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Quote:Hmm... I'll probably do that. I keep wanting to make her tall yet reasonable, but because some artist decided to be "realistic" and made women about 10% shorter than men and then proceeded to make NPC men about 50% taller than player men... Well, let's just say that there isn't much ground between "taller than most" and "max slider." I'll see what balance I can strike, but it'll likely be higher than what I have now.6-8 inches below maximum.
You would always know that she was larger than most (by a significant amount), but that you hadn't simply jacked it to the max, which would be the easy way out.
That's pretty much done, which is kind of why I attached the picture. Yeah, that pic IS cheating, as it's the hacked model I used in David's Art thread, but I'm still waiting for that kind of skin texture to finish it. In the meantime, she's about as "chunky" as the editor will allow without looking silly. Ask me about it if you want to know what I didQuote:Then play with the other sliders to get the beefy thickness that would imply strong and tough.
Sadly, that used to be the case, but after going through the same pains with my one and only other giant woman in the other Pic, I broke down and just made her max slider. I was sick and tired of seeing my "giant" woman be positively tiny, so I went as much overboard as I could as a form of revengeQuote:Absolute maximum is the easy way out, and I know enough about you to know that you're too picky (nit-picky at times) to do things the simple or easy way. You have an eye for detail and a mind that obsesses about the minute things that most take for granted.
Besides, she's supposed to be about the biggest character I'm going to make of that type, so it made sense for her to be the biggest I CAN make.
However, that puts me up against a problem - if I made another max-height woman, that will take far too much away from the original's uniqueness and coolness. So you're right there - I probably don't want to go max slider. However, at this point, I'm convinced I should get "close."
It's not just a case of "tall=strong." It's more about "big=strong." There are a few particular features of the "Height" slider in City of Heroes that are well worth exploring. One is that it's not height at all, it's scale, or in other words size. It doesn't make people just taller, it makes them proportionately bigger. In real life, a 7-feet-tall woman would look stretched, with her body consisting of, what? 8-9 heads or some such? In City of Heroes that's not an issue, because the head scales up with the body, as does bodymass. An 8-foot-tall woman (which is what my green one is) has thicker arms, wider shoulders, bigger hands and longer legs than a 5'5'' woman. You can't tell in the editor, but it's REALLY telling in the actual in-game world.Quote:If you were going for a more brutal stronger character I'd say go shorter than average. 5'10" ish is the average height of those who are stronger than normal people while the average is 6-6'2", but if you are going for the 'tall=strong' myth then you can always follow the Diana, wonder woman, model which is 6'6"-7'
Furthermore, weapons scale with the model, so while a weapon is always to-scale with the character who wields it, a big character's weapon tends to be MASSIVE compared to enemies. And because I went with the Legacy Battle Axe on this one, which is MASSIVELY oversized on women to begin with, that effect is staggering. As an idle point of fact, the Legacy Battle Axe is as wide across as the spiked targe shield
Considering I'm using a pretty high scale value already, this makes the axe wider across than most of my enemies are at the shoulders. This pleases me greatly 
Finally, as character scale increases, base animation speeds decrease. Running becomes slower, jumping height feels lower and large weapons feel like they're swinging in wider arcs. The whole character's movement and attitude feels much heavier and much more sturdy because it's significantly slower as compared to even a medium-sized one. That's a large part of why I want this woman to be a large model. I have her pretty large right now. In fact, let me check... I have her set to scale value 26 out of 36 and... What the hell? OK, that's lower than the slider made it look. There's definitely room for upscaling here.
I used to think that, but the truth is that the in-game reality is nothing of the sort. I currently have her just shy over 7 feet and she's barely taller than many civilians and shorter than many combat NPCs. I thought bringing her this tall would solve this, but I struggle to tower over even just the tailor who made me the costume at that heightQuote:If you want to be noticeably taller than most of the people around you, go about 6' 6" on the (almost useless) scale in the character creator.
6'6'' is actually the standard middle slider value for men, or at least is thereabout, which would put me on even keel with most civilians and more conservative villains, but easily shorter than most "tough" villains like Trolls and especially the Freakshow. I'm not looking for Council big or Greater Devoured big (though that would be so cool
), but bigger than most is the least I want to do. I might have to take BBQ Pork's solution and then... Basically run with it.
Will see about it tomorrow when it's not half past 2 AM
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Just want to say: Thank you, guys, for taking the time to help me with this. I know I can be difficult to work with most of the time, but I really appreciate this. Still looking, by the way. -
OK, my head's about to flip around and vacate my body if I try to reason this out any more, so I figure I'm just going to ask you guys for a bit of advice. Keep in mind that this is an aesthetics question of personal opinion.
I have a girl I've been meaning to make for some time, and with Going Rogue on the horizon, I figured I might as well get her costume right before Launch day. The thing is, she's supposed to be a tall, strong, fierce warrior from another world where the environment is so hostile and the world so populated with invincible monsters that humans evolved to be a LOT stronger, tougher and overall bigger than humans on Primal Earth. This requires that I make my girl pretty tall, but still looking reasonably human. My question here is - how tall?
Let me put this another way - if you were designing a woman who is defined by being bigger than most men, how tall would that make her? Slightly taller than the big bruisers Trolls and Outcasts? As big as the various Freakshow? Max height? Suppose I picked a particular NPC to be "bigger than." How much bigger should I make her? Slightly taller? "A head" taller? "Breasts at eye level" taller (as someone else once put it)?
Just so that we know we're on the same page this is the woman I'm talking about. I'm honestly in a quandary here, because I'm not sure I want to make her max height, or indeed even skirt max height, but at the same time I want her to look and feel BIG. I also don't want to step on the toes of this titanic character who's already max height, but I'm wondering... Should I, actually?
I'm really hoping you guys can help set my mind on what I should do. -
Quote:Well, then I certainly hope you have eyes on the back of your head, because tripping over an overturned chair, a street curb or a jotting sidewalk tile will then be more deadly than any enemy you're running backwards away from. And having fallen backwards and broken my wrist, I can assure you - falling over backawards is MONUMENTALLY more dangerous and much harder to brace yourself from than falling over forward from.When I'm backing up, I'm backing up on purpose, eyes front for a reason.. Turning around in those situations is contraindicated. If I want to turn around, I'm fully capable of doing so on my own.
Additionally, if you're backing away from something, such as laying down suppressive fire and retreating, you are WALKING backwards. Not only is running backwards dangerous, it looks embarrassingly silly. What's more, when platoons are retreating, you have some people laying down suppressing fire and other, yes, turning around and running for cover. Running in a way the human body is not built to without looking where you're going is just asking for trouble.
Besides, facing in the direction he's moving never hampered the Prince of Persia, Devil May Cry's Dante or Crash Bandicoot. Running backwards is probably the WORST animation in the entire game and the worst concept in gaming history. It looks bad, it feels wrong and it's always clumsy and fudged. I can kind of see strafing, even though most people wouldn't strafe, but rather run forward and just look to the side, but backpedalling has no such excuse. It's just... Silly! AND it means I'm slower to move backwards than I am to move forward. Oh, yeah, seriously. Try it. Moving backwards IS slower than moving forward.
*edit*
Speaking of silly... -
Glowing Face 14 (for men, at least) has independently-colourable "glowing eyes" which also prevents you from using any facial patterns because the eye colouring takes up the pattern slot. However, the "glowing" eyes do not glow. They darken in the dark the same as all the others. The Organic Armour face eyes, by contrast, do not darken in dark areas, and so glow in the dark. This needs to be copied over to at LEAST the glowing eyes face, and I dare say all faces in general.
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I never skip any level unless I'm already half-way to a faraway mission without a travel power and enemies in the area are my level. If I choose to fight back to the trainer and then fight back to the mission, I'll just level up again on the way and have to go back AGAIN. I grab my level AFTER my mission, but I don't "skip it."
I will also delay levelling up when I'm not sure what I want to take. If I have a Mid's build, I'll go off that, but if I don't, it takes me a good 15 minutes to figure out what to slot. If a team's waiting on me, I'll roll with them until I'm by myself, then I'll figure it out. -
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Personally, I find there is nothing more silly than running sideways or running backwards. It just makes people look like goofs when they do it. I much prefer a movement style where your character faces in the direction they are moving and simply runs. We had that for a while, but I guess too many people complained, so we're back to back-pedalling.
Still, this is exactly how Kheldian Dwarves run. Pity I can't throw a switch in Options and have my humanoids run like that, too. -
Personal Forcefield is Elude and then some and infinitely sustainable for a fairly low cost. To ask for the ability to attack out of it is utterly absurd unless you want to slash its stats down to a tenth, if not less.
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A little more info on this:
When City of Villains was in Beta, we had access to a shoulder piece called Beast Fur or something like that. It was basically a surface with a masked-off fur texture curved around the shoulders. I believe it was added as part of the whole "werewolf" set.
This costume piece was removed from the editor, and we never understood why. We've been theorising ever since, that it might have clipped with this or it might have clipped with that, but no-one really knows. We just know it disappeared before the end of CoV Beta, some time after Ice Melee was removed from Brutes. -
I very much agree that we need more faces with those glowing eyes, including the glowing eyes face.
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Quote:Yeah, they are the only reason Commons are... Well, common. I don't think this will hold true forever, however. I fear the day when people get all their badges and the easy supply runs out.It was my understanding due to "badgers" that common IOs can be scored cheaper than memorized crafting cost. Certainly someone ought to be selling them for less than the unmemorized cost.
Then what? -
Quote:The Patrol Experience bar was never changed to accommodate colour-blindness. It was the same before and after the complaints.There's also that, too. Considering the Patrol XP bar colour was changed to accomodate colour-blind people, this wouldn't be unprecedent, either.
That said, I have no problem with swapping the icons for more appropriate, easier to discern ones. Inventions already set the pattern. I wouldn't even be against swapping their names, as long as we kept their infos. -
Quote:One would think. And yet the set has barely been TOUCHED in what must be five years at this point, coming on six. Surely if it's a question of a couple of hours, more would have been done, meaning there's more to this than just finning in the fields in a spreadsheet.Depending on your views on my suggestions, I've already demonstrated that it's possible to balance Stone Armor, and I can tell you that it took me roughly 2 hours to put that entire proposal together. Looking at the numbers wasn't difficult.
I don't believe I implied the developers were incapable of affecting these changes more promptly. In almost every case, it leaves me thinking "About damn time!" If I implied otherwise, I was wrong. However, the fact remains that there are quite a few changes being made to quite a few powers and powersets very, very, VERY late. Since none of these changes require any animation work, all I meant to assert is that there is more than JUST animations holding back power balance.Quote:Keep in mind, when you bring up the "failings" of the devs to respond to broken mechanisms in game, a lot of that isn't the inability of the devs to tackle that problem specifically. Often it's a lack of desire to mess with what is roughly balanced, if a bit strong, or simple ignorance that something needs their balancing attentions.
Yes, I can see something like demon summoning requiring a lot of time and effort to animate. I can also very easily see something like Dual Pistols being literally EVIL to so much as conceive of, let alone playtest and balance, and I STILL think it's less potent than it could and should be. -
Necromancer: Tisk-tisk-tisk. I honestly thought my little storm would buy me more time, but these dragons knew how to keep their secrets safe.
Sol: Reinhardt.
Necromancer: Oh, so you DO remember my name. I'm flattered.
Zane: Sol, do you know this woman?
Sol: I used to.
Necromancer: Eva Reinhardt, at your service. *fancy bow*
Rasif: Hey, I remember you! You're that broad that tried to feed me to the Snark Pit in Oleen!
Necromancer: Oh, you are the weasel who followed Sol around that one time. As I recall, you were the one who sold me the location of the Tomb of the Lost.
Sol: That explains many things. But I watched you die, Reinhardt.
Necromancer: Correction, you helped me die. But I'm not mad at you, Sol. As you can see, dying was the best thing that could have happened to me?
Sol: How did you manage this?
Necromancer: Oh, I could tell you, but I so enjoy watching you squirm, so why don't I give you a little hint: They're not as dead as you think.
Sol: The guild of necromancers?
Zane: Enough of your nonsense, woman! Remove yourself from this holy sanctuary and take your rotting filth with you!
Necromancer: And this must be the dragon I've heard so much about. You've done a very bad job of keeping a secret, sol. The whole kingdom knows about your little pet, and ever bounty hunter in the land is on your trail.
Zane: Do not disrespect me, foul creature! My courtesy has its limits.
Necromancer: I wouldn't dream of it, Mr. Dragon. I wouldn't want to upset someone so big and strong. *smirk*
Zane: How were you able to get past the warding stones, creature? You should not have been allowed to tread on holy ground.
Necromancer: Oh, dragon, you think so literally. Your warding stones guard the entrance to this tomb, but the ground within is not as holy as you think.
Zane: You speak nonsense, necromancer.
Sol: Unbelievable... Reinhardt, you know that gating spells have been forbidden for a very good reason, do you not?
Necromancer: Ha! You are certainly as sharp as ever to have figured out my little trick so easily. I am curious, though. How did you know?
Sol: You just told me.
Necromancer: *frown* I see. You are just as infuriating as you have always been, Sol. I'm glad to see some things never change.
Zane: How can you work with the Seekers, necromancer? This is pathetic, even for a human.
Necromancer: Seekers? The... Minions of Hethfet, is that what you're talking about? *snicker* Those are just a myth, dragon. You should know that better than most.
Zane: I know better than most that they very much do exist, woman, and if you choose to dismiss them as myth, then you are either ignorant or daft to believe so.
Necromancer: Hmph! Even if Seekers ever existed, they have been gone from the world for a thousand years. I and if you choose to believe they have, then you are both ignorant and daft to believe Sol's wild stories.
Zane: I saw the seekers with my own eyes no more than a week ago. They were sent to kill me. Sent by you!
Necromancer: Why would I have any interest in you? I only learned you were interested in this graveyard when my scouts spotted you leaving Thunder Forest three days ago. What would I gain by killing you?
Sol: What do you gain by raiding this temple?
Necromancer: Ah, now isn't this the big question? Why am I here? Let me simply say that I am led to believe graveyard contains something which might be very valuable to me.
Zane: If you are after the secrets of my people, then you have failed. The memory vault up there is sealed to all but the members of the High Council, and they are all dead.
Necromancer: Yes, which, I presume, is why you brought the shapeshifter with you. Clever move, Sol! Fool the ancient wards instead of expending energy breaking them. You always had such a gentle touch. *smirk*
Sol: Good god... Eva, you cannot simply do these things. Have you any idea what kind of powers you are unleashing upon the world?
Zane: What things?
Necromancer: Don't talk to me about responsibility, Sol! You left me when I needed you the most, so the way I figure it, what I do now is my own damn business!
Sol: You risk your very soul with these practices. This has to stop.
Necromancer: Stop? Oh, no. It's worked out far too well for me to stop it now. In fact, it should be just about done.
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Suddenly, a powerful ring which sounded like a thousand bells reverberated throughout the chamber. The last rune on the suspended sphere's surface finally extinguished, and with a thick, metallic screech, it opened up right in the middle. What was revealed inside it was simply breathtaking. blurry lights raced around in circles, passing through each other and distorting, all orbiting a central core. And in the centre, a large red jewel as big as a fist hung suspended in the air.
The deafening ring as the chamber opened was so powerful it caught our heroes by surprise, but Eva the necromancer did not even flinch, for she was expecting the event with great anticipation. While the others reeled from the shock, she disappeared into the darkness, as though yanked by a great chain which pulled her right into the memory vault hanging overhead.
With amazing speed, Reinhardt grabbed the jewel and yanked it out of the memory vault, landing on the ground on the opposite side of the chamber. She stood upright for a moment, waved at our heroes with a self-satisfied grin on her face. Suddenly, her body seemed to explode into a massive fireball, but when the fire flamed out, Reinhardt was nowhere to be found. She had vanished, along with whatever it was that she had stolen.
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Rasif: What... The hell... Was that noise... Argh! My ears are ringing!
Sol: She breached the vault.
Rasif: What? Say again?
Zane: She breached the vault, you insufferable fool! Can you not see?!?
Rasif: What? The... Shore of the sea? I don't follow!
Sol: Zane, ignore him. Reinhardt stole the conduit which powered the memory vault. It seems this is what she originally came for.
Zane: The conduit? But... Why? The jewel has no practical purpose other than to direct mystical energy from the lay lines into the memory vault. Could she be trying to use it as a focusing stone, somehow?
Sol: That is very unlikely. Conduits like the kind dragons used to link together their vaults are not capable of channelling much power, not much more than a common focus gem which can be found all over the kingdom.
Zane: More importantly, how was she able to break the containment runes on the vault so easily? These were passed down to us by Lady Belifeth, herself. She was one of the greatest mystics in the land and, no offence to your woman friend, but she was decidedly NOT the greatest mystic I have ever seen.
Sol: No. But she has access to a teaching of magic which is far more dangerous than just its power alone might suggest.
Zane: What are you talking about?
Sol: Are you familiar with the name "Zadan Zorr?"
Zane: I do not believe so.
Rasif: Oh, hey, I get it now! You're talking about that book she was looking for in the tomb back then, right?
Sol: Yes. Zadan was a just an average mystic in his time, and to compensate for his lack of power, he developed a technique for tapping into the divinity of magic by sacrificing his own soul. In many ways, he formed was a one-sided infernal contract.
Zane: This... Makes no sense! How can one have an infernal contract without a demon to forge it, and who does one sacrifice his soul to in such a way?
Sol: I do not know. No-one really does. When Zadan's teachings were banned by the Hooded Wizards several centuries ago, most of his books were destroyed, and his secrets died with him. Every hundred years or so, another one of his books comes to light for unscrupulous mystics to fight over, but most of those are cursed and end up killing whoever finds them.
Zane: So, basically, you are merely guessing.
Sol: In large part, yes. I do know this much - Zadan's spells did not carry much raw power, not in themselves, at least, but they had the ability to create incredibly elaborate, sometimes even impossible effects with very little effort. So little, in fact, that even a mystic's apprentice could open a portal into the depths of the inferno.
Zane: These Hooded Wizards wanted to keep them out of the wrong hands, then? Is that why this magic was forbidden?
Sol: It was more than that. The more one used this magic, the more corrupt one's soul became, driving people to madness, despair, possession and even worse fates. Moreover, most of what Zadan wrote in his books was demonic magic. For instance, you saw how Reinhardt disappeared in fire, did you not?
Zane: Yes, what was that spell?
Sol: This is known as "gating." It is a skill inherent to most infernal creatures, which allows them to travel between our world and the inferno. However, what Reinhardt did was travel to the inferno and back into our realm, reappearing in a different location. Instant travel, in other words, but one which carries significant risks, the biggest of which being accidentally leaving behind a stable portal to the inferno.
Zane: Good god!
Sol: This is precisely why this magic is forbidden. That is how Reinhardt managed to penetrate your sanctuary and that is how she was able to undo the eldritch seals on the memory vault here.
Zane: Curse that woman! Not only does she defile one of our holiest sanctuary, but she brings demonic magic into it, as well!
Rasif: Then maybe we should have another chat with her, to tell her about how hurt we are by her rude behaviour.
Zane: What are you babbling on about, Rasif?
Sol: Gating creatures cannot be tracked magically. Their trails disappear as soon as they gate between the planes.
Rasif: So, you're saying that if, and I'm speaking purely theoretically here, someone, let's say me for example, put a tracking rune on her, then that still wouldn't be enough to track her.
Sol: You... Managed to put a tracking rune on her? How?
Rasif: You guys were so busy chatting it up that no-one even noticed that I walked around behind that big pillar over there and slapped her with a rune. It was a pretty good shot from that distance, if I do say so myself. Landed it right on her back where she won't know it's there for probably another couple of weeks.
Zane: That's... Surprisingly thoughtful of you. But why would you do something like that?
Rasif: Hey, that woman ripped me off! Sure, my selling Sol out was probably bad karma for me, but the broad didn't even pay me for the information! Instead, she had me tied up and tossed in a swamp. A swamp! Do you have any idea how bad it smelled?
Zane: You know... I might actually like you, if you had not tried to sell me to the Seekers.
Rasif: Oh, come on, now! How long are planning to stay mad about this? I said I was sorry!
Zane: You very much did not. And I may be too harsh about things, but I have a hard time seeing past people trying to kill me for profit.
Rasif: Ugh, fine! So, shall we go pay little Miss Backstabber a visit?
Zane: Look who's talking.
Rasif: Hey!
Sol: I would like to peruse the memory vault here before we leave.
Zane: That's not possible, Sol. Your woman friend took the conduit.
Sol: All that means is the memory vault is no longer connected to those in the other dragon graveyards, and they are no longer connected to this one, but what lore this vault held can very much still be seen.
Zane: Are you certain about this?
Sol: Yes. The memories inside the shrine draw their power from the mystic crystals buried deep into the core of the mountain. The dragons of old built their fortresses to last.
Zane: How do you know all this?
Sol: When the dragon kingdom fell, I... It was a great disaster that deprived the world of some of its very original inhabitants. Ever since I learned of this fate, I have devoted much time to learning the history, culture and practices of dragons. Their graveyards have always been of particular interest to me, for access to them would reveal so much more.
Rasif: Oh, and what do you hope to gain from that information, Sol? Zane says you have a "fear" you want to "disprove." What might that be?
Sol: ...
Rasif: Figures you wouldn't have an answer. I know you, Sol. You're up to something. You see that, Zane? He's up to something. Do you still want to trust him?
Zane: Yes.
Rasif: What, but how could...
Zane: Enough! Enough of your serpent's tongue, Rasif. I do not betray my allies and I do not go back on my word. I cannot know what you think of my kind and to be honest, I no longer care, but I refuse to be the kind of vile, traitorous monster the world sees me as.
Rasif: Yes, and all that will get you is betrayed.
Zane: I would sooner trust a traitor then mistrust a friend, Rasif. That is who I chose to be when I earned my order, and I will not compromise my dignity on vague suspicions.
Rasif: Oh, great. An idealistic dragon. Just what I always wanted. *roll eyes*
Zane: Sol, you are free to peruse the knowledge within this memory vault, as long as you wait until I access the information first. There is much I need to know.
Sol: Very well.
Rasif: If you guys don't need me, I'll look around a bit. See all the lovely, err... Art and um... Paintings and... Things.
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And so our heroes rested after the battle, and they had some time to ponder the many questions which had arisen. What was Reinhardt's agenda and why was she after the memory vault conduit gem. If she was not allied with the Seekers, then who was she working for? How was it that our heroes had caught up with her. Chance, perhaps? Or was there more? What information did the memory vault contain, now that it was disconnected?
In the darkness of the cavern, they waited and wondered. About their journey, but also about each other. These unlikely allies were not quick to trust unconditionally. Even Zane, who had been so eager to declare his trust, still harboured doubts. But when the time came and their trust was tested, would they still trust each other, would they band together to oppose a common foe? Or would they turn on each other in pursuit of their own ends?
Only time would tell. -
Rasif: Rain, rain and more rain. How long has it been now?
Zane: Five minutes later than the last time you asked. Good god, man! Be quiet! You are defying possibility by being even more annoying!
Rasif: You're so grumpy!
Zane: *snarl*
Sol: Frankly, I am surprised you are not more concerned about his presence here, after your exchange two days ago.
Rasif: What, you think I should be cowering and begging for my life? Come on, Sol, you know me better than that! People threatening to kill me is par for the course in my line of work.
Zane: Back-stabbing?
Rasif: Ha-ha look at me laugh! No, scale-head! Entrepreneuring. Everyone wants something, even if they don't say so. I find out what they want, I get it for them, and I don't ask any questions.
Sol: In other words, he is a career swindler.
Zane: I am shocked and amazed.
Rasif: Oh, now that is just mean, Sol! I am so taking you off my preferred client list as soon as I get back home, you hear me? You know that flying carpet I was going to sell you at a discount?
Sol: The one I did not want?
Rasif: Exactly! No more discount for you! You want magical artefacts, you'll have to pay for them, mister!
Zane: *eyeroll*
Sol: ...
Rasif: ...
Zane: ...
Sol: ...
Rasif: God I hate this rain! How long has it been raining now?
Zane: For heaven's sake, creature! You could drive a saint to murder!
Rasif: OK, OK, sheesh! No more talking about the rain. In that case, how about you guys fill me in on the plan, huh? I mean, we're in this together, right? I should know what we're getting into.
Zane: I was not aware we were "in this" together. I seem to remember you trying to sell my head to the Seeker. Literally. So please forgive me if I do not trust you.
Rasif: Oh, that's cold Zane, really cold! I thought we were finally becoming friends, but now you have to turn around and hurt my feelings.
Zane: Do not insult my intelligence.
Rasif: OK, fine! Don't tell me! Treat me like an animal! See if I care.
Zane: *sigh* Very well... We believe that the memory vault in this graveyard could have vital information on the disaster which destroyed my people and ended my world. I need to know the truth. I owe it to my family.
Rasif: What killed the dragons? I thought the humans did that.
Zane: ...
Sol: The humans killed dragons, true, but they did not cause the disaster which started the dragons' destruction.
Rasif: Yeah, so says the human. And you believe him?
Zane: ... I gave Sol my word that I would aid him in his quest, and I do not go back on my word.
Rasif: Yeah, the honour excuse. So what happens if you find out it really was the humans that did this?
Zane: I will cross that bridge once I get to it.
Rasif: Why even believe Sol, though? It's not like he's been open with you. Sure, he spouts a lot of ancient history like he was there, but have you noticed that none of that can actually be proven? I mean, I can tell you about the history of the elven prince Jason who saved the world from the devil a thousand years ago, but so what?
Zane: I chose to trust Sol on this quest, and I will not dishonour our agreement on simple doubt and accusation.
Rasif: Man, you're easy! So Sol says he needs to get to a dragon graveyard and you just hop to the change just because he rescued you without even knowing what his agenda is?
Zane: You disgust me. Utterly. So far this man has done nothing but help you. He has saved your life from trouble you brought upon yourself, he has kept you save, he has shared his supplies to you, he calls you "friend" and this is how you repay him? Insults and accusations? You should be ashamed of yourself, shape shifter.
Rasif: Yeah, and how much do you know about him, huh? What does he even need with the memory vault, anyway, ever ask yourself that? Sol never does anything out of the goodness of his heart. If he wants to access the dragon graveyard, he has a reason for it. He's just using you, just like he's using me, only you he can't tie up and drag around.
Zane: Even if that were true, I still need his help to access the memory vaults and learn the truth.
Rasif: You don't need him. You need me. He's just along for the ride. Listen, when the time comes, you might want to think about what's in your best interest. You can't trust Sol. Nothing that man does ever ends well.
Zane: What are you implying?
Rasif: Whatever Sol needs in there will be big, and it will definitely cause trouble for both of us. So I say, we don't let him. Don't have to kill him or anything, just don't fly him up and let him sit here. What do you say?
Zane: No. And if you value your limbs, I would suggest never speaking of this again.
Rasif: Oh, what, you're too high and mighty to deal with me now, Mr. Dragon?
Zane: Yes. You are nothing but an opportunistic, backstabbing coward, Rasif. You will do your part and get your gold, but afterwards, I do not want to see you ever again.
Rasif: Why do you even trust the guy? He hasn't done anything to earn it!
Zane: Because I believe there is good in his heart. He does not show it, but there is. I do not follow Sol because he has bought my trust. I chose to trust him of my own free will, and I intend to carry this choice to the end.
Rasif: And if that kills you?
Zane: Then nothing has changed. My people are still dead and forgotten, and the world just moves on. I have little to lose. But if that man is what I feel he might be, then there is everything to gain.
Rasif: Wait, what?
Sol: The storm is winding down. We should move soon.
Rasif: Uhh... You didn't hear any of our conversation, did you?
Sol: Would it matter if I did?
Rasif: Um... Yes! Yes it totally would!
Zane: Gather your belongings and meet me at the East slope. I need to wash this mud off before the storm winds down.
---
Slowly and subtly, the storm relented. The wing which had howled for two days and two nights now gave out a soft whistle, and the driving rain lessened in volume. Little by little, the noon sun's rays broke through the clouds and illuminated the stale battlefield. Only now did it become clear just how massive the undead army had been, spanning far and wide around the mountain, far into the fields and long around. This was no mere platoon or two of monsters. There must have been thousands. And all felled in mere moments by the dragon fire of legend.
Only now, too, did our heroes see the mountain all its intimidating glory. Sheer cliffs towered into the heaves as high as the eye could see, and jagged rocks lined the path above. No man could climb this formidable fortress of rock and earth. Whatever lay at the top was only within reach of those possessed of the power of flight. And not just any flight, for ordinary birds and insects could not survive the cold and wind that ruled high up into the sky. No, only the resilience of the dragons was enough to make this journey. Perhaps this was the very reason why they chose to build their graveyard here, away from the reach of the creatures of the land.
Our heroes packed their camp and their belongings and together they climbed atop their mighty friend. Even when he cooperated, reaching the back of a mighty dragon was no small task, for the creature still towered above the land. With a single motion, its great wings tore Zane's body from the Earth's grip and lifted it into the air. Smoothly he flew up, farther and farther, determined to see his journey to the end. His companions, in turn, held on for dear life and fought against the hostile elements. More cold, more wind, more pain, it seemed that this journey would never end. But suddenly, the descent halted, and our heroes found themselves staring into an ominous cavern that, even from far away, felt like it radiated almost infernal heat.
Gracefully Zane floated into the great hall, landing with all his weight, but the mountain absorbed his impact with nary a quiver. This was the dragon graveyard, but it was not what legends had described it as. Instead of dragon bones littering the floor, the inside was of worked stone and masonry. Finely-sculpted statues of great dragons in perfect scale in place of the skeletons of legend, and it was not rock, but forged metal and precious gemstones that adorned the many beautiful murals. This was not the work of the bloodthirsty, vicious monsters that legends had painted dragons as. This was the work of skilled craftsmen and gifted artist, the work of a great and cultured kingdom. And now, only these mausoleums remained of that ancient past.
---
Rasif: ...Unbelieable!...
Zane: Tread lightly, friends, for this is hallowed ground.
Rasif: Is this really gold?
Zane: Keep your hands off the relics, heathen! Touch nothing but what is absolutely necessary. Everything here is sacred to my people. Our lives, out history, our religion... Everything you see presented here is our gifts to the spirits. Defiling them will not only anger me. It will anger the spirits which live in this temple.
Rasif: S-spirits? What spirits?
Sol: The spirits of the old guardians. They still roam these halls in eternal vigilance. Protecting... Safeguarding... Afraid? What are you saying? I cannot understand...
Zane: You can hear the guardian spirits? Sol, this is impossible. Only the High Council priests of the dragon kingdom can commune with the ancients!
Sol: I do not believe there is time enough to explain fully, but you have my promise - as soon as we find the memory vault, I will explain everything.
Rasif: You still trust him, Zane?
Zane: Sol, I trust you, but please - I need to know what is going on here.
Sol: I will explain this much: Someone has found the graveyard before us and is already deep within the tunnels, attempting to break the seals on the memory vault.
Zane: What?!?
Sol: The guardians are congregating in the chambers below, attempting to stall the interloper. From the looks of it, they have been leading this fight for several days, and their strength is beginning to weaken.
Zane: Impossible! The guardians draw upon the power of the forge, itself. They cannot be defeated!
Sol: The disaster that wiped out the dragons destroyed all lay lines leading to Mt. Roc. All dragon temples were cut off. Whatever power the Guardians here have, it is what they have been saving for five centuries.
Zane: No!
Sol: There is no time for long-winded explanations, my friend. We must intervene before we this interloper breaches the final seal, or the entire world is in peril!
Rasif: Wait, what? What did you drag me into!
Zane: They will not succeed!
---
Swiftly our heroes moved through the elaborate temple. Zane's heavy footsteps echoed through the halls as the mighty dragon raced ahead. It was no longer only his own life he fought for, but it was the very legacy of his people which was at stake here. Who knows what kind of eldritch knowledge lie within the dragons' memory vaults? Legends spoke of secrets so ancient and powerful that they would drive a normal man insane. Secrets so dangerous that, in the wrong hands, they could bring about terrible disaster. But those were legends. What the vault held in reality, none of our heroes truly knew.
As they descended down the winding tunnels, our heroes prepared for the inevitable confrontation at hand.
---
Rasif: Do you guys really need me for this?
Zane: Now is not the time for this, Rasif! Stay behind me and try not to get killed.
Rasif: Stay behind the dragon... OK, I can do that!
Sol: I sense a rather troublesome enemy below.
Rasif: Let me guess: Zombies?
Zane: Impossible. This temple is hallowed ground. No dark magic could function within its walls.
Sol: I am afraid Rasif is right in this case.
Rasif: I am?
Zane: He is?
Sol: I feel the sense foul aura I sensed outside at the face of Mt. Urr. Whoever left those creatures outside to delay us is in here
Zane: A necromancer? But how did he get past the warding stones?
Sol: That is a question I would very much like to know the answer to.
Rasif: Wait, a necromancer? I thought all of those guys got killed off when the king raided the necropolis at Bar-Hun?
Sol: We must hurry
---
Our heroes ran through the ancient catacombs as fast as they could, descending ever lower into the core of the mountain. An evil smell drafted from below, the sour stench of death and decay - the telltale sign of the hordes of the undead. A necromancer had to be close for the fiends to have penetrated so deep within a hallowed sanctuary. But how could this be? No-one had seen a necromancer in over a century. Could such evil transcend even death?
Finally, our heroes descended into the very bowels of the ancient temple. The tunnels opened into a massive cavern of worked stone and great pillars. High up into the air, a massive ball made of iron and copper hung suspended from massive chains. Was this the fabled memory vault? It surface was embedded with gems of all types and carved in intricate, elaborate runes - the ancient seals that kept the shrine locked away from those not worthy. Though several of the runes still glowed with a faint blue light, most of them had fallen dull and dark.
The foul stench of death that filled the room was almost overpowering, as the floor space teemed with the rotting flesh and rattling bones of the very same undead armies which should have been consigned to myth a hundred years ago. And off into the distance, just behind the vault, a vague figure could be seen in the darkness. The necromancer, perhaps?
Zane's rage at this defilement boiled over, and he attempted to lunge into the attack, but Sol stopped him with a beckon and a simple warning: "explosive runes." With but a simple hand wave across the darkness, the mystic sent forth a wave of light, illuminating hundreds of strange mystic symbols all around the cavern, and not just on the ground. Glowing hexagons which bore the mystic symbols floated through the air, bobbing and rotating slowly. Someone had prepared a very deadly ambush.
Instead of blindly charging on ahead, Sol stood back and beckoned his allies to stay behind him. The mystic's hands moved rapidly around, drawing elaborate, intricate runes into the very air ahead as his voice chanted loud in a language long dead. Rasif was understandably lost, but Zane recognised it as the language the great bird Roc had passed down to the first dragons, and though it was a language no longer used, he could understand a word here and there. Sol spoke of divine light, of just punishment and heavenly law, though how those tied together was not clear.
At once Sol finished his chant and from his body, bright, breathtaking light shone in all directions. A wave of arcane energy extended outwards through the mystic's outstretched hands, bathing the undead horde in pure divine energy. When the spell was cast and its light subsided, all that was left of the undead horde was a field of corpses, their souls returned to the afterlife where they belonged and their bodies returned to the familiar grip of death.
Now, only the necromancer remained. -
Quote:While I generally agree with this setup, it fails to account for my own personal experience. I'm fully aware of how mutable and false memory is, such as how old games are always better in your head than they are to play. But the fact remains that I've been able to call back memories I have not had any use for in the past fifteen years. I recently started replaying the Lost Vikings on a whim, and I found that I remembered all the buttons. The last time I played that game was, what? 1992? 1994? Easily 15 years ago. I have not touched the game since, not in the slightest, yet I was fully capable of remembering much of its story, many of the levels and how they were arranged, some of the dialogue and a lot of the puzzles. Pretty much as soon as I saw a scene, I remembered for quite some time on. I even managed to recognise a breakable wall secret in a place that was completely indistinguishable from every other corner in the level, but I just KNEW there had to be something.Memories have to be constantly reinforced, or they fade. Much of that reinforcement happens subconciously, but it happens. When we remember something, we send inputs into the parts of our brain dedicated to memory (still not fully understood, but this is regulated by the hippocampus). Outputs come back which are the stored memory. We "feedback" those outputs back into the memory system to reinforce the memory. But if we focus on some parts of the memory and not others, we tend to reinforce some parts and let others weaken. Eventually they fade. This is also why memory is mutable, and can be greatly in error. Keep telling yourself something happened, and eventually your memory system will say it happened, like a bad screen burn-in from a old arcade game that persists even if the screen itself no longer shows that image.
The same thing happened to me when I replayed Final Fantasy 7. The last time I saw the game was 12 years ago when it came out, and it wasn't even me who played it. A friend of mine did and I watched over his shoulder. Yet when I sat down to play it, myself, I found I was predicting plot points that I had no reason to predict. When I've tried to think about these things before, I remembered basically nothing. I didn't know the first thing about Final Fantasy 7. Yet when I sat down to play it, heard the music and fought the monsters, my memories came back to me, even for minute details. For instance, somehow I remembered that my friend's Lightning spell levelled up to its max level on the abandoned train tracks fighting a giant chicken. Sure enough, as soon as I hit the train tracks, I started getting the feeling that I was expecting my lightning spell to level up to its max. And it did. I guess I played a lot like he'd played before.
Point is, I know from experience that I've been able to recall memories from over a decade ago which I had even forgotten I had. I don't think about these old games, I don't run across them by accident, and the few times they come up, I don't remember jack squat. And yet as soon as I sit down to play them, it all comes back to me, like I stopped playing just yesterday. In fact, I hadn't watched America's Funniest Videos since 1989 when in around 2008 I ran across the old "America, America, this is you!" theme song and as soon as I heard three notes from that, the whole song played out in my head.
I don't think memory is as fickle as it seems.
Were I talking about pure introspection, I would agree, but I tend to rely on more than just theories. I rely on practical observation of what my memory does when pitted up against specific challenges and after specific periods of time have passed. For instance, I went through an entire bachelor's degree of applied mathematics on one simple mental trick alone - that things understood are easier to remember than things memorised. If I can glean the logic behind the formulas and see the intent of the mathematics, then I can COMPLETELY forget everything I've learned about it and I'll still be able to piece together the theory completely off memory. If I tried to remember everything as it's written in the academic mathematics books, my brain would be a mish-mash of a whole lot of nothing, because I'm not a genius. I'm not good at remembering things just for the sake of remembering things.Quote:Its *extremely* dangerous to think that you're fully capable of introspection about things like this. Studies have shown that when people try to think about how their own brains work, their own brains will lead them astray because so much of conscious introspective perception is an illusion.
The more I can boil down a particular piece of information to its basic essentials, the more clearly I will remember it and the longer it will last. I haven't done integral calculations in almost five years now, but I could probably quote the basic integrals off memory. I've not done much trigonometry since grade school, but I remember most of the formulas. But if you try to quiz me on differential equations or statistical methods, I will be DEAD. I don't remember any of that stuff, because for a lot of it, there was never anything to "get." Just a lot of special cases, each with its own unique formula and approach. Far, FAR too many to memorise without internal logic behind them.
I'm also the sort of person who's learned to trust his subconscious. If something "feels" like it should be a certain way, there's probably a reason I feel this way. Most people are very quick to dismiss the subconscious mind as nothing more than the source of Monsters from the Id, but I've learned over the years that the logical mind is worth bo diddly squat on its own. As you will probably explain, it's just one logical construct over a much larger network. As someone who trusts his subconscious, I can tell you that the subconscious mind can be trained to operate how the conscious mind requires, usually by repetition. After a while, it's possible to find your own rhythm and just learn how your own memory stores things the best, allowing you to keep more memories for longer and without any extra effort.
All that is to say that while looking at the brain in scientific terms is probably the proper approach, one should never entirely discount empirical evidence, especially when it is backed up by physical proof. It's one thing to think about these things, but it's quite another to put them to practical tests and at least seem like you're on the right track. -
She does? I'm sorry to ruin her day, then

Just to elaborate, I have my PlayNC store set to English (US) and yet when I go to buy, this is what I see:

I included the Super Booster and the the City of Villains standalone to show the difference with the links. The City of Villains standalone has a link to the US version, but the Mutant Pack does not. Hence, I have no way to find the sales page for the US version of the Mutant pack unless someone provides me with a direct link.
Luckily, we have a great community of helpful people, so insulting site design isn't a major problem
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Suppose I do have a microphone tuned and ready to use, but I just don't want to use it to talk to strangers, though? What then? Do you think many people would accept me saying "Sorry, I just don't want to use voice chat right now?"
-
Quote:Think about it, though - the same happens to player characters a LOT. Hell, I have a dozen characters spread around the various servers that I DO NOT PLAY. At all. I made them to check out people's costumes, and I just never deleted them. Those have never required any upkeep. Furthermore, I would bet my spare peg leg that there are FAR fewer big, elaborate bases than there are actual players, what with the biggest ones belonging to active SGs. I theorised it may be a way to lighten the load, so to speak, all the way back in CoV beta, but it just doesn't seem like it's that big a deal.It's very possible that the Devs store the data that records our base layouts in two different areas of their system. Bases that are currently active may be loaded into prioritized databases allowing them to load quicker. Bases that have let their rents go past due might be kept in a more secondary database so that they won't slow down the active bases. When you think about it there are likely thousands of bases that have gone inactive over the years. Why should those get in the way, so to speak, of the active bases? The act of having to pay rent could help our Devs sort which bases need to be kept in which databases.
But OK, let's go with that. Bases need to be transferred to another server and "zipped" so as not to clog up the server. Fine, OK. Do that. But don't require me to pay rent to stop it from happening. Just dump my base there if no-one goes in for a week and reactivate it next time someone logs in and actually uses the base. Sure, the first time it might load REALLY slowly (though I don't know how you'd tell...) and it will stay online for a while more, then *poof* it goes offline again.
We don't need to pay rent to register activity. We can... Well, actually HAVE activity to register activity. Specifically since cosmetic-only bases don't actually pay rent, I don't see what function rent even serves these days. Oh, and by the way - I figure most abandoned bases would be small and so would not pay rent anyway, hence why I question its purpose.
---
Right now we know one thing for a fact - not all bases pay rent. As such, we can conclude that rent's purpose is not resource saving, since it doesn't save resources from everybody. The only purpose left for it to serve is to counterbalance the utility of bases, which I don't actually feel needs to be counter-balanced by constant rent. -
I support this idea fully. The Architect and Ourobors prove that having an inspirations vendor handy is... Well, handy.
Speaking of which, can we PLEASE get an inspirations vendor in Cimerora? -
Quote:Thank youHere you go. hope it works.

And, yes, it works. I can purchase and apply the pack just fine, the problem is that the PlayNC store won't show me the page where I could buy it. It only shows me the EU page, and unlike the older packs, doesn't even give me a "US version also available" link.
Got it and applied it. I'll get around to playing with it soon. -
Quote:A couple of points here:The neural networks that contain memory and learning in the brain probably work like most neural networks do, which is a lot like holograms work. You can't "overload" a brain any more than you can overload a beach with writing in the sand. At some point, you fill the beach with writing everywhere, and start overwriting things. And like holographic storage, you don't delete one memory and write another in its place, you write both memories into something that can only store one of them at high fidelity, and both end up stored at lower fidelity. Sort of like compressing your older JPEGs at higher and higher compression ratios to make room for the new ones, so your older memories don't go away but they get steadily less detailed and more pixelated. Eventually they degrade to the point where all of the information in them is gone.
First of all, the above applies if we view brain as fixed-format system, where a piece of information is saved the exact same way in the exact same space every time, hence why compacting it would cost detail. I have my doubts as to whether this is true. A lot of the case, it seems like we "re-remember" old information in a new, much more concise format that both gives us more ready access to it and bogs down our memories a lot less.
Either I'm some kind of super-genius who gets smarter as time goes on (which I rather doubt), or we naturally remember things much more compactly the longer we use them and the more we learn how to actually remember. Speaking for myself, I'm the kind of person who constantly goes back over old memories, extracting the "essence" out of them and trying to remember that, instead. If I need to remember, for example, how to pick my nose without rupturing my capillaries (a common problem), I may start with a general, rough idea which involve much memory which has no practical purpose but is a leftover from my brainstorming possible solutions. If I trim enough excess information and keep only the key essential techniques, I can learn to pick my nose AND remember my complex algebra at the same time.
Secondly, memory or no memory, we seem to be ignoring humans' adaptive nature. There is this idea going around that repeated pain and suffering will break a man and drive him insane, and for some this is indeed true. However, certain personalities react to these experiences differently, learning to tune the negative emotions out and control their own psychology. Such people will actually grow insensitive to psychological torture over time and not show any signs of insanity or disturbed personality.
"Sticks and stones will break my bones, but words will never hurt me." Few people still believe that these days, but it's a matter of attitude more than anything else. At the end of the day, some can simply accept their unhappiness, adopt it as a status quo, learn to cope with its factors and in so doing make it no longer BE unhappiness. It's only torture if you want something badly, but never get it, or when you don't want to lose something, but lose it anyway.
Those who can accept the consequences of their own immortality and come to terms with the fact that they will outlive all of their love interests can very much still have healthy relationships. I know from experience that after you've lived with a death clock for some time, you start tuning the approaching deadline out and focusing on the here and now. Such people would very much be capable of having true, genuine romantic relationships despite their full knowledge that these relationships will end.
After all, we all know we're going to die. Maybe tomorrow, maybe in sixty years, but we will all die sooner or later. That doesn't seem to stop most people from functioning normally. I don't see why knowing that your spouse will die sooner or later as being much different, unless we're talking of the kind of jerkass who's hoping he'll die first to spare himself the pain of loss. -
Would anyone be kind enough to post a link to the US version of the site? PlayNC's policy of segregation ensures that I can only find the EU version for sale from my end.
