Samuel_Tow

Forum Cartel
  • Posts

    14730
  • Joined

  1. Quote:
    Originally Posted by Tyrrano View Post
    Sam, you're giving these 'people' far too much credit. They don't care how you got to 50. They don't care about anything other than themselves. You can help them get what they want faster, ergo, you must do it for them, and you must like it.

    Luckily in CoX we can /ignore, we can go play on another server, etc. Unfortunately we don't have those tools in real life.
    This reminds me of probably my favourite line from the Lost Vikings 2: "Olaf is as Olaf does. Get used to disappointment."

    But what I mean is I just don't get it. What possesses a person to have that kind of "GIMME!" mentality? How can a person like that function in civilised society? Is it the spoiled brat of some rich businessman who threatens to fire everyone who back-talks his kid? Because that kind of attitude just doesn't get you anywhere, and is actually liable to get you backhanded on more than a few occasions.

    There has to be some reason why a person would develop this kind of attitude. And I've actually seen it, myself. Not quite as bad as the long-suffering poster in question, but I've had head-scratching instances. Something like, and I'm not quoting because it was years ago:

    Tell: Powerlevel me.
    ->Tell: I'm sorry, I don't do powerlevelling.
    Tell: Why?
    ->Tell: I don't enjoy it.
    Tell: Please?
    ->Tell: Sorry, but no.
    Tell: Please, I really need to get to 50!

    And so on and so forth. I've had at least one conversation that went something like that, where the other person wasn't really belligerent, just... Confounding. But this was more me wondering why you'd approach a stranger asking for a favour and then be surprised when you're turned down, and to the guy's credit, he did eventually leave it alone without becoming angry. Just disappointed, I guess.

    Still not as dumbfounding as the guy who butted into my fight, then stood in front of me and said "please give me money" in local.
  2. Quote:
    Originally Posted by Olantern View Post
    As I wrote this, it occurred to me- maybe the height slider isn't measuring in feet at all, but in some other unit. Standard-size head height, maybe?
    I doubt it. "Number of heads" measurements are a metric of scale which take the size of the head as the unit. The ruler's measurements, however, are static while head size varies. What's more, the "height" slider is not a true height slider, but rather a SCALE slider. That is to say, it doesn't make you taller, it makes you overall bigger in every respect, including giving you a bigger head. If you look at a costume file, you'll actually notice that it's listed as "Scale," rather than "Height" and unlike other sliders, it goes from -25 to 25, whereas the other scales go from 0 to 1. It looks like that's just a multiplier for the model's size.

    A "heads" scale assumes that people's heads are all roughly the same size and that only their bodies' sizes and proportions change. But in City of Heroes, the proportion between the head and the body is written in the actual model and tweakble with the head sliders.

    I think the ruler was supposed to measure feet, because a 5'8'' woman on the ruler feels about average height in the world, as compared to building floor height, door width, car size and so forth, but a 5'8'' woman is TINY compared to the "regular" women who walk the streets. So it feels like the world was built to scale for the ruler, but then someone dropped the ball and made giant civilians, and then even more giant villains to tower over the civilians. Considering they were making ridiculously tall NPCs to the point where a comic regarded one of the Wedding Ceremony bouncers as "Mr-I-cant-make-an-npc-less-than-eight-feet-tall."

    The newer NPC of the last few Issues - Midnighter Club, Going Rogue lite arcs and so forth, seem to be of the proper scale. But the old ones were just... Ugh. Again, when they were introduced, all the tutors in the university were something like 10 feet tall, and even now they're something like 7'5''.
  3. Quote:
    Originally Posted by Clebstein View Post
    "Everyone focus on Requiem!"
    "I can't see him?!"
    "I think he got stuck under Rommy's boot"
    To be honest, I kind of enjoy that. I like the concept that raw brute strength and bug muscles can only take you so far, and that sometimes, the strongest one of them all isn't necessarily the most bloated one. It's the Old Sensei Effect in action, where a tiny unassuming old man will toss a bunch of big brawny muscle men like a salad. Yoda, in fact, is probably the quintessential old sensei of Western fiction.

    In fact, I've gotten into arguments with a friend of mine who tends to treat people like cattle, who insisted that all people wanted was BIG monsters to fight. While I'm sure many do, I still insist that a lot of the time, it doesn't befit the mastermind of a criminal organisation to be bigger than a tractor trailer, but it almost always befits him to be the strongest of his followers. And there's a certain amount of badassery to be had when the little guy is stronger than the big chumps you just smashed, even though he looks like he should be much weaker.

    Basically, my problems with scale are that far too many enemies are far too big for far too little reason, not the other way around. My other problem with scale is that bosses often seem to be bigger than their followers, which doesn't always make sense, especially when their powers are not driven by their bodymass, such as mental powers or magic.
  4. Quote:
    Originally Posted by bAss_ackwards View Post
    I got this screenshot the same way. Turn on walk, jump, wait til the right moment, then screenshot.
    Yeah, yours is the approach I copied It's harder than one might think, however, at least to get a good angle. Mine are a bit smaller-scale because I wanted to get her hooves

    And, by the way, that's not a demon. She's an alien that feeds on energy of every kind. She was an experiment of mine as to whether I could make a hoofed woman work, and the only way I could pull it off is to capitalise on the contrast between the beastly parts and the pretty body. The new Demonic Pack parts go a LONG way towards boosting that contrast. I'm just sorry I didn't get any new hooves to add to the mix. Something less ragged and scratched-up, but more stylised and alien-looking instead.
  5. Samuel_Tow

    Death Emotes.

    I've suggested this before, and I'm still for it. It's not just a question of "might as well." This could be made to fit a variety of concepts. Like, say:

    Robot: You blow up like so many Tarantulas, possibly leaving a pile behind to be resurrected.

    Ghost: You fade away, leaving only an artefact of some kind behind to be targeted and resurrected. Why not a comical tombstone like in Worms?

    Insane: You can't be killed, but once you've suffered too much pain, you crumple to your knees, clutch your head and scream for the voices to stop, until someone resurrects you.

    Omniscient: You can't die, but you feel you should give your enemies a fair shot, so you sit down and wait to be tagged back into the fight, like a gentleman should.

    Coward: You don't die, because you don't stick around long enough. When you're hurt bad enough, you take off running (think Mercenaries dismissed), leaving only a landmark tombstone to be resurrected, whereupon you come running back into the the fight.

    And that's just off the top of my head.
  6. I have to vote against the proposed accuracy changes based on range. Yes, it's true that things closer to you should be easier to hit... Sometimes. But if we go with a more realistic approach, we have to apply the corresponding penalty, as well - melee penalty. Typically, rangers in many older RPGs were very good at a distance, but were either unable to fire in melee at all, or did so at an extreme penalty. Why? Think about it for a second.

    Say you have a bow. At a very long range, you're not going to hit crap. You have wind to deal with, a complex ballistic trajectory, a long travel time, etc. At about medium range, a good archer is going to be able to hit. At point-blank range... A bow can't even fire at point-blank range, and the Mythbusters already demonstrated a sword-wielder able to deflect an arrow and close in before an archer could fire a second one.

    Say you have a rifle. It should be good for a few hundred yards, but bets at closer ranges. But come TOO close and the rifle becomes very difficult to use. Think of your classic Aliens scenario where a bunch of marines are trying to shoot at moving targets at about 15-20 feet away. It's hard to keep a target within line of sight, let alone target a rifle that close in. And at point-blank range, an enemy can close in to you PAST the length of your rifle.

    Realism has never been a major concern of mine. I enjoy arcade-style combat mechanics, and I'd sooner deal with absolute maximal ranges than with accuracy diminishing over distance.

    I also have to vote against tying recharge to endurance. This has the potential to create such a massive cascading failure danger it's not even funny. As you start dying, you need to attack faster to survive. Currently, you can just cost yourself a lot of endurance, but that's OK. Endurance recovers. Under such a system, you're screwed. If you start fighting faster to survive, you will expend endurance, causing you to attack slower, causing you to be able to defend yourself that much less. This is one step removed from diminishing power effects as your health decreases.

    I do not support any system that makes the player weaker based on the exhaustion of any one particular stat. I can live with running out of endurance and toggles shutting down, but that's RUNNING OUT, not diminishing.

    Besides, endurance is not, strictly speaking, a representation of how tired the person is, not unless you want to postulate that the only limiting factor to how long one can fire a rifle is how long one has the strength to pull the trigger. Endurance is a catch-all mechanic designed to represent a character's ability to endure combat and fuel his actions. Humans do this via oxygen and energy. Robots, on the other hand, may well do so via literal fuel or battery energy, and weapon-based characters may do so via ammo stocks. The mechanic is, indeed, designed to best mimic energy, but that doesn't mean this is the ONLY thing it's supposed to mimic.

    By the way, I'm still a great fan of Arcana's old off-hand suggestion "ammo" replacing endurance as a power use balancing mechanic.
  7. I don't have much to say here, other than that I'd really like it if we had Common Inventions enhancements available for fixed prices at the market.
  8. Quote:
    Originally Posted by Fleeting Whisper View Post
    If you had a foe-phase toggle which applied an effect longer than the activation period, the toggle wouldn't be able to apply the effect the second time (the foe is phased). The toggle wouldn't shut off (you can put toggles on phased enemies, it just doesn't affect them), but you would have to wait for the effect to end, and wait for the next activation period tick after that before the phase effect could be applied again. Result: The phase flickers on and off constantly.
    I have to wonder, though, if effects can't be made to ignore this effect. "Unaffected" enemies are not exempt from the powers system, they are merely placed in a state which rebuffs all outside effects. Unless this is done by making powers "automiss" and so never actually even land on the target, then each effect is simply being refused on a logical check. As we have unresistable damage and powers that break the power suppression field (Walk), then it might be possible to make a phase power effect that ignores phase effects, making it possible for the effect to stack with itself.

    In fact, if I were designing such a power, I'd make the effect around five seconds long, incapable of staccking its magnitude and reapplied every two seconds, such that even when you turn it off, it still persists for a while thereafter. And that actually IS a pretty clever solution enemy phase powers.
  9. Quote:
    Originally Posted by Charcoal_EU View Post
    Extend this modularity to other parts of the animation system. Most importantly decouple the upper and lower body animations - some powers (like kicks) would probably need new alternate animations that can be performed with the upper body but there aren't that many such powers.
    I disagree. This has the potential to make the game's animations VERY ugly. Especially in melee attacks, as well as some ranged attacks, much of the power's "cool factor" comes from the feeling of force, which comes from proper footing and and body position. "Put your back into it," as it were. The last time I explained this, someone left a good example - a simple haymaker is a powerful punch, but try and imagine doing a haymaker while running backwards. You probably could, but it would look endlessly goofy.

    Many games have tried this before. Rune is an easy example as probably the UGLIEST game in this regard, where your legs ferry you about like a dolly and your upper body pivots around like a structure-mounted turret. It is just that bad. A few others have tried it, most relevantly World of Warcraft and Champions Online. WoW skirts around the problem by simply not having many decent animations to look at, just the same repeated hand wave or bow shot, and Champions Online skirts around the problem by looking worse than my butt after a full day of sitting at the computer. The only game that I have ever seen (and that I can remember) which had decent attacks on the move was Oni, and that had special, unique attacks designed for each direction of movement (like a jump kick or a clothesline), and which locked you in motion for the duration of the attack.

    I know I've gone on about not making a big deal about what we DON'T want and focusing on what we DO want, but this particular change has to potential to make things so bad, so... Horribly very much worse, that I just have to speak up. One of the big advantages City of Heroes has on other MMOs is its beautiful animations, and this has the potential to utterly remove that advantage.
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah. Got to Paragon University and look at the lecturers. Giants! A lot of the Peds you save are also pushing 6' as a minimum.
    A couple of points on this:

    1. Could we please stop calling civilians "peds?" That has all sorts of unpleasant connotations.

    2. The University teachers that you see now are their SCALED-DOWN versions. The originals were almost twice their size, or at the very least at the top of the height scale.

    Height scale in City of Heroes is something that has always been "off." One piece of advise I'm going to give everyone right off the bat - ignore the height ruler at character creation. It's drawn to its own fictitious scale that has nothing to do with anything at all. Instead, peruse the height SLIDER.

    For the Male and Huge models, middle-slider is "average height." Even if the ruler says average height is something like 6'5'', ignore it. THAT is average height. If you try and match your character to the ruler and make him a realistic, say, 6'8'', you will be a MIDGET. That's about a third from the LOWEST height. Ignore the ruler and just pick the height by eye. If you want your character to be average, use mid-slider. If you want your character to be slightly higher than average, go a few notches right. If you want your character to be really tall, but not freakish, go about a third to a quarter to the end. Most importantly, ignore the ruler.

    For female characters, middle slider is "very short." I don't know why it was decided that female characters would be tiny compared to makes, but female models are about a foot shorter than male models at mid-slider. I realise that statistically, women are somewhat shorter than men in real life, but one would think this would be up to the player to decide. Not so. A woman of middle slider will spawn at aroun 5'8'' on the ruler, and if someone wants to be "realistic" and make his female, say, 5'2'', then what you will get is a tiny little child, not in the slightest a grown woman. As we've established, "average height" is around 6'5''. Here's my advise - when making female characters, push the slider up until your characters matches the male model, or goes up to at least above 6 feet on the ruler, then go from there. If you want slightly shorter, go a few notches down. If you want very short, go down to about mid-slider. Most importantly, if you want your woman to be "tall" in any meaningful sense, go up to AT LEAST a third from the end, possibly a quarter from the end if you want a normal but tall-looking female.

    I'm not saying this just to make numbers up. Pedestrians in the game, as well as most male contacts, aren't actually sized by the ruler. They're sized by the slider. Pedestrians are all middle-slider (i.e. 6'5'') so if you want average height, match THEM. Ignore the slider and match what you see from civilians. Beyond them, enemy NPCs are even taller than that. Most Skulls and Hellions will have half a head or more on most civilians. If you want your character to be "tall," then ensure you match at least the Skulls and the Hellions.

    This is actually one reason I fell in love with the Science Booster Pack. I originally made a female character who was supposed to be a giant Troll woman. I didn't want to go overboard, so I made her about a quarter from the end high. This made her barely taller than the skulls, thanks to them being much taller than 6 feet and women being much shorter than men. When the Science Booster came out, I jammed her height at the far right, as high as the slider could go, and now she's just about imposingly high. And even then, she mostly has a little over a head on most "normal-looking" NPCs, whereas I wanted her CLEARLY towering over them.

    The height scales in this game are messed up, and the ruler is completely broken. Ignore the ruler and measure yourself by the civilians you meet.
  11. Quote:
    Originally Posted by FelicityBane View Post
    Because your line of reasoning goes thusly:

    Techbot, I heard you like to shoot puppies. I've never heard you deny this rumor (whether or not you'd ever heard it before is irrelevant), and you certainly haven't been as stridently anti-shooting-puppies as you COULD be... so I'm just going to have to conclude that it's reasonable to assume that you shoot puppies.

    Or, you're looking for persecution where there isn't any, and lack of evidence is actually being presented AS evidence.

    Good lord.
    Jay himself once said either that he hates furries or that he's not going to make any costume pieces that furries can use, I don't remember exactly how it went. However, he HAS said this, so it stands to reason to assume this is how he feels unless he or someone who can speak for him says otherwise. Again, as with all things Jay says, no-one is ever sure how much can be taken on face value, but consider this - Jay has said he does not want to make animal parts and animal parts have not been made. While many explanations for this exist, the possibility of a correlation IS a very prominent possibility.
  12. Quote:
    Originally Posted by Dispari View Post
    You know... That tail doesn't look like what I saw on David's screenshots. Huh... If this looks like what I think it looks like, I highly suspect I'm going to use it, and being able to use two pieces from the same booster pack the moment it launches is pretty much "sold" in my book, regardless of what else is in it. Still updating test now, but I'm hopeful.

    *edit*
    And it's high time I un-borked my Test client, because those muscular textures will just end up making people ask questions.

    *edit*
    Yup! I'm sold! Here's what I got!





    I apologise for the size of the pictures, but the sheer scope of these wings is difficult to get in frame To be honest, I wanted to try the shoulders, too, but I didn't want to give up my spiked collar. If only we could have neck and shoulder details as separate items...
  13. Quote:
    Originally Posted by Warkupo View Post
    While I admire the Jay and David Nakayama for their resolve to please their fan base, I can't get over how the simple inclusion of a single Tail was enough to change that fan base from angry protesters into adoring fans. We are all so delightfully dramatic sometimes.
    What changed angry protesters into adoring fans is a week's worth of time for the disappointment to sink in and for us to get over it. But please, don't mistake contentment with happiness.

    I can only speak for myself, but I don't think that one wolf tail makes up for all the stuff I thought the pack would have but didn't get. I'm perfectly capable of being happy at the tail AND angry about the pack at the same time. I'm just over being pissed off about it and I try not to let my disappointment ruin the positive impact of this kind gesture.

    Simply put, just because people are happy about the wolf tail doesn't mean they've let go of their other frustrations, and I guarantee you - next time the issue comes up, it will be viewed through the eyes of the current disappointment, and if it ends up not being animal parts that time, too, it will not be viewed as "again" but rather "YET AGAIN!"

    I don't mean to be negative here, but that's one thing that's good to keep in mind.
  14. That's... Wow. That's a lot worse than I got. My guy was an idiot, more in the condescending sense that you could just laugh at. What you got is rather a lot worse.

    And, yeah - where does this notion that level 50s HAVE to powerlevel lower-level characters belonging to total strangers? Even if we get past the controversy of powerlevelling and accept that it's normal up and powerlevel total strangers, why do people view that as a DUTY? Is it some kind of logic that your 50 OBVIOUSLY got powerlevelled, and OBVIOUSLY by some charitable individual, so now you owe it to society to give back?

    Even if I believed that, it's kind of hard to accept a charitable motivation coming out of a foul mouth.
  15. Quote:
    Originally Posted by Tenzhi View Post
    That kind of tail has been requested in general for quite some time and some people were expecting it in this pack along with other animal features. More importantly, there have been a number of people saying how Jay in particular hates "furries" and doesn't ever want to make animal parts. So they get to throw in a much-wanted feature (and thus a potential selling point) and they trumpet the fact that Jay made it. A canny move, I'd say.
    Heh, true, I caught that I don't know whose idea that move was, but it was pretty clever, I admit. I'll wait for a larger-scale animal parts pack before I fully believe Jay was kidding, but at this point, I COULD believe it. That leaves the question as to why animal/monster parts were left to rot for five years, but let's not look a gift horse in the mouth.
  16. Quote:
    Originally Posted by bAss_ackwards View Post
    Is this a new stance on packs? Or do you mean you might get to it before the pack goes on sale? Previously, I don't believe you guys and gals have ever added to any of the booster costume stuff.

    If you guys are willing to add to the booster packs, will you consider giving the male-only stuff from the Magic pack, such as the skull mask and the baron set to female characters?
    They've added items to a few packs after they came out, such as allowing the Valkyrie sword to be used with Dual Blades, but you're right - never long after the pack has come out. In this case, it looks like it might be theoretically possible for them to release a "with skin" version of Organic Armour either before the pack comes out, or shortly thereafter, like a week or so. Provided that's what David is shooting for, of course.
  17. Quote:
    Originally Posted by IanTheM1 View Post
    I'm a little shocked that very few (if any, I'll admit I skimmed the thread) are wondering why this was added to the booster pack and not just to the game in general.

    I'd love to know exactly why if I want to make a feline character or a reptilian character, the tail is there, free and ready to go. But if I want that werewolf? I have to pony up $10, apparently.

    The tail looks good, don't get me wrong, I just don't see why such a generic and wide-spanning costume piece needs to be very arbitrarily pay-locked, outside of a desperate bid to win over the crowd disappointed by the initial pieces we've seen. This is exactly the kind of inconsistency that would drive me away as a new player, as I wondered why my character concept had a price tag attached to it.
    You know, I've learned something very important over the years - there's no such thing as a free lunch. If they don't add these items to a paid-for costume booster pack, they'll stick them behind some STUPID, level-gated unlock. Like, say, finish the "Fall of the 5th Column TF from Mender Lazarus" or "Defeat 100 Minotaurs in Cimerora" or some such. As a dedicated hater of unlockable costume pieces, it KILLS me to see good costume pieces added to the game "for free," because inevitably they're slapped in as unlocks or inventions or TF rewards.

    I will say this without a shadow of a doubt and without an inkling of shame - I would sooner see costume pieces sold as Booster Packs that I can then use at character creation than added to the game as *** backwards costume unlocks that I have to wait levels of and still ask someone to do for me.
  18. Quote:
    Originally Posted by Captain_Electric View Post
    I never thought an MMO could be good for me--as in healthy--but CoH is good for me!
    Many people seem to view video games, and MMOs in particular, as both childish and sad, and many more still seem to view the Internet as a dumb place that makes people dumber. But I agree with you - it's probably the complete opposite in reality, at least as long as you approach it with a positive attitude and find a decent game to play

    I want to repeat something I've said before - it's the Internet, and this forum in particular, which taught me English to the degree I speak it today. I came here with a good but rudimentary level of written English, but through practice and interaction with the native speakers, I've managed to get to a level that at least I feel is pretty dang good

    That, and for an unsocial person such as myself, the kind of interaction I've had here has been quite useful in general. It sound odd to learn about people's reactions from the Internet, but in a large part, it's useful as thanks to the Greater ******* Theory, most people tend to be more genuine to their personality on the 'net than they are in real life, which makes these experiences actually quite useful.

    'Sides, no better way to learn how to take a verbal beating in your stride
  19. Huh... Well, what do you know. That actually looks really cool. Thanks for the pleasant surprise, David

    I wonder if it will clip with my cape...

    Either way, it's good to see people's voices are being heard and gestures of good will are still being considered. I am officially impressed.

    Now for the Booster Pack to actually show up on the PlayNC store. I hope I, being in the EU, can still see the NA version of the pack, rather than having to beg American players to drop me a link to it.
  20. Quote:
    Originally Posted by Venture View Post
    The game's FX are way over the top. As soon as there's more than one or two PCs around it's impossible to see what's going on without turning particles down to the floor (maybe not then either). At something like a mothership or Hamidon raid, forget it. FX design has to take into account the number of PCs and mobs that can be acting at any given time. Baysplosions that look good for a single player are too much in any group action.
    Point for point:

    1. We already have impressive powers in the game, and I don't mean the Statesman's Lightning. Something as simple as Electric Melee's Lightning Rod or your typical Peacebringer's Foot Stomp (what was that called? Solar Flare?) or, hell, even the REGULAR version of Foot Stomp are pretty dang impressive. Lightning Rod has that massive lightning effect and the Kheldian Foot Stomp shakes the ground, leaves a massive expanding crack on the ground and shoots jets of Kheldian energy into the air. That's cool! By Contrast, neither Nova nor Inferno nor even Rain of Arrows feel very impressive looking at them, and Full Auto is just underwhelming, thanks to its sound.

    2. If many people's effects stacking is the problem, the solution is not to kneecap your game's graphics, but rather to institute effects scaling. Too many people covering the world in an impenetrable purple haze? Scale down maximal number of effects when many players gather together. Or, indeed, have the players who are bothered by this (I'm not) scale their settings. Essentially, if I want to see pretty lights and you want to see, period, we can both have our wish.

    3. While a game's GRAPHICS are not the most important part, a game's VISUAL APPEAL always is. You don't need super-exclusive graphics for the future to make a game look good, because that's down to art design and artistic talent. The mere fact that I can look at 2001's Oni, which looks like it's using a 1995 graphics engine, and still gasp at the awesomeness despite the jagged polygons and low-res textures, means that you can have cool visuals even with poor graphics. In fact, Capcom's MegaMan X series actually got WORSE visuals when they switched to the superior graphics of the X7 and X8 games.

    Basically, I want a game to impress me visually. It doesn't have to be with fancy graphics, but it usually HAS to be with good art and design.
  21. Quote:
    Originally Posted by IanTheM1 View Post
    The other issue I was getting at was big, loud explosions don't really do much for me, personally, in either movies or games, unless they have some emotional weight, even if it's very small. I'm especially unimpressed by pure graphical effects in games, because they're not real (and they're not necessarily real in the movies either).
    You know, this is the kind of thing which actually kind of bugs me. Not that you don't like it, by all means - it's your opinion. But what bugs me is when developers decide that, since big explosions and flashy fights aren't "deep" enough, they just won't include them, ending up with games that look decidedly... I don't know. Tame? Low-key? Boring is probably the word I'm looking for, especially when it comes to an action game.

    Put it like this - Final Fantasy VII is how old by now? Fifteen years? It's an old game, yet it still has combat moves that are more impressive and striking than a lot of modern-day games, simply because the game embraced the more ludicrous side of needlessly big explosions, needlessly large swords and needlessly unorthodox fighting styles and looked like it just had fun with it.

    City of Heroes, by contrast, seems to be deathly afraid of big explosions and over-the-top action. Take for instance Inferno, the power which is supposed to be this huge, hearth-shattering explosion that just blows enemies up. It's not impressive! Not visually. Try it some time, preferably by yourself and you'll see what I mean. It's just a little fire and a little screen shake, and that's it. Even with enemies around, it just plays a low-key fire effect on them. Sure, enemies fall down, but the power itself just... Doesn't look all that great.

    In my opinion, Inferno should be something so powerful and massive that, when you use it, EVERYONE should know something big just happened. Think of it like that moment in most cartoons or stories where something big blows up, and suddenly you cut to some hero half-way across town seeing a giant explosion in the distance and rushing over to see what happened. That's what I'd have ideally wanted. Instead, we get a slightly bigger Fireball.

    I don't know what I'd have wanted, exactly. Something louder, probably, possibly with a pillar of flame that stretched up into the sky, with a clearly visible shockwave of flame and just... More bang.
  22. Quote:
    Originally Posted by poptart_fairy View Post
    Nor did Sam, yet here we are. Inconsistency, hoooooooo~
    My modem dies for a day and it's like I'm dead all of a sudden

    I just want to state one thing, and this will be the last thing I'll put in this thread because I realise I'm contributing nothing but "me me me" derails, BUT:

    I almost never try to make fun of people, and even when I try, I rarely succeed. However, when I do end up being the bad guy, I'm not above admitting it. If it strikes anyone that I am but I'm still denying it, say it to my face, send me a PM or just tell me about it. I will appreciate it, and I'll do my best not to derail threads over it.

    Promise.
  23. Quote:
    Originally Posted by Arcanaville View Post
    Vahzilok's Disease. Lasts until cured, and cannot be removed arbitrarily by the player.
    That's not a good comparison, as it misses the context of the matter. The Vahzilok disease only happens once in the character's entire lifespan, unless you DELIBERATELY seek it you again via Oruroboros. After I run through the Vahzilok disease, my chances of acciedntally being afflicted with it again are precisely nil.

    It's also missing the fact that the Vahzilok disease is initiated by MY actions, whereas the Mystic Fortune buff is initiated by OTHER PLAYERS. You make the argument that it's "the developers" that give me the Vahzilok disease, but that's not exactly true, because there isn't some developer running around in-game slapping the Vahzilok disease on people. The disease is a consequence for MY actions, not something applied to me as a result of somebody else's actions.