Samuel_Tow

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  1. Quote:
    Originally Posted by Eiko-chan View Post
    While we're at it, how about the tattoo sleeves/shirts that males get being given to females as well?
    Yeah, that really pissed me off when I couldn't find it on women. I realise it'd need an updated texture, but come on! Women need tattoos, too!

    Speaking of which, we really need a more robust system for applying tattoos that fit with tight clothing, specifically tights with skin. Currently, the Yakuza/Tsoo tattoos are the entire texture, but men get the extra option of applying patterns to their bare chests that women don't, by virtue of not being allowed to walk around with bare chests. Right now, these tattoos just use the regular pattern mask layer, of which the entire game only ever supports one.

    Well, I've always wanted to see at least two levels of patterns, with the upper level concealing the lower level, as well as a system that could mix textures over each other. Right now, Tights with Skin is just a bare chest with colour patterns applied to it, and they sort of look like clothes because the chest skin texture is so smooth and, more importantly, uni-coloured. However, try putting patterns over, say, Armour Plate and you'll see what I'm talking about - the pattern only tints the armour and looks like a coat of paint, NOT like a shirt.

    And, again, I have to ask - would being able to do that be a bad idea? Is it bad to wear a tank top over your fish scales? Is it bad to wear a beaneu over your rocky skin? Technically, that's a large problem, obviously, but I mean conceptionally. Is it really wrong to want to put a character who has non-human skin in clothes?
  2. I'm gonna' have to step sideways here and say that what defines who is good and who is evil is the author, himself. Granted, when an author pulls a mood whiplash and fails his author's saving throw, his audience just leaves, but excluding such extreme examples of ineptitude, the author generally dictates this with the tone of the narrative and how it regards the character.

    I tend to suffer metaphorical mood swings when drafting the very loose premise of a story. I'll start with a character, build a bit of timeline around him, paint him as the hero, then put in a new character and suddenly I'll feel "But what if he was actually evil?" It's fairly easy, then, to twist the narrative into painting this previously good character as arrogant, thoughtless, self-righteous and eventually outwardly evil without actually retconning everything. Then a while later I'll think and decide "But what if he was actually good after all?" and just flip things around.

    It's a bit like what defines cool vs. lame in stories, and how you can tell whether shaming the crowd will work or not - the author decided what happens. A character pulls a stupid, insane, reckless stunt and... The author has a choice. Have everyone erupt in cheers, applauding the daring, courageous hero, causing the stuck-up officials to abandon protocol for a moment and realise that this spirit and creativity is what their stale bureaucratic military actually needed. Or, he could have everyone react with stunned silence, appalled at his reckless abandon and disturbed at how someone could disrespect the rules so badly, causing the wise officials to condemn him and explain how his heedless cowboy antics are a symbol of everything that is wrong with the disorganised, hot-shot army of today.

    There really is nothing that mandates one situation over another. It's down to the author's choice at that particular moment.

    Let me give you a direct example - professional wrestling. Yes, professional wrestling, the soap opera for macho men. Ever notice how quickly wrestlers switch from hero to heel? One day the guy's rotten attitude and defiance of authority is seen as the sign of a rebel against corporate greed and vapid entertainment, then the next day he's the hated thug who attacks the real heroes in the back to cheat his way into titles. Then the day after that, he's the people's rebel, striking out against the villains who brute-forced their way into titles they didn't deserve, and who need to be attacked from behind. And it goes on and on and on AND ON. And, really, it's the writers who decide who is who. The audience generally just goes with the presentation.
  3. Samuel_Tow

    Vanguard Stuff

    Quote:
    Originally Posted by Ravenswing View Post
    Now, I primarily solo. The roman kit which is 'locked away behind a TF' is essentailly barred to me completely. The Vanguard kit was easy. I'd much prefer it if I could get the roman gear for the very moderate cost in time that the Vanguard gear is available for.
    Mind you, I'm not saying that "locked behind a TF" is a good solution, only that it's better than "locked behind months of work." And even then, the things that are locked behind a TF are actually locked behind a highly popular one. Suppose, for instance, that Tech Bot armour were locked behind the Bastion TF. How likely is that to "just happen?"

    The problem with Vanguard merits is that they basically require you to either fight nothing but Rikti, or take part in the kind of events that grind my computer to a halt. Seriously. This isn't even a question of "don't want to." It's excruciating to see your game chug down to the speed of your average PowerPoint presentation. Just doing the War Zone Arcs and then Angus McQueen's missions in their entirety will still barely earn you enough for a pair of pants.
  4. Samuel_Tow

    Vanguard Stuff

    Quote:
    Originally Posted by Lemur Lad View Post
    If you really feel having choices is that bad, I'd say you're playing the wrong game.
    I don't mind having options, but I do mind lumping in cosmetics into the same vendor pool as functional items. You end up with ridiculous situations like a pair of pants costing almost as much as a giant robot. Vanguard temporary powers and other functional purchases are, indeed, very powerful and they SHOULD be expensive (other than the Curse of Weariness cure, which should die in a fire for even being needed). But the costume pieces really shouldn't be considered as high-price items along the same lines. All this does is make them artificially too expensive.
  5. Quote:
    Originally Posted by Catwhoorg View Post
    Sam, with respect.
    Levelling a character to 50 pre-I9, did mean that very often they had to scrimp and save for SOs, then hit 50 with a small but significant amount of inf
    As I said, two of them did. The rest didn't. Samuel Tow got to 50 in I3 and Ezikiel Bane got to 50 in I7, soon after 40-50 villain-side was introduced. But that's it. I didn't get another 50 until... Oh, long after the Blaster Defiance changes. Which Issue was that?

    Of the remaining five, I had an old Blaster I made and got to 34 in I2, then to 42 in I think I6, then to 50 probably an Issue after the Blaster changes. The next one was another Blaster I'd made when I was in the UK, which would put her at some time between January and June 2007. I'm not sure what Issue that was. However, her I got to around 16 and didn't touch until after the Blaster changes. I got her to around 35 thereafter and actually got her from there to 50 last years.

    Then I got a Brute to 50. Her I got to 38 in I6, but didn't really mess with for a year or so. Actually, she might have been between my two Blasters. The next one was a Mastermind I got to 50 recently. I made him very early on, but he spent the bulk of his life at 24. I've played him since Inventions in fits and starts and I got him to 50 some time early last year.

    Since then, I've gotten a relatively new Scrapper I made at around the time of Inventions to 50. This one was almost entirely levelled up with Inventions present, and she ended up, if I recall correctly, with around 60 million INF after I upgraded her to level 50 Commons. After that, I got a REALLY old Scrapper to 50. Her I made in I1, then remade in I3 when I got Sam to 50, got her to 28 and didn't touch her again. In around I6, I think, I got her to around 4... 46, I think. I got her to 50 towards the end of last year.

    Only a single one of these has more than 100 million, and that's the second 50 Blaster because I sold either a unique heal recipe or a purple something, and I think she had something like 101 million or 110 million. Nowhere near 200, at any rate. I also have a fair few characters in their 40s, including a Blaster I absolutely, positively made AFTER inventions. Sitting at 46 now, she has... I don't remember. Somewhere between 40 and 80 million, around 20 of which are going to disappear as soon as she hits 50. I have no patience for playing the market, so chances are I'll buy expensive ready-made enhancements or make them myself, and at half a million per Invention AND half a million per recipe, 80-ish slots are going to run for a lot.

    I don't know how people are making BILLIONS and, frankly, I don't care. I'm never going to need that much. But, again, IT IS NOT A SAFE BET to assume that people are going to have hundreds of millions on every one of their 50s, because I'm living testament that that is simply not true.
  6. Quote:
    Originally Posted by The_Thorny_Devil View Post
    Calling an enemy group "the ghouls" is a lot like calling it "the warriors." You're bound to run into one exactly like it if you look hard enough for the simple fact that it's a fairly common word to use.
  7. Quote:
    Originally Posted by Moiread View Post
    About a month ago I spent 2.5 billion outfitting my fire/kin. No influence sinks, huh?
    If you mean costumes, I think I have so many costume tokens on my characters that I haven't had to pay for costumes for... Oh, years or thereby.
  8. Quote:
    Originally Posted by Solicio View Post
    And yeah I really do think...

    It's like Going Rooooooooogue... when Emmert said "no way"...
    It's EEEEEEEEEEEEED... When we were nerfed that day...
  9. Samuel_Tow

    Noooooooo!

    Quote:
    Originally Posted by Techbot Alpha View Post
    But not failure for the sake of saying 'Hey, even after all this time, you still screw stuff up! Nyaaah!'. Because that's really dull and irritating.
    That's what this comes down to. As our story arcs are to be viewed as independent standalone stories, having them end in utter failure is an exceptionally bad idea, and the Techbot pins the reason down perfectly. A story that has you fight like a devil, struggle, persevere and soldier on, only to end up telling you that even after all of that, you STILL fail... It causes me to yell at my screen and as "Well what the point of that?!?" I've watched entire movies seeing the hero struggle on, all the time thinking "OK, now he's going to turn it around. OK... Now. OK... NOW! Well any time now, sunshine!" And then they end in a stupid "you suck" ending and I'm left just staring at the credits as a realisation slowly sinks in: I just wasted two hours of my life, and for what?

    Hero dies, everything goes to ****, evil wins and... Why, exactly, did I have to sit down for two hours to see this? Evil wins by default. This isn't interesting. If I knew evil was going to win, I'd have passed on the movie and gone to watch something else. It's like the story of David vs. Goliath if Goliath had simply toyed around with David for two hours and then stepped on him. Ugh... The story of David vs. Goliath is interesting because it depicts an underdog who fights against incredible odds AND WINS! Underdogs lose to the world all the time. If we made a movie every time it happened, we wouldn't have time to sleep. A story where the strong oppress and defeat the weak is not an interesting story. It's snuff porn.

    Speaking of this, having actually seen a fair few comics of that nature (again, because I kept thinking they'd turn around before I realised the author was fulfilling his snuff fetish), I'm determined to never watch a movie, play a game or read a story that mandates a "you suck" ending in a crapsack world. This is simply never written well, because it's written either to someone's mental break down or to someone's hate fetish. If this is written well, then it's not the end of the story.

    So, no. No, thank you. I don't want to see any more stories that always give you the bad ending.
  10. Samuel_Tow

    Robot Torso

    Quote:
    Originally Posted by Techbot Alpha View Post
    My robotic Hero keeps getting mistaken for a guy in power armour, because so many people use Tech wired and suchnot.
    Wait, you're supposed to be a robot?

    Quote:
    And the majority of the large and banded feet are horrible. Absolutely fugly. They have club feet, for pity sake. Update needed much?
    I have to disagree with you here. I find large and banded boots to be about the best the game has to offer outside of a few special occasions. Practically half of my characters use them. Sure, they have flat feet, and yes, the ankles do approach the size of the foot, but considering I've had an artist friend of mine design a boot reminiscent of a hoof, I honestly don't see a problem.

    They certainly don't look robotic, and to be honest I DO wish we had more options of boots with a larger foot and ankle, rather than larger calves. Currently, only the Enforcer Heavy boots fill that role, and I'd love to see more do that. But as far as using them for boots... They are, in my opinion, significantly better than the Smooth boots, especially for armoured costumes that are supposed to be anything above the Grey Fox style cyberninja.
  11. I don't really collect interesting things on my characters, so about the only interesting things I find are odd builds, hundreds of spam e-mails (~250 is the most I've seen) and the fact that level 30 characters suddenly get their first piece of salvage and that presumptuous tutorial window pops up to inform me.

    Well, about the most interesting I've seen is coming back to a character with a nearly full transaction inventory of slow-moving recipes to find that they had indeed sold over the past six months. That's fairly new, though. The market used to dump your inventory if the character went inactive.
  12. Quote:
    Originally Posted by Fleeting Whisper View Post
    That's totally a Captain A texture strechted over a female model, amirite?
    But I have to ask: Suppose I like that kind of art style? I don't like this particular pic, no, but I've seen some of Leifeld's work and I don't share people's hatred of the man. His stories... Yeah, not even going to go there.

    To be honest, our Huge model is about as Leifeld as you can get without actually involving Rob Leifeld, so it's not like the art style isn't already part of the game.

    Besides, I wouldn't exactly quote Rob on muscular women, as his seem to be more folded than actually muscular. Not even as much as most other writers, or indeed not even as much as our own Top Cow comics. Oh, that reminds me...

    *edit*
    There we go! I had a look through a few of the Top Cow comic books, and here's what I found. This is Miss Liberty's back. I'm a guy and even I'd kill to be this ripped. But that's not all. This is Dominatrix's front. Just look through that and note that it's not too far removed from the original screenshot. We have precedent for this stuff.
  13. Samuel_Tow

    Robot Torso

    Quote:
    Originally Posted by Shadow State View Post
    OK, that settles the question of whether they'll be player usable, but how much do you want to bet there will be some *** backwards, irritating cost to unlocking them? I'm thinking long TF or thousands of some kind of new merits or a kill badge for extremely rare creatures or some such.

    I'm sorry to be so negative, but that's pretty much what my experience with unlockable costume pieces has always been, and I've no reason to expect that these things will be made unlockable through a civilised activity. I COULD hope they'll be as easy as unlocking the Roman axes, but that's like hoping the dumpster you're diving into is full of flowers and pillows. I could tell myself it will be, but that won't change the fact it's probably full of rusty nails, broken glass and Hepatitis.

    I'm fully prepared to write a formal apology for assuming the worst if they end up being obtainable in a way I couldn't describe as about as much fun as pulling teeth (someone remind me), but I'm not in the slightest afraid I'll have to.
  14. Quote:
    Originally Posted by Tenzhi View Post
    I've disliked the naming system for this game from day one. I've been in games that used either a <name>@<number> system or a <name>@<globalname> system and I find both naming systems to be preferable to the one we have here. My personal preference is for the @<globalname> system.
    I've played a lot of games that did that, too, and without exception I've hated all of them. Granted, not JUST for this reason, but when I log into an MMO and the first thing I see is three people with Dude@Some Random Guy above their heads, that pretty much guarantees I'll be off to a BAD start and subsequently get pissed off at every little thing. It's that ugly a naming system in my eyes.
  15. Quote:
    Originally Posted by Tenzhi View Post
    When I was planning out Togglobite in Mids, the necessary IOs in that plan were my initial goal. However, many of the individual recipes I needed were either selling for more Inf than all 20+ of my characters on Virtue combined had, or else not selling at all. And that's before even considering the price of necessary salvage to craft the IOs. And experience showed me that I certainly couldn't depend on drops. So instead of achieving my goal I had to largely discard it and play by ear. Goals so lofty that they seem unattainable to me are not goals at all, but rather pipe dreams. They instill me not with excitement, but rather shatter my motivation.
    That's precisely how I feel. Once I start getting into the "better" and more expensive stuff, really any illusions I might have had that any of my goals would be achieved go swirling down the drain. The sheer impossibility of certain goals makes me less likely to just work harder and more likely to just say "Screw it! I'm doing something else!" In fact, and let that reflect upon my character as it will, the harder, more cumbersome, more time-consuming and more unpleasant a job it is, the LESS I am likely to bother with it. Upon reflection, this ought to be logical, but I know far too many people do things "not because they are easy, but because they are hard." And I just don't roll that way. Hard I can deal with. Consistently hard? Screw it. I have better things to do with my time.

    To quote Yahtzee YET AGAIN:

    "A challenge is one thing, but trying to break down a ******* cement wall with your forehead isn't a challenge, it's grounds for getting ******* sectioned. Although I suppose succeeding in breaking down the wall will give you a great sense of accomplishment, which is just as well, because you'll have lost all your other senses by then."

    And I'll be damned if I can ever quote the guy without getting hit with the language filter.
  16. Quote:
    Originally Posted by UberGuy View Post
    Since I'm looking forward to what I'm going to get, I barely notice. It's very vaguely like having to tear the wrapping off of a present - sure, I just want to get my hands on what's inside, but there's a little bit of glee and relief at just knowing you have it there in the box, under that paper.
    I could only agree with this if you routinely get presents wrapped in cast iron and ten layers of kevlar. It's not the moment right before getting the thing that's the pain in the ***, it's all the time before that spent grinding out resources that really, really bugs me.

    This was largely in relation to Aquaria's resource management, though. On this playthrough I avoided it, but last time I really DID have to trek through half the world, kill a bunch of fish, trek some more, harvest a bunch of eggs cook a few pies, then trapse all over again, all because the various ingredients are in different parts of the world, some fairly rare and because I can only carry eight at a time. THIS is needless, annoying busywork that I have no love for.

    And again, as Tenzhi says... Ugh, I should have hit multi-quote. Hang on...
  17. Quote:
    Originally Posted by Novamaiden View Post
    ^This^ A level 50 anything should have at least a couple of 100mil to spend. I spend a couple of mil crafting or at the tailor changing my costumes without a 2nd thought. Once the games back up i'm gonna log in and collect my 100mil from the market from selling stuff while i was asleep/working. See, with the market you can literally get rich in your sleep.
    How do you figure? I've been here since May 2004, I currently have 7 50s and not a single one of them has more than 100 million. Actually, one might have 107, I'll have to go check. Trying to mock people because of how much money they "should" have is both insulting and presumptuous, simply for the fact that not all of us play the same way. Ignoring the fact that three of my 50s were made before Inventions, meaning that two ended up with around 20 million at 50 and one with around 40, this notion that you make money just by existing is flawed to an extreme. The one character I have who may or may not have 100 million got there via selling a purple recipe that netted me 50 million just by itself. I've sold a few purples for around 40-ish million and in six years, I've gotten all of ONE respec recipe, and that sold for 20 million at the time. About the average of what my characters have at level 50, minus any absurdly lucky drops, is around 60 million, give or take.

    I have never, EVER had enough money to so much as even imagine bidding 200 million on a recipe.

    As far as the original point goes, abilishing the market, much as I hate using it, isn't really the ideal solution for new players. As a matter of fact, it's a very hurtful solution. Certainly, not everyone enjoys farming. I don't, but then so why not have someone farm for me? People get rich, they make large bids on stupidly common items, and all I have to do is pop by the market every time my inspirations inventory fills up and I walk away with a nice lump sum because someone was bidding 50 000 for Alchemical Silver an 15 000 Inert Gas, and I just happened to have four of each. It happens a lot, actually. So, really, removing the market removes a serious source of income for said newbies, and indeed for anyone who doesn't farm or grind. The only reason I have the millions I have on my characters is because I've taken them from other people. Without the Market, I'd still be back to barely affording my SOs.

    And the whole premise here is questionable. It assumes that Set Inventions, especially the more powerful ones, whatever those are, are intended for common use as something people are naturally going to need and upgrade into as they level up. As far as I've seen and as far as developer intent can be read, this doesn't seem to be the case. Sets are loot, plain and simple. They're meant to be rare, expensive and difficult to obtain. That's their whole reason to exist - so people have loot to grind for. I may not have any love lost for loot, but it seems that it's such an integral part of MMOs that people will simply not shut up without it, so there you go.

    Personally, I stick to Common Inventions. They use salvage that drops easily and the recipes are available for purchase at the University. You don't need absurd amounts of money or grinding to get those. Just other people's money gained via the market.
  18. Well, Infernal has two axes. And one of them is on fire.
  19. Samuel_Tow

    Vanguard Stuff

    Quote:
    Originally Posted by Gaming_Glen View Post
    Same here. The gear does nothing for me.
    It does nothing for anyone, partly because it does nothing in general. Which is why it perplexes me why it's so difficult to obtain, specifically when equally iconic things like Romulus' shield and sword and the whole Roman army's uniform are available for the cost of a TF.

    Mind you, I'm not a fan of locking things behind TFs, but locking them behind insurmountable cost is actually WORSE.

    You know, I'd sooner see new costumes introduced through paid-for Booster packs than locked behind something amazingly stupid like this, and that's saying something coming from someone as stingy as I am.
  20. Again, if we're doing voice customization, one of the options has to be simply "None." And we really can't do without "Robotic," but "None" will actually do for that in a pinch.
  21. Samuel_Tow

    Robot Torso

    My IP is what? I think your magic hacker thingy may be on the fritz. Either that, or my ISP is routing through through the UK...

    Quote:
    Originally Posted by vashaunt View Post
    Ok so we have robotic arms and legs. I mean the ones that look like robotic skeleton, so why not have a torso to match.
    I would very much agree with the suggestion of robotic chests. I realise we have armoured costumes, but what we need is a more skeletal or truce-frame chest with lots of open air to demonstrate that this is not armour covering a body, but literally a ROBOTIC chest. The Praetorian Clockwork chest is a pretty good example, with a large section of its abdomen being open-air. Given that Jay delighted in explaining how we won't be getting certain pieces for our characters, I'm hesitant to suggest we'll be able to use the Praetorian Clockwork parts, but such a chest would be VERY welcome, even if it's not that exact one.

    As a slight note, what we have now is not robotic LEGS, but rather robotic FEET. There is no option currently to use robotic upper legs, and that, to me, is a disappointing. The Cyborg upper legs come close, but not quite. Off the top of my head, we could use skeletal robotic legs like what the Necris women had in UT2003, and we can work from there. Again, an open truce frame with wires wrapped around it would also be pretty cool. Just basically anything that doesn't look like it could hold a human thigh inside it.
  22. Quote:
    Originally Posted by NeonPower View Post
    To me it just looks like the female upper body model has accidentally been given the male upper body texture. maybe not accidentally but if so this wouldn't be hard to add to the game obviously =)
    I've never looked at the mannequins closely enough before (my characters tend to be rather a lot taller than them), but that was the first thing I thought of when I saw this: "Yano... This looks like the male texture!"

    And you know what? It looks good. The only give-away is actually is the pectoral muscles as they have the striations of skin stretched over dense muscle that a flat male chest would have. Everything else is in surprisingly correct places.

    I gotta' say, I'd love to see that texture expanded to women a bit more. Our females are already dangerously slated towards the photoshoot model ideal to such an extent that making a female warrior is an exercise in frustration (specifically since their ***** increase more than their arms and rib cages with practically every slider), and a more muscular texture as an alternative would go a long way towards mitigating that.

    A couple of idle facts:

    1. Any half-glove texture that females get uses the male skin texture. Easiest example is the fingerless glove texture under Smooth/Bare, which has male bulging forearm muscles which don't flow well into the smooth female upper arms. In a sense, it's already half-way there.

    2. For a while, the short-sleeved shirt Jacket sleeves used the male skin texture for the upper arm. Questions of why sleeves alter skin textures aside, I tried the variant and it actually worked pretty well, leading me to believe that, as an option, this would not be a bad choice.

    In general, I've always wanted to see a choice of base skin textures, of which "smooth" and "ripped" can be two, along with scales, fur, granite and so forth. More precedented, however, is the approach Champions Online uses, which is basically a full-body bump map shader which defines muscle relief and allows you to control its strength via slider. So, you can pick either smooth as a shaped balloon or as ripped as something out of Rob Leifeld, and everything in-between. And, best of all, all shades, patterns and textures would apply over (technicly, I believe that's "under") that shader, so you wouldn't need different textures for ripped and not ripped.

    Either way, I sincerely hope we get some more musculature for the Female model. That's a direction in which it has practically zero variety.
  23. Quote:
    Originally Posted by Arcanaville View Post
    I wonder if this would satisfy people. Suppose everyone had an "AKA" field in their character ID. Character "Name" would become character ID. IDs would still have to be unique. AKAs would not, and would be optional.

    So if I'm the only Suzie Snapshot on my server, I get to be "Suzie Snapshot" and that's all. If someone else wants to be Suzie Snapshot they can't be because that name is already taken. But if they want to be, they can choose to be "Paragon Hero 894374" and immediately below that it would say "aka Suzie Snapshot."

    Its no less ugly, but its only ugly for people wanting to take an already taken unique ID and willing to tolerate an ugly ID. People willing to choose a unique name can avoid having the ugly ID. People willing to have ugly IDs can have whatever aka name they want.
    Hmm... You know, this I can actually work with. I still don't like how the system looks, but it has the potential to be wholly unambiguous, and it would be ugly only for people who choose to go that route. I honestly have no complaints on the matter. Sure, it'll be silly to see the odd phone number hero, but as long as I know they made the choice to look like this, then who am I to judge? It's certainly no more weird than xXx 5up3r h3r0 xXx, and we can do this right now.

    Something else occurs to me with this discussion, though - a lot of people may, and even right now do, end up with a name that may look good on an ID card, but isn't necessarily as fluent when people call you that when they speak to you. For instance, I'd say being named John Spartan is really cool, but when people address you as "Good night, John Spartan. Be well." it just sounds WEIRD. And... Well, have a look at my screen name and imagine what a character like that is like when being talked to. "Thank you, Samuel Tow, those people would have died without you!" Ugh!

    To that effect, I've always wanted to see a different kind of AKA field. Specifically, one where I can type in what people call me when addressing me, as distinct from the name I have typed out if necessary. It's kind of like in the old Civilization games you could specify what people called you in several different contexts because some languages add suffixes in different situations. For instance, I'd just axe the last name in direct address and just go with "Sam" or "Samuel." Given that that's how people tend to address ME in most game-related situations, I'd say it has merit.
  24. You know, I wasn't going keep posting here to avoid further derailing the thread, but something Tenzhi said reminded me of an interesting observation. More specifically, in regards to this:

    Quote:
    Originally Posted by Tenzhi View Post
    However, I find the game to be extraordinarily stingy with drops, the Market to often be gratuitously overpriced (partly because the supply sucks, but also due to a combination of eternally escalating wealth and unregulated prices), and the whole process of acquiring Recipes and the resources to craft them to be an overly drawn out and tedious process that I just can't get into. Thus I generally don't bother with sets unless I have a massive stroke of luck (with the exception of the aforementioned character for whom it was basically necessary to get the Recovery bonuses to support the particular Toggleman-inspired build).
    I just got done playing Aquaria... Again, and this time around I was able to forgive all the game's minor irritations. Backtracking, cheap enemies, TEETH-GRATING controls on land, etc. But the one thing that still bugged me to no end and that I'm simply never going to be able to get past is resource collections, and in Aquaria they are simply evil. You need food to survive some of the tougher boss fights, and you need ingredients to cook this food, but each ingredient type is limited to 8 items carried at a time and many of the ingredients required for many of the essential recipes are obtained in different places in the world. VASTLY different places. And, to make matters worse, some places don't actually drop ANYTHING in the way of ingredients.

    What you end up with is resource management hell. You can never stockpile a lot of one resource in case you find the corresponding one since you're limited, which means that even when you find the "scares" resource, your "abundant" resource runs out almost immediately. Only certain enemies drop certain resources, and they can be literally the world apart, requiring massive travelling. And, to make it all the more funny, you may end up without enough food to survive and having to go back through three quarters of the game to shoot energy blasts at fish for fish oil and fish meat. I hate this system, I really do.

    How this relates to City of Heroes is in terms of the annoyance factor. Aquaria, like City of Heroes, is a GREAT game. However, when you have to basically drop what you're doing and go trudge through half of creation to gather resources to basically pay the toll to be able to continue... That sucks. Even just taking things as they come doesn't cut it, because you don't get the resources you need when you need them, and you have a limited inventory. For instance, in City of Heroes, it would be pretty easy to look at all the Commons I'll need, write up a list of their needed Salvage and just stockpile that salvage until I can make them all in bulk. But if I try to make them one by one, I end up collecting 50 Boresights and not a single Silver bar, so I have to sell the salvage I need to make room for other salvage I need. And to make matters worse, I end up having to fight enemies of an origin different from the ones I had in mind.

    It's annoying, irritating busywork. I realise some people have an easier way about this, and some even enjoy busywork as a general thing, but for me, it just hits the pause button on my game until I can sort it out.
  25. Samuel_Tow

    Vanguard Stuff

    I maintain the stance I've always maintained - Vanguard costume unlocks are far too expensive for something that doesn't unlock globally. I'm never even going to SEE the complete costume set on any one character of mine, let alone have it on multiple, until the costume unlocks are either made global or their cost is drastically reduced.

    As a matter of fact, I find it to be an enormous error of judgement to lump cosmetic costumes in the same resource pool as practical benefits, because it gives birth to exactly these problems.