And this one had to be, simply because Washington decided to be a dick about it.

    But I guess what bugs me the most is that this is the complete opposite of what I had my character do with Pell. With him, I chose mercy (as opposed to murder) because my character is out to protect the people of Praetoria, not avenge them. The point is to stop the killing, not to perpetuate it. Bad thing is, in the Cleo case, it was unavoidable because it was either her or Washington. SOMEONE would die, which is unfortunate.

    The Warden moral choices are rather easier, in that at least it doesn't feel like there could have been a third option. Either you free the Seers or you don't. Either you let the Destroyer go or you don't. Here... The morality felt a bit forced, but I guess it is what it is.

    I'm probably going to go with "You don't have innocent people murdered and be surprised with the consequences." And, I just realised that Cleo wasn't exactly up to taking responsibility for her actions. She wasn't all "There was no other way." but rather "I didn't do it! I helped you! *puppy dog eyes*" Gave me a serious case of not-falling-for-that-again-itis, though it didn't make things any easier.
  8. Well, it seems someone already solved the title problem for me, so no need to change that any more. Sorry about that, guys.

    As for the RP reasons, I kind of wanted to go with something more than just "She's resistance! Hiss! It burns!!!" Doesn't really work for me as the author of that character. With Monroe it was an easy choice (not sure if there WAS a choice, but the dialogue tree implied it), in that the guy doesn't have a leg to stand on. He's a cutthroat criminal who'd, to quote White, "strangle his own mother" for the sake of power, control and most probably money. Those suits aren't cheap. Even with the Crusader blockheads it was interesting because they kept saying things like "Why would we NOT blow up a hospital?" and "We should have started working with murdering criminals earlier!" and "Who's on dog-kicking duty today?" and so forth, so it was clear they were the bad guys.

    But with Cleo... She did look like she was trying to do good and I'm not sure how many people she hurt directly. Well, that dead PPD guy she sold out, obviously and... Well, me, can't forget me. But that's not quite the "hospital blowing up, works with murderers" kind of problematic that has an easy solution.

    I guess I could default to the old standby of "I want peace and security, but I want it the right way!" which is what I used to justify saving the Council in Mass Effect, and indeed, sending honest-to-god hard-working citizens to their deaths seems like the wrong way. Who are we really protecting here if we sacrifice civilians without a second thought? Even if it's one civilian, it's still one civilian too many. But then how do I justify taking HER out in return without being a hypocrite? Can I really argue that the cop was innocent in that he was doing his job but Cleo wasn't because she did this on purpose?

    And I guess a Chief Interrogator's decision - even if it's a death sentences Judge Dread would be proud of - is final. But that seems like more of an excuse.
  9. Quote:
    Originally Posted by Forbin_Project View Post
    As long as they allow players the option of opting out of automatic team building I have no objection. I've played in other MMO's that have similar systems and the feature seems to attract a lot of people that join missions and then sit at the entrance waiting to collect the mission completion bonus while other players do all the work.
    As I've seen it in WoW, I don't think that's something for regular teams, as in a team already formed would start receiving auto-team-mates. It's more a team that's built from people looking by the system, rather than needing one player to show initiative and start doing it manually, and these teams seem to only apply to the dungeon or instance that people built them for.

    I'm not saying they're an ideal feature, but auto-teams are a great way to make the population feel larger by letting people congregate for less effort and time invested. Hell, I would partake in this if it existed, and we all know how much I dislike teaming. That ought to say something.
  10. OK, if you get past the spoilers tag, you probably know what I'm talking about. The Nova Praetoria Responsibility storyline ends with an unpleasant revalation: Cleopatra - Praetor White's cheerful girlfriend - is a resistance Warden who just betrayed you and set you up to be killed like a dog. Oops! But Interrogator Washington has a solution to this - kill her, instead!

    Ugh...

    Here's the thing, though - I did. I'm determined to get this character all the way through as a Loyalist so I'm basically set into taking the Loyalist options when presented, but I'm also set on making her a hero, which means I need to try and avoid jerkass options wherever I can. The problem is that the jerkass option and the Loyalist option coincided in this case. And that ain't good.

    So here's my question - how can I justify this for my character. Now, I know what you're thinking, o Golden Girl: "You can't!" Well, since this is written fiction where anything is possible with enough spin, I'd like to avoid the fact that, no, I really can't justify it and try to come up with a way to spin this into something that's at least somewhat nonjerkass.

    The character I'm working with so far is... Well, she's a robotic construct who gained sentience basically on her own and she feels responsible for people in general, but rarely any specific person in particular. So I was kind of working off "You helped me save a hospital, but how many people did you sent to be murdered by Crusaders?" but the thing is... I don't know. She may not have at all. So I'm stumped on this, and I could really use some help.
  11. Quote:
    Originally Posted by IanTheM1 View Post
    In fact, pretty much all the dialogue in both areas is actually rather funny, but I'll also say that they feel incredibly out of place. "You're a true blue hero, now feel free to listen to Positron crack bad jokes!"
    Yeah, that's another thing that gets me. I realise that not everything can be doom and gloom and serious all the time, but these guys are setting up a base of operations. Can they please not make me feel like I blundered into a sitcom? I half-expect to hear a laugh track after yet another spout between Sister Psyche and Manticore.

    And where the hell is Back Alley Brawler? And why can't I speak with Miss Liberty? How did she even manage to get to the Crucible before me? I didn't see her pass me on the way.

    In-jokes and puns aren't going to carry this thing.
  12. Quote:
    Originally Posted by Turbo_Ski View Post
    actually that perspective is a year and half outdated. Wrath had an extremely flexible raid design to make them more widely available to all groups. Only factors people consider for normal mode raid encounters are role composition (such as 2 tanks, 2-3 heals, 5-6 dps for a 10 man run) and if everyone is decently geared enough and keeping a decent balance between melee/physical dps and ranged/magical dps. I regularly PuG a 10 man ICC at least to 6/12 bosses each week without a sweat, something that was almost impossible to do in BC with Kara and Zul'Aman.
    Speaking of which, I was remarking to my WoW-playing friend about how smart Blizzard were in terms of business. They have enough players to populate the moon, but instead of resting on their laurels and letting population density build teams by having people run into each other, they still instituted "quick game" team building that sets you up in a raid or instance automatically.

    Now, it may be my friend and how he plays, but I get to watch what he's doing literally all the time when he plays, and almost the only time I ever see him team is either in instances or battlegrounds, both of which he joins via auto-team. The rest of the time when he's roaming the lands, he's basically solo doing Lord know what. I gave up on trying to figure out that game's questing system.

    So what I'm saying is that, end game or no end game, WoW seems to have stopped being about precision-orchestrated encounters with Rick Flair as your team leader and more about a semi-random mash-up of willing volunteers that go with what they have. I wouldn't mind a system like that here, to be honest.
  13. Quote:
    Originally Posted by Dr_Mechano View Post
    Well there is a BLINDLY obvious reason why it is the Freakshow that work for random individuals, out of all the level 30+ enemy groups, they are the only ones without any proper agenda beyond 'causing as much chaos, violence and murder as we can'.
    I'm not saying it's bad that they work as mercenaries. You're absolutely right that it makes sense for them to be the ones to do it. In fact, my "double" heading up a gang of Warriors seems out of place. They should spawn the good double in that Arachnos mission alone.

    But what bugs me is that this is literally ALL they do. Right off the top of my head, I could list at least 15 things the Freakshow could be found doing that would disgust most people with any sense of empathy, but you'll never see them do any of those things. Because they're too cute to sully like this. Look, I am prepared to eat crow if tomorrow we get a new Freakshow arc that makes me afraid of them. I WANT to eat crow over this. But I won't, because that won't happen.

    Too dark for the game? Hardly. Just look at the simple murder of a sympathetic character that Nemesis soldiers commit. That's dramatic. Or what I'm doing right now, which is trying to save an exec from an assassin, only to find her with her throat slashed very deep. Ouch! Now I want to find that guy and beat him senseless, and I didn't even know the lady. Hell, she was probably in the Syndicate. Or, again, the murder of Mike Swartzwald for no reason other than because he found out too much.

    All we ever see the Freakshow do, aside from being stupid in a cute and cuddly way, is destroying random unimportant property that no-one ever seems to care about or stealing random unimportant things that no-one ever claims. This is pretty much the next most cartoony type of crime after "robbing a bank" because it doesn't feel like anything bad is taking place that shouldn't be allowed to happen. It feels like a game of cops and robbers.

    If the Freakshow are a violent, dangerous gang, then they need to feel like they are a real, pressing danger to ordinary people. And they just don't. Even the Warriors, absurd as they are made out to be (seriously, who writes for these guys?) still come off as much more of a credible threat and a lot less like a loser joke. The Freakshow should not feel like losers, that's what it comes down to.
  14. Quote:
    Originally Posted by Lothic View Post
    I agree these things should "impress [and] need to be exciting" the same way the PDP was a good initial concept that needed to evolve into something cool. Yes it's crummy we have to wait for The Crucible and Fort Trident, but they are at least functional at the moment and the window dressing can come in later. *shrugs*
    They're not the only thing that feels tacked-on, however, that's my main problem. Back during Beta, I mad a small rant/list of things that were really bad and I hoped they were placeholders, which people assured me they were. Most weren't, and are Live right now. The easiest example is the hospital in Nova Praetoria. When I first got into Beta, the hospital was using a copy-pasted interior from Paragon City, with four doors on the inside but only two doors on the outside. People assured me that this would be fixed, and what do we see right now? Four doors on the inside, two doors on the outside. Oh, sure, it got a few Loyalist posters and a new paintjob, but this still looks and feels like a placeholder.

    And then we have the new tilesets, right alingside the "new" tilesets and right alongside the OLD GOD DAMN TILESETS!!! The tunnels are GRRRATE! Love 'em, can't complain. They're amazing. The "grey labs" of Praetoria are very well done, if a bit cavernous and empty and with only ONE entry room. Feels like they should have more hallways and intersections and less a linear path through large chambers.

    Then we have Praetorian offices, which swapped the stone and wallpaper from the CoV tileset and swapped a few CRT monitors with holographic screens, but kept the gaudy redwood doors and railings, the 1980s towering copy machines, the 1990s PCs with floppy drives and, oh, the exact same rooms in what feels like the exact same layouts. And then we have the warehouse tileset from CoH which swapped... Nothing whatsoever at all. Not even the crates and containers have been rearranged. It's the exact same fed-ex tilesets, and one of the two people have been complaining about for as far back as I can remember.

    And if that weren't funny enough, the ONE tailor on the entire planet of Praetorian Earth spends her time hanging out in front of her store like she's handing out pamphlets, I assume because her store has no interior made for it yet. And there's still nowhere to change difficulty at all.

    I look around, and I see placeholder after placeholder. It's not that Fort Trident and the Crucible are all that bad, but it's just that they're one more place which feels like a rushed placeholder. I love the expansion and it's given me a lot of fun so far, but come on, now!
  15. Quote:
    Originally Posted by ClawsandEffect View Post
    So how does the way they talk have any bearing at all on the danger they pose?

    I think it's actually kind of appropriate that no one takes the Freakshow seriously, right up until they do something utterly horrible and you remember why they were dangerous in the first place.

    I mean, this is a group of people deranged enough to turn violence, chaos, murder and destruction into a sporting event. They view a trophy made out of old car parts as justification for murder. The fact that they happen to behave like a collection of internet trolls is actually kind of fitting.
    That's just it - they DON'T do anything like that. They HAVEN'T done anything like that for years. In fact, the last meaningful thing the Freakshow have done dates back to Launch day story arcs. But what have they done since then?

    Well, they took part in Miss Francine school for us to giggle at how a person without hands has such good handwriting. Then they started working at pawn shops, because a Freakshow with a day job is funny. Then they started working for our random individuals who didn't have a group affiliated with them, seemingly for the sole purpose of spouting one-liners. Oh, and they were welding rockets to their backs and singing about bombs.

    I half expect to see them take part in a Justice Friends sitcom next, with a goofy Freakshow Tank sharing a room with a whiny Warrior Hewer and a bipolar Dark Ring Mistress, arguing about how the tank couldn't have used the last of the toilet paper because he doesn't have anything to use it on. They have been made utterly pathetic and complete laughing stocks. People are more likely to buy Tank Swiper plushies now than they are to take the Freakshow as a serious, credible threat.

    And it's all because someone thought it was funny to use them for comic relief and has been running with it for six years now. And I still feel that T3h PwNxx0rz is what started it all. Remember back in the day how we used to get together to laugh about this and every now and then someone would post about "ZOMG! Look at this Freak I just fought!" These days, that's so old most people wouldn't even register it was ever meant to be a joke.

    Something needs to happen with the Freakshow which would once again remind us that they're actual villains, not comic relief goofballs.
  16. Quote:
    Originally Posted by Thirty-Seven View Post
    I guess I still don't get it. For me, "endgame" is what I do when a character hits 50: focus on a different character. It just doesn't makes sense to me to continue playing a character that has no powers to gain, no levels to earn and having a good deal of the content you wanted to do... done. Granted, I have gone back to two of my 50s quite a bit: to gather badges, but that means I pull them out for a few weeks after each issue and get the badges I can, and then shuffle off to my other characters. I mean, I do have 20-some characters that I am actively rotating among. What is this "I still want to play my 50, so I demand more things to do with a character that is otherwise done" stuff?
    To be honest, one thing most MMOs miss, I believe, is a feeling of closure. While endless progression has its merit, I still firmly believe that all good things MUST come to an end, because the longer you drag a good thing past its prime, the less good it becomes. I enjoy that, in City of Heroes, I can hit level 50 and feel like I'm DONE. That doesn't mean I'll never play the character again, but it means my character is now complete and I can finally use all that power that I've been accumulating over the character's life span without feeling like I could be adding something more.

    In some way, the Incarnate system will ruin this completely, but in another way, that too has an end at some point.
  17. Quote:
    Originally Posted by Lothic View Post
    The "original" Pocket D was actually just a stock warehouse mission map that (supposedly) a Dev modified a bit during his/her spare time. It took them a few Issues to finally get around to reworking it to make something as unique as the Pocket D we have now.
    The difference here is that the Paragon Dance Party was just at throwaway gimmick that someone thought it would be cool to have. It wasn't and isn't judged to a very high standard in the same way as people don't and shouldn't expect a new gaming experience from Walk. It was a gift, and we appreciated it for what it was. A gift, mind you, which became obsolete when CoV came out, since a co-op party zone was needed.

    The Crucible and Fort Trident are not the PDP. They are and should be judged to a much higher standard, because they are both important conceptual locations and the advertised reward for staying a true hero or a true villain. They need to impress, they need to be exciting. And they simply do not and are not.
  18. Quote:
    Originally Posted by Bad_Influence View Post
    A costume piece that could GET lost, if you ask me: the new Omega hairstyle. I swear I nearly snorted my drink out of my nose when I saw that. Its just seriously, seriously bad.
    Really, now?

  19. Quote:
    Originally Posted by Dr_Mechano View Post
    Grumpy guss aren't you?
    So I've been told. The game is plenty silly enough as it is. I keep wishing it'd take itself just a tad more seriously. We've already utterly ruined the Freakshow in this precise manner. I still hold the Freakshow War to be the only decent arc they have left. This is the arc that finally explains why the Freakshow are so feared and why they're such a big problems. It describes them as violent murderers and terrorists, it shows Dreck as a ruthless leader, Bile as a violent nutcase and even Upstart, who NEVER SHOWS ANYWHERE as somewhat of a sinister conspirator.

    To my eyes, this is what they should be, not slogan-spouting squeak toys to laugh at. They kidnap and murder people.
  20. I saw Fort Trident yesterday, and it is embarrassing. A cave near a pond in Atlas Park takes me to a submarine pen in the world's most boring Longbow base? That's unacceptable. And why a Longbow base? Why is everything Longbow? Why can't we have at least one more prominent hero group so that Freedom Corps paraphernalia doesn't clutter the whole game? Even in another dimension, I'm still meeting Longbow!

    You say they're placeholders. I say it's unacceptable to leave placeholders in a finished, launched product. I had thought that pulling the Incarnates placeholder Alpha slot meant this was obvious. And even if it IS a placeholder, then frikkin' put a little more effort into it! Don't just slap it on a cave somewhere on the butt end of nowhere.

    And what do we have inside? Why, a collection of NPCs standing next to SG portals that lead to them in their zones. I'm kind of reminded of that line of five Crey dudes selling SOs in Fort Darwin in CoV Beta. Only those were taken out before the game went Live.

    Guys, fix this, and before the next Issue.
  21. Quote:
    Originally Posted by Zaion View Post
    FYI those light polymers used in modern cars are stronger than steel. There's very little metal at all in the best race cars, and they are much, much, safer than old metal clunkers.
    Stronger on a "per unit of weight" basis, just as how titanium is stronger than steel for its weight because it's a lighter but still very strong metal. Old cars, especially "barge cars," have A LOT of steel in them, which makes them practically rigid.

    Speaking of which, plastics and polymers are designed to crumple and, fold and collapse, absorbing impact as they so. Steel frames are (or were) designed to simply be rigid and take impact in a similar fashion to armour plating. Good for keeping the chassis intact, bad for keeping the passenger off the steering wheel.

    And considering this is a super hero world where cars are as often chucked as they are driven, I'll still take a heavy steel death trap that hurts a lot when you hit people with it than than a collapsible plastic car that's safer.
  22. I really hate in-jokes, ESPECIALLY the ones I can catch.
  23. Quote:
    Originally Posted by Lazarus View Post
    Speech bubbles are bugged in general right now, often the lines are coming out of order. I noticed this when testing some changes on one of my AE arcs and then saw it happening often in tips and papers as well.
    That's "right now?" My NPC channel has been doing that for years. Well, at least when I encounter the usual bout of NPC dialogue spam. I don't think that's a new problem.
  24. Quote:
    Originally Posted by EvilGeko View Post
    I wish we had paid expansions every year. I think all the sub-communities (badgers, base builders, PvPers) would get more love that way.
    I don't know about that. Not really a fan of TOO many extra expansions, especially those that split up the playerbase the way CoV and GR did. I'm not really a fan of microtransactions, either, but as long as they release an "Everything Booster Pack" for a high price every now and then so people can easily catch up, I'd rather go with that.

    Then again, the obvious competition (that's WoW) seems to not have deluged its players with nickel-and-dime expansions and has, in fact, only managed to launch two in five years, looking at a third "the Tuesday after it's done." So I can't really point to a game with expansions and say "Don't make it like that!"