Samuel_Tow

Forum Cartel
  • Posts

    14730
  • Joined

  1. I was going to complain about having to copy the same bio multiple times for those of us who won't use it, but if it inherits the bio on slot creation, I guess that takes care of itself. I'd still like to see some feature for bio-linking between slots, though, so if I update one slot's bio, it'll update for all applicable slots without me having to enter it manually.

    With those provisions, I have no reason to dislike the idea.
  2. Quote:
    Originally Posted by Dispari View Post
    Well I'm not sure what playstyles you support, but I have no issues soloing both Blaster and Corr with lethal ammo. Can pretty much always line up PR to hit 2-3 targets for the opener, and even in the midst of battle I can often hit 2 targets. Even if I only hit one, it's high damage and does -RES so if I drop it on a boss or lieutenant I get my money's worth.
    Then I have to ask what difficulty you solo this at, because difficulties which spawn large spawns don't lend themselves to Piercing Rounds too much. The target cap ensures you won't hit much of the spawn even if God had them all stand in a line and wait.

    Hitting multiple targets on an alpha is easy enough. You can almost always line up at least two, and a third is often close enough to catch the shockwave. However, in combat, I've almost never been able to hit more than a single person, for the simple fact that enemies move around too much, and they tend to form in rows, not columns. That, and for the fact that by the time Piercing Rounds has recharged, the enemies have surrendered to Avoid code and scattered to the winds.

    That, and I Hover practically all the time to avoid melee attacks. I've died far too many times to keep chancing it at ground level. That puts me on a different plane from the rest of the spawn, making things even more difficult.

    But even if we supposed I could hit multiple targets on every shot. How does a resistance debuff once every 20 seconds help me make a dent into a large spawn? How, specifically, when chance can put me up against upwards of a dozen minions if I get a lieutenant-less spawn. Sure, I'll debuff three, to kill with the following Rain of Bullets, but what about the rest? I can't wait 20 seconds for the power to recharge, because by that time either I'll be dead, or they'll have been killed off for the most part. I don't want to run away and ditch aggro every fight.
  3. Samuel_Tow

    Redside Heroics

    Quote:
    Originally Posted by M_I_Abrahms View Post
    Let's say I was reading a comic book. The main character is a brutal murderer who has no problems with taking things that aren't his. The thing is, there's a group of people he's keeping safe and maybe even hidden from the rest of the city, and the people he's killing and stealing from would gladly do the same to the people the lead is protecting. People who, for whatever reason, can't defend themselves like the lead character can.

    Now plot happens, and along the way, the lead character has a crisis of conscience about his methods. He adopts a less lethal method of crime fighting, and a greater respect for the law. And in doing so, he moves to a new city, with new friends and challenges. Now remember, the people he just left couldn't survive without his protection, either directly, or indirectly. If I were reading this book, such a character would actually be more heroic to me BEFORE the change, no matter how much like Superman they try to paint the after version.
    Let me just find my Caps Lock key... There we go. WHAT CHANGE?!? I never mentioned starting in the Isles AND THEN moving to Paragon City. I never mentioned abandoning anyone anywhere for any reason. I didn't see anyone so much as imply this, either. The question was why make heroes in the Rogue Isles in the first place, which assumed the opposite of why not make heroes in Paragon City TO BEGIN WITH? Where did you even get this idea that you'll take an established CoV character and cross it over into CoH? I didn't talk about it, that's for sure.

    Did my bringing up Going Rogue somehow allude to this? Because Going Rogue will open up all ATs to both sides WITHOUT having to start in the Rogue Isles. At the very worst, you'll have to start in Praetoria, and from how things look, you'll be able to start acting heroic as soon as you pop up. Moral choice system and all that.

    Really, I understand your position. I understand your example. But please understand that it is IRRELEVANT, because what you're accusing me of suggesting is not something I suggested, or even implied. Yes, obviously you can cross established villains over to the hero side, but if you made them into established villains, you'd need A REASON to cross them over. That's precisely why I didn't talk about this. I specifically pointed out that Going Rogue will open all ATs to both sides, even if it doesn't necessarily open up all characters.

    And, really, this story you told about could just as easily have been told about City of Heroes. There's nothing inherent in the Rogue Isles that this story relies on that can't be relocated in one of Paragon City's ghettos with just as much effect. Well, other than Arachnos.
  4. Samuel_Tow

    Redside Heroics

    Quote:
    Originally Posted by Teeth View Post
    As already pointed out, most character-specific examples of that text need to be ignored anyway (unless you really do only ever play characters who have psychotic voices whispering orders in their heads and who can't ever cover up or lack hair because it's mentioned a couple times). The "selling yourself out for money" bit is a particularly weak part of the alleged villainy we engage in, since a very large fraction of the game's story is written on the premise "you just saved the hostage/country/world from some sort of pointless spite-driven annihilation, but money changed hands at some point, so you're basically Hitler."
    "Selling yourself out for money" is only bad because you end up doing whatever they with the money ask, not out of some sense of loyalty or ethics. Yes, you can pick and choose what to do, but again, you can't always choose something good, you ALWAYS have to do Mayhem missions, and you still end up skipping half the game.

    Quote:
    My hero isn't so sanctimonious that she'll refuse to hurt the Mafia because the Evil Empire is involved, nor do I have trouble justifying a task done for the Evil Empire if the target is the Mafia. Your own characters' motivations aren't forced to be anything specific by the story, most of your actions aren't inherently evil, and most of the things that have bothered Samuel_Tow have been petty chatter by the contacts that doesn't even try to relate itself to player character motivations.
    Look, if you ignore "petty chatter by the contacts," then you might as well not even bother to read the text at all, because that's what it amounts to. EVERYTHING contacts say is petty chatter. That's what they're there for - to give you a basic mission objective dressed up in petty chatter to hide the fact that the game is one long sequence of killing stuff and clicking on glowing objects. If you out and out ignore the text or just stick to out-of-setting missions from story arcs, then you very well could have an unproblematic hero in the rogue isles. You could just as easily say the Rogue Isles are on the moon a thousand years in the future and all the people are Doombots orchestrated to amuse you.

    There's just not paying too much attention to briefings and messages that assume too much, and then there's simply ignoring the settings of the game and rewriting them with your own ideas. Obviously, it's your game so it's your call, but there comes the question - but couldn't this much hand-waving just ret-con hero-side into this kind of setting? Because it ought to.
  5. Quote:
    Originally Posted by Umbral View Post
    There's a reason I don't count Piercing Rounds or it's -res in an AoE context. It's a good deal easier than it was early in beta, but it's still not particularly reliable.
    Well, as far as use goes, it's reliable in that capping its three target maximum is actually doable on a first shot now. That arc increase really helped. As far as its debuff goes, however, it's unreliable in that you can't really hit more than one target in the heat of battle.

    That's kind of why I'm apprehensive to just take and use other people's conclusions - oftentimes either I miss something, or they're based on a playstyle I don't support. In this case, I kept seeing Piercing Rounds touted as a big help, and assumed it helped in general (my fault), whereas practically all I fight is spawns of upwards of six enemies at a time.
  6. Quote:
    Originally Posted by UberGuy View Post
    I think the core place where you and I view things very differently is this idea of what "the end" means. Based on your examples with other games, for you "the end" means you've done everything you could possibly do. You want this game to offer a distinct checklist of things, and once you've done them all, you feel free to start over. To me, CoH isn't like that even now. I just about always can come up with new ways to tweak my existing characters, primarily with regards to what IOs they have slotted, but that also interacts in some ways with what powers they have. My characters are "done" when I decide they are, and I am free to come back and pull them out of "retirement" whenever I feel like it. Of course, declaring a character "retired" isn't something I've ever actually done with any of my characters - I just haven't played some of them in a while (I have 9 50s).
    Many games allow you to keep on playing after they're done, basically to pick up on all the things that you didn't do in the actual playthrough. I could bring up Mass Effect 2, but I want to be "oldskool" and bring up Carmageddon 2: Carpocalypse Now. This game had a fixed succession of races punctuated by timed challenges, ending with you pressing the button to launch the nukes to start WW3 and set about the post-apocalyptic future of zombies that the original Camrageddon took place in. Once you do, the game basically unlocks all cars for you to use and lets you replay all of your old races if you really want to. It does not, however, unlock all of its engine, armour and offence upgrades, as those are pickups on the levels, so if you haven't gotten them, you can always go back and collect them after the end.

    You can keep playing, there are more things to do, you can still earn money and spend it (largely in lump sum every time you split your car down the middle), but the game is very much unequivocally and unquestionably over. You can play it, but it's already over. That's what I want. A point at which the main progression that the game is built on comes to an end, with only side activities left to take care of. I can deal with Inventions, but why would I want to? The game is almost entirely playable without them. But I still COULD if I so chose to. It doesn't make it any less "over," it just gives me something to do after the end. However, as I don't have to collect ALL upgrades in order to beat Carmageddon, I'm glad that I don't have to collect enough Inventions to "beat" City of Heroes.

    What worries me with the new and upcoming post-50 progression system, on the other hand, is that it will move the goal posts and put the "end" too far away. Yeah, you got to 50, sure. But now you can gain another 50 "not-levels" and get a bunch of other rewards, and that will take you TWICE as long as it took you to get here! Oh, and you'll need 50 people to even attempt this! Mua-ha-ha-ha-ha! Not for me. I just know they won't sell whatever future system they add in as optional this time around.
  7. Samuel_Tow

    Redside Heroics

    Quote:
    Originally Posted by Teeth View Post
    Try. They try. The Devs intentionally avoid forcing (overarching) motivations on our characters, which helps play heroic redsiders; they tried to make us do villainous things, but they tended to fail. Kidnapping citizens for the Vahz was a well-written redside activity because it assumes nothing about your motivations and yet makes you a villain regardless (unless you're into hand-waving).

    Most arcs do not fit this mold. Paper missions virtually never do--they don't even try to tell you that you did something unpleasant to the innocent civilian you rescued from the Council or that you put the powerful artifact to evil uses after you stole it from the Circle. Also, you just saved someone's life or stopped the Circle from killing dozens, which is why people who love playing puppy-kickers aren't happy about the writing in CoV.
    Well... When paper missions tell you that the voices in your head order you to smash, when practically every missions is you selling yourself out for money that's only spoken of but never seen, and when half the time you buckle under pressure because someone threatened you... I'd say the game succeeds a lot more often than you give it credit for.

    Quote:
    My contention remains that you are dramatically overstating this. I even checked the arcs on ParagonWiki before posting this, to make sure I wasn't imagining things. I wasn't; nearly every arc at every level has you fighting Arachnos, Longbow, Circle, Luddites, Carnies, Goldbrickers, Family, Council, Rikti, or some sort of monster (Coralax, Arachnoid, etc.). The only people I'd feel bad about fighting would be Scrapyarders, Legacy Chain, PPD, and Wyvern, and the rare ones I can't skip usually require very little hand-waving (which is to say that they're not usually preventing some cataclysm or protecting innocent lives from me--they themselves are normally the only good guys in danger). In general, though, even the puppy-kickers spend their time fighting off Nazis, aliens, robots, undead, demons, gangs, and other classical acceptable hero targets

    Honestly, I doubt that you have many (if any) specific examples in mind. You're making broad statements about content that doesn't exist.
    Am I? You had a look at the enemies fought, but did you have a look at their writing? Because even a mission that has you fight Arachnos can still paint you as the jerkiest of jerks, and evil, to boot. For instance, yes, you may technically be fighting the Council, but when you do so to collect gambling money for a casino run by the mob... Yeah. Or how about collecting cybernetic body parts by ripping them out of people's body? Doc Buzzsaw is very cavalier about it, and you're almost exclusively fighting otherwise bad people, but really? Can that REALLY be spun to not be pretty damn sick? Because I can't really see past ripping out the legs of a young woman, even if she does work for the bad guys.

    There are a few, obviously. Petrovic has you save the Iron Widow and Hardcase has you save a bunch of people over and over, but by and large, the missions are not nice. Timmothy has you harass the Rikti and kill their offspring, Verandi has you basically make a mess out of St. Martial Island, Daos sends you to kill - not defeat, kill - his own son, Dobbs has you crush the Arachnoids' last hope for a cure, Darla Mavis has a sickeningly bitter story of revenge, Angelo Vendetti has an even more sickening one, and that's not even counting all the straight up "agent for the mob" or "agent for Arachnos" characters who basically hire you out to forward Arachnos' goal.

    You can, theoretically, look past all that, but chances are you won't see the horizon. If you simply ignore what contacts say and just go by who you have to beat up, then sure, that could work. But at that point you really take nothing out of the actual game. It's the stories that make the game.
  8. Samuel_Tow

    Redside Heroics

    Quote:
    Originally Posted by Steampunkette View Post
    I own City of Villains. I know I also own City of heroes... but I don't -like- playing the villain. I Roleplay every character at pretty much all times. I do my best to get into their mindset while I play because City is, for me, escapism from reality to some degree or another. So roleplaying the Villain is no fun for me. It's easier, for me, to shoehorn heroism into the Evil McDarkitypants realm of CoV than to try to enjoy even a mercenary/murderer character.
    See this... This I can get behind. You own City of Heroes AND Villains, and it makes sense to try and make as much use out of what is ostencibly half of the entire game as you can. OK, I can roll with that. I'd actually not thought about it like that, and given that I've been making points to a similar effect recently, I really can't argue against this.

    Objection withdrawn, question answered. Thank you.
  9. I actually have to agree with this. One you lose sight of the horizon, it's pretty hard to keep your bearings. Some kind of UI indicator of angle of ascent/descent would be pretty cool. I'd put it next to the Nav Bar. After all, we have horizontal orientation. We could use an indicator for vertical orientation.

    And while we're at it, can we make camera panning not tilt my character in flight, please?
  10. Quote:
    Originally Posted by Leo_G View Post
    But voices aren't hardcoded into any powers (as far as I know). They are simply linked to body type or whatever. It could be easy or hard but they don't have any UI handy for changing it either. I guess it would be in the body-slider screen...

    ....but if/when they do add this, I hope they add more voice use. Like, when I get knocked back or 'fall', hearing a "Whoa!" thrown in or when I'm defeated, hearing my character go "Uhg!" and fall over. Just little extras like that sprinkled in...
    Voices for regular options are indeed not linked to powers, but several powers include voice anyway. Off the top of my head, powers like Taunt, Scare and Invoke Panic would need to benefit from voice customization, as well. And seen as how the Scare sound accidentally bled over to everything using the same animation, like X-Ray Bean and Laser Beam Eyes, it sounds like they're part of the power effects.

    That said, I'd very much like to see that just the same. It'd add a new depth to customization and to making our characters feel much more... Ours. It's really unsettling to have a little girl sound like a shouty, gritty adult woman, or a supposed cyborg grunt like a dude who's been dining on rock and gravel his whole life
  11. You blurred Major Malevolence's badge title, but not his name in your Team Inspirations Bar pic.

    Quote:
    Originally Posted by War_Monk View Post
    Aye, I hear what you're saying with the team inspiration bar. There would have to be something to anchor the inspiration bar. The way regular groups are handled in CoX would have to change to something similar to a Task Force/Strike Force, but with the flexibilty of adding new players.
    Something to anchor the team inspirations bar already exists. It's "the team." Whenever two people join together or one player enters or selects a mission, an abstract "team" is formed, and anything selected for it remains attached to the team. In fact, the team leader selects someone else's mission, has that someone else enter his mission, then that someone else quits the team, that team will still get the quitter's "Mission Complete" message, as well as an apology that they weren't in the mission long enough (like, at all). Similarly, if a Kheldian joins the team, then Quantums will spawn for it even if the Kheldian leaves, because that team is now permanently tagged to spawn them.

    The team is not attached to any one player. Players are attached to the team. Like a SG, the team will exist as long as there is at least one person attached to it, and will persist even if leadership changes and even if the original leader leaves. So, with this in mind, a team inspirations slot has something fairly permanent to be attached to.

    The problem is that teams persist even for single players. In fact, a player cannot enter an instance without being on a team. When a solo player enters an instance, a team is formed with just him attached to it, and the instance is then attached to that team. Instances are attached to players in terms of their settings and rewards, but an instances' existence is only ever attached to a team. That means that every player will constantly have access to this "team" inspirations row, making it a veritable fifth row of inspirations, only one that's prone to wipe itself if you join another team.

    Quote:
    Yeah, I was greatly annoyed about this when I played Planetside and Battlefield. However, the main difference between those leadership systems and this one is that everything in the system is for the team.

    It was a bad idea to give a alpha strike to leaders in Battlefield and Planetside. Absolute power corrupts absolutely. The most annoying thing I think people could do with the powers presented here is TP everyone into a quick death which is solved by by a quick one star rating, player note, and ignore.
    Huh? I've not played Planetside, but I've played a LOT of Battlefield 2142, and I have to ask - why is it a bad idea to give Commanders and Squad Leaders control powers? If anything, NOT having a Commander and not having Squad Leaders worth a rat's *** is a much greater drawback than anything they may do to annoy you. The only bad things a commander can do, he can do to the handful of squad leaders, and even then it comes down to doing nothing, like most commanders do anyway, or yelling at you to "Follow orders, squad!" Well, that and give you dumb orders because God made his brain on opposite day, but that comes with the territory.
  12. Quote:
    Originally Posted by The_Coming_Storm View Post
    More people to notice the important bugs. Heck, maybe there are even more people like me that are perhaps more motivated then some of the current testers now, but can't test because of this restriction.
    Even if you gave a thousand typewriters to a thousand monkeys, I'm sure they won't be able to reproduce the complete works of Shakespeare faster than he himself produced them.
  13. Quote:
    Originally Posted by Noxilicious View Post
    So out of boredom I decided to do a mission on my level 50 Bane Spider. I set my mission to -1/*8 just to see how it goes (and because I needed the Infiltrator badge and I was looking for alternatives to the Fab). It was a bumpy right, but manageable thanks to the inspirations that came streaming in from the countless enemies.

    Then whenever I ran into a level 50 group I face-planted. Sure, when we're talking about /*1, one level doesn't make that much of a difference, but at /*8 it's a different story.

    So I'm with Sam on this one. Consistent difficulty over antiquated mechanics all the way.
    Last one, I promise

    That's pretty much where I am right now. My Blasters, when solo, are a lot harder to play than, say, my Scrappers or my Masterminds. I picked this difficulty specifically to give them something that was comparable to what my more powerful characters could face easily, yet still wasn't so overwhelming that I was pulling my hair out and punching my screen. And for the most part, it works.

    My Blasters (who use no Set Inventions, so please keep your "softcapped defence" comments to yourself, everybody) can handle -1x3 fairly easily, which is to say without dying (obviously) and without being put in a position of having to rest after every single fight. Certain enemy groups are harder than others, but by and large, it's manageable. However, when I get hit with two even con lieutenants plus over half a dozen minions, which is what a standard -1x3 spawn is, things go really ugly, really fast. ESPECIALLY if it's a nasty enemy group like the CoT or the Rikti. Anything with flying lieutenants and/or serious ranged damage is dangerous in this way.

    I don't WANT Inventions. I don't WANT a better build. The build I have is perfectly capable of handling he difficulty I've given it, which is -1x3. My build cannot handle +0x3. It was never designed to handle +0x3. Not even with the old difficulty settings would I have considered that, nor would I have been able to achieve it. Not even my Scrappers are designed for +0x3 (though they could probably handle it anyway). I don't want to play against +0x3 spawns. That ought to be kind of evident from the fact that I didn't choose +0x3, but rather -1x3. If I had to go +0, I wouldn't go against +0x2, mirroring the old Tenacious.

    As Tenzhi said:

    Quote:
    Originally Posted by Tenzhi View Post
    That doesn't sound like wanting the game to be made easier, but rather wanting the difficulty to be consistent, whether it's set to -1 level or +4 level.
    I'm not asking for the game to be made even easier. The difficulty settings I'm being offered are plenty easy enough. I want the game to be made more consistent with the difficulty setting I've chosen. When I pick -1x3, I don't expect to see x4 spawns or x2 spawns, do I? I'd rather not have to worry about fighting spawns that aren't -1, either. Certain missions where enemies can't spawn -1 to me, that I can understand, but when they CAN, I'd really like to have an option to ensure they will.
  14. Quote:
    Originally Posted by beyeajus View Post
    Hey are you sure it's not just a scaling level mish? I know you can set it that way in AE when creating, but I noticed that some missions are just like that. I run all my new brutes at -1/x3 or x4, and some missions start out blue con, but as you progress they get harder. That's not the issue here though? the only other time I've seen it do that is if I change my diff after getting the mish and I don't reset the mish.
    A couple of points:

    Yes, I'm positive it's not a scaling mission issue. For one, I've seen it in the Architect itself when I KNOW I've set the mission to be flat. Secondly, I've seen this in unpredictable patterns. It's not always frontloaded or backloaded. A lot of times they alternate at random. One room will have +1s, the hallway after it will have even cons, then the next room over will be even con and the next hallway will have +1.

    Secondly, I don't think your difficulty should affect your mission. Once upon a time, team size affected a mission without resetting it, but difficulty did not. I'm not sure why that was exactly, but I suspect it was because difficulty set the mission's LEVEL, and then basically treated you as two people, if you picked 2 or 4. Right now, you have similar situation. The level of enemies you've chose will affect the level at which the mission spawns, and you can see this in the Missions window. Picking enemies -1 will actually drop your mission's level by 1 when you start it.

    Beyond that, spawn size works, I assume, like how TFs have an absolute floor of people who need to be on, such that even if people logged out, spawns would not reduce in size.

    Basically, picking -1x3 will drop your mission's level by one as soon as you enter it, and will make it so enemy spawn sizes never fall below three people's worth, even if you're alone.

    There's a bit of a loophole in this, in that if you invite a second person with you, you won't get four people's worth of spawns (i.e. not you*3 + team-mate), but will rather still remain at three peoples' worth of spawns. That's because the game doesn't count you as three people, it just sets a minimum spawn size. You can go ABOVE that and still increase spawn sizes by being on a team of four or more.

    All of that said, your difficulty settings shouldn't affect your enemies' LEVELS, as their levels are set to the mission, which you can't alter without resetting.
  15. Quote:
    Originally Posted by Panzerwaffen View Post
    Finally, on a side note, you have twice made unjustified comments accusing me of insulting you. I have not done so anywhere in this thread. If you can't handle even the simplest criticism, why bother posting at all?
    Really? Unjustified? Let's see...

    Quote:
    Originally Posted by Panzerwaffen View Post
    Because that sounds to me like you want the increased rewards of fighting larger spawns with even less risk that the current settings provide. Have you been a secret farmer all this time, Sam?
    Quote:
    Originally Posted by Panzerwaffen View Post
    Sure you are. You want the rewards of fighting larger groups without the risk of running into +level enemies that the current system has.
    Quote:
    Originally Posted by Panzerwaffen View Post
    If running into the occasional spawn that is a whopping one level higher is giving you that much trouble, I humbly suggest your effort would be better spent examining your playstyle & tactics rather than suggesting to alter longstanding game mechanics.
    You're basically accusing me of having some kind of agenda in trying to earn rewards I don't deserve, in-between suggesting that I'm too weak of a player to suggest something like that. Look, I don't take offence easily, and while this is insulting to my intelligence, it won't keep me from sleeping at night. But can you please stop hogging the moral high ground? You're basically assassinating my character as a tool to counter my argument and then try to patronise me by explaining how "unjustified" my comments are. If you want to argue the merits of the actual suggestion, then I welcome the discussion. If you want to argue my right to make it or my motivation for doing so, don't expect me to respond or read it.

    And just to avoid being accused of any more scheming, let me quote myself on my difficulty from earlier in the thread:

    Quote:
    Originally Posted by Samuel_Tow View Post
    Well, I can't say if it's ALWAYS that way, but what prompted me to post this was facing a spawn LARGER than the -1 I had been fighting that had ended up even con nonetheless, which killed me once and came close to killing me twice. The game has the tendency to vary spawn sizes just on its own, but small spawns don't always coincide with higher levels, at least not in my experience.
    Again, if you want to argue the actual suggestion, please ensure that you read the following bullet points detailing my motivations and kindly avoid inventing motivations I didn't specify.

    *Spawn size varies, but larger spawns are not restricted to being low level. This means larger spawns can spawn high level, making for a fight that's more difficult than the mission should have.

    *I enjoy playing with many enemies of a low level because it looks much better than fighting few enemies of a high level. As such, I need a way to ensure that the enemies are low level, or their increased numbers will kill me.

    *I don't give two rats about drops. I care about a game that looks cool and plays well. Wiping out large groups of enemies is what looks cool and plays well for me. All rewards that I'm aware of scale with the enemy strength and level. By refusing to fight higher level enemies, I'm consigning myself to getting less reward.

    *I'm asking for an additional option for people who like LESS variety and more predictable enemy strength. Some of us actually don't play for the challenge and would very much like to walk over most of our enemies, and we're perfectly happy to give up our "mad XP" for this.

    Let me know what problem you have with my arguments and do try your best to do so without accusing me of being a farmer, an exploiter or some variant poor player.

    *edit*
    I just want to address this:

    Quote:
    Originally Posted by Panzerwaffen View Post
    Yes, because changing the game makes more sense than lowering your difficulty setting if you find it too hard...
    Yes, as a matter of fact changing the game does make more sense. I and, as you can see, a few others prefer to play against more enemies of a weaker level. It's what sets this game apart from something like WoW. As such, giving us more control over our difficulty settings is indeed superior, because we can get a game that LOOKS good and still doesn't require too powerful a build to achieve it.

    Furthermore, you can easily run the same argument about the option to turn AVs on and off separate of level and team size. Before, you could have argued that an AV spawning with two or more people on the team at difficulty 4 was working as intended and people should just drop their difficulty, but it doesn't change the fact that people liked their difficulty, but just didn't like the AVs. Instead of throwing out the baby with the bathwater, it makes much more sense to allow people to remove only that one aspect that bothers them, instead of wholesale lowering difficulty to a level that looks bad.

    For me, this was bosses. Before, I had two choices - bother with bosses and die over and over again to the more annoying ones, or play on a difficulty setting that was far too easy and, more importantly, gave me far too few enemies for me to have fun. Right now, I can have my cake and eat it, too. I can have my large spawns without them coming with high level enemies, and I can get rid of the irritating bosses that would otherwise ruin my fun. I give up on high-level enemy experience, I give up on boss experience (and large inspirations as a part of the game), but what I gain is a game that's more fun to actually PLAY.

    Fun for us, irrelevant to you. Isn't that a win-win?
  16. Personally, I wouldn't mind seeing elemental weapons for current generation weapon sets. We're due for a few new weapon models, anyway.

    I'd actually like to see something more, as well. I'd like to see the ability to add auras to our weapons. I know BABs has said this won't happen as it'd mean just quadrupling up on each and every weapon model to add a variant with a different aura attached to it, and it'd probably eat up colour choices, as well. Personally, I'd love to see weapon selection expanded into a two-option combo, with one option being the weapon and its colours and another being the aura and its colours.

    Or perhaps we can make use of power customization and add auras that way? You know, add in an aura as a power effect that spawns when you call a weapon power and just overlay this over the weapon costume effect?

    I'm afraid I don't know enough about the current costume-to-power rig, so I don't know if this is really feasible, but I'd REALLY love to see auras on our weapons.

    Oh, and on our wings, too!
  17. Quote:
    Originally Posted by Dispari View Post
    This one I'll dispute. You mention debuffs, so what are you soloing with? I solo with lethal. ES has a 70% knockdown chance, which outside of guaranteed knockdowns is the highest you can get. You also have 4 powers that can hit multiple targets (you have all the time in the world to set up PR while solo), -DEF, -RES, various random knockdowns, and a stun/hold.
    The -resistance gets more credit than it deserves. Yes, it's very strong, but the power is slow to recharge, and if you fight large spawns like I do (-1x3) then you can never really hit more than around a quarter of the enemies with it. Beyond using Piercing Rounds as an opener, it's all but guaranteed to only ever hit one person, so the -resistance is worth even less. And even further less to me, since I have bosses turned off and the things I'll want to use it on are resistant to Lethal anyway.

    -Defence is a cute concept, but it's very rarely worth so much as mentioning. Outside of things with high defence values, of which there are very few (Drones, some Behemoths, a few Crey agents and... What else?), it's fairly easy to cap or close-to-cap your accuracy. Even easier with Dual Pistols, since it has the second highest native accuracy mods on its powers, with Executioner's Shot having Snipe accuracy. Oh, certainly, I've had some use out of the -defence in, say, broadsword, but that's been rare.

    Knockback IS useful, but every time I've defaulted to it, the results have been underwhelming. Yes, Executioner's Shot does have all but guaranteed knockdown, but for how long that power takes to recharge and activate, I'm not going to use it for that. It's fun to watch and occasionally does help, but it's too rare to count. Beyond that, Bullet Rain has decent knockback, and I've occasionally used it for that, but it's an AoE power, and a fairly expensive one, at that. It's useful, but not by too much. The rest of the powers (I've not played with Hail of Bullets yet) may as well not have knockback on them, because I don't think I've ever seen them knock anything back.

    Certainly the mitigation in Lethal ammo is there, but between resistances, lower damage and effect unpredictability, it doesn't make nearly as big a difference as something as simple as Hover.

    Of course, that's not to say Dual Pistols suck at solo play. They just don't solo WELL. Then again, my definition of "solo well" might not be entirely objective, since it's based around a Fire/Fire Blaster, an Archery/Devices Blaster and characters that aren't Blasters. It's quite possible my beef may be with the entire AT more so than with just Dual Pistols.
  18. Quote:
    Originally Posted by UberGuy View Post
    People who build models, restore classic cars, paint or sculpt, I think many of them would disagree with this on certain levels. Sure, they almost certainly love some part of the process of creating, but there is a goal for I daresay most of them. I'm certainly not trying to really compare creating a character to fine art, but I'm saying there are similarities in the process being time invested in order to achieve a goal. In these example analogies that goal is a finished item that can then be enjoyed on its own merits, separate from the enjoyment of having created it. (Of course, there is also often pride in knowing that something "cool" or beautiful was the output of your own effort.)
    I don't think this comparison is very accurate, or if it is, then I'm REALLY playing the game the wrong way. I don't see "building" the character as the point, goal and substance of the game. I could, in fact, play this game absent of any character-specific progress. Sure, I'm a munchkin, so I'll miss the raise in power, but I'd still be able to play the game because my centre lies elsewhere.

    If we had to run with this analogy, playing this game would be like driving a scrap car along the interstates and occasionally running across a shop that does work for free, upgrading this or that on your car as you go along. The goal of such an adventure would be pretty much to just cruise the highways, wind in your hair and that's that, with upgrading the actual car only something that happens as part of the road trip.

    If this WERE like building a car, I'd probably have left long ago. When building a car, you're basically spending a lot of time doing work, paying money and probably chasing a deadline if you do it professionally, but you don't actually get to DRIVE it until you're done. Well, you could, but it's not really quite the same.

    Basically, I don't mind having goals in the long run, but what I really want is to have my immediate short-term goal be "keep doing what you're doing because it's fun to do what you do." That way, nothing ever has a practical cost. If progress happens as you simply go about playing the game, then it's never work. It's like a cart going down a slope - you don't have to push it, you just have to sort of steer. And when the game is fun for me RIGHT NOW, then I don't worry about goals. If they're there, fine. I'll get to them when I get to them. If there are no goals, then eh. I'll just get to the end, or as far along as I find fun and go play something else.

    Quote:
    I don't understand why this should scare anyone. You're looking at this very much in glass-half-empty way. I wasn't disincentived to play my alts. I played alts because I felt no reason to play what I really wanted to play - my favorite characters. I9 gave me a reason to do what I really wanted to do but couldn't stay focused on without some carrot. Playing alts wasn't so much what I wanted to do in the first place - I'm perfectly happy sticking mostly to my most favorites. (Don't get me wrong, I do create new characters, but not as prolifically as I did when getting to 50 felt like "the end".) You're afraid of the game offering me the option to do what I really wanted in a way that keeps me engaged?
    What I'm afraid of is the game offering so much on one play-through that I can never get to the end even once. And if I can't get to the end once, then I'm certainly not going to bother trying twice. And I can guarantee one thing beyond a shadow of a doubt - NO GAME can hold my attention for six years without me replaying a lot. It's the "slow, hard or boring" problem. Any game designed to "last" me for years does so by wasting my time and getting on my nerves, ensure I WON'T get to the end. And once I realise this, I simply won't play it again. Why would I? I don't want to play half a game.

    Why this scares me is that it assumes that if the game took longer and required more work to "finish" a particular character, then this is always, unquestionably, unambiguously good. And that's just terrifying to me, because the game's at about the limit of my tolerance as we speak, and we're looking at more "end game" of some sort in the pretty near future. This is the specific, precise, exact reason I don't play any other MMO, despite trying many. Sooner or later, I realise that I'm not going to get to "the end" without trading my soul for in-game rewards. I'm not going to just go play another character and get THAT to precisely nowhere, too, only to go play another and have THAT go nowhere in turn. I'm simply going to play something else.

    I currently have 7 level 50 characters in City of Heroes, out of about 30. I still occasionally play those 7 characters, but I don't feel like playing them ALL the time, and I enjoy the fact that they're "done" and I don't HAVE to play them if I don't want to.

    Quote:
    Originally Posted by UberGuy View Post
    What's "replay value"? I think that for most people it probably means literally the value of playing the game again from the beginning, more or less.

    But that assumes you need to replay from the beginning to be entertained. That you can't continue to enjoy what you got after the 1st (or in my case, the first handful) of times "through". There's no defined "end" in CoH any more, and that's great for people like me. I don't avoid replay because I can't bear the notion of it. I am just having too much fun still playing the first times around. Why would I start over if I'm enjoying what I have going on now? (To be fair, the answer to that for me is that I want to try something different to hopefully enjoy it on its own merits. But that doesn't mean I'll abandon my older characters.)
    I just don't see any way for me to possibly agree with you under any circumstances at all, here. Yes, I very much NEED to replay a game from the beginning for me to keep enjoying it, because not a single game under the sun can hold me for this long on a single playthrough. I don't care if it was designed by God and Santa collaborating, it ain't lasting me six years. Ain't. I can play a single-player game for a week on one playthrough. I can play a really complicated single-player game like Mass Effect for a couple of weeks. But that's the extent of it. I can play an MMO for... Let me think. My first 50 was 750 hours, and I wanted nothing more than to play another character by the end. As soon as I dinged and levelled up, I logged out to remake an old Scrapper girl of mine.

    The most I've ever done is play the same character for several months straight, and I was sick to my stomach of it by then. After that, I HAD to replay. That was several months. This is SIX YEARS. That is, and I'm not kidding, a quarter of my entire life. There is NO WAY a single playthrough of ANYTHING is going to last me for a quarter of my life. No. Way. And, to be perfectly honest, I find it utterly incomprehensible to even imagine anything lasting anyone for this long.

    Yes, I'm aware that a game can physically take this long to "finish," that's pretty easy to design. Just make rewards puny, progress slow and gear break. Opps, I just described Lineage II! You can easily create a game that takes years to complete. Having to click a button 1000 times, when you can only click it once per day would take around three years. But I see no way that such a game can pull this off without making its content deathly boring, a massive waste of time or so uninterestingly hard that it stops being a game, anyway. And if such a game did exist, I doubt it would fit on my hard drive.

    I cannot and will not accept any game that assumes it will last me six years on a single playthrough. And I have more years to go, too.
  19. Samuel_Tow

    Redside Heroics

    Quote:
    Originally Posted by Paladin_Musashi View Post
    Why go against the grain? I think the problem we have in communicating here is that there are two fundamentally different paradigms for how to view a game like this. Camp A will feel that a game is a story being told by a third person storyteller, that everyone should play by the rules and go along with that.

    Camp B sees the game as a backdrop, ATs and powersets and such merely colors in their paintbox, and their fun is to make up their own story.

    I know which camp I'm in personally. Without an actual live game master, you can't have anything even remotely approaching the interactivity of a true tabletop RPG session. As such, I feel we are each our own game master in our own solo campaigns. Other people obviously feel the devs are the game masters and we should follow their campaign. But honestly, I'd have put the game down years ago if that were all there were to do with it.
    See, this I can roll with, but it still leaves me wondering about one particular detail. Yes, if you view the entire game as little more than a backdrop, then I can see putting heroes in the Isles as a possibility, but then wouldn't it make sense to pick the most appropriate backdrop? Yes, I realise some heroes need to exist among villainy and scum, but the backdrop in question is less "location" and more "intent." If the game actually accounted for people being heroes in the isles and had actual heroic, or even semi-heroic missions available there (Hardcase notwithstanding, one contact does not a game make), then I could easily see that. But it doesn't provide anything of the sort.

    City of Villains' entire narrative is geared towards villains. And it's not just the grandstanding storyline or the specific mission goals. All the little flavour text exudes this. Every little detail paints our characters as callous, sycophantic, violent slime whose only goal in life is to get "brownie points with the Spiders" as a common paper mission puts it. I can kind of see a villain who goes along with this but has an agenda. But once you start putting a hero through this, either you have to basically ignore the entire settings, which makes me ask why not just go hero-side in this case (Kings Row, Independence Port, Brickstown and others are as crime-ridden as the Isles), or you end up with something skirting the line in a BIG way.

    I can see the appeal of being a hero in the Isles, believe me. I'm just not entirely sure I see the appeal of being a fake hero in a world designed for villains when you can be a real hero in a world designed for heroes and still have much of the same settings, minus Recluse.
  20. Samuel_Tow

    Redside Heroics

    Quote:
    Originally Posted by M_I_Abrahms View Post
    Something about your stance really got under my skin, and it took me a while to figure out why. You're asking people who try to fly the Hero flag to do one of the most un-heroic things I can think of: Abandon people truly in need of help, just so the "Hero" themselves can be safe among allies.
    Ugh... No, I'm not asking anyone to abandon anything. Why does this always devolve into these kinds of semi-personal attacks? I'm asking why one would want to play a game that's designed to support a certain subset of concepts and stick a different set. Would you try to play Blood as a pacifist? Would you try to play StarCraft as a caveman? Would you try to play Oni as a man?

    This isn't about asking heroes to move away from the Rogue Isles. Heroes are not designed to BE on the Rogue Isles. And even with Going Rogue, heroes WON'T BE on the Rogue Isles. At most, Vigilantes will. This is not about taking a hero of the Isles and making him abandon his religion. It's about the purely meta-game aspect of going against the grain and playing a hero in a game where virtually EVERYTHING is written with a villain in mind. Even the simplest of Paper missions try to paint characters as sociopathic jerks, and most contacts do a lot worse.

    Even if you cherry-pick only the least evil of evil contacts, even if you stick to the least evil of evil paper missions, even if you somehow avoid fighting MASSES of longbow or robbing a bank in Paragon City every other day, even if you manage all of that, you're still doing enough hand-waving to unscrew your hand from your wrist. Yeah, I could play Aliens vs. Predator and try to explain away how the Predator is really a caring good guy who's actually trying to help the Humans in their fight against the Aliens, but after pulling a guy's spine and head out of his *** (I'm not joking here) for the umpteen bazillionth time, it's starting to feel a little hollow.

    I'm not asking you to make moral choices. There are no moral choices to make in the meta-game, no more so than there is in picking an AT. A Blaster isn't inherently less evil than a Corruptor and a Brute is no more evil than a Scrapper. But that's because they're ability frameworks, NOT character concepts. City of Heroes and City of Villains are NOT just different, interchangeable locations. They are environments geared towards a specific subset of concepts. And while it's true that one can go against the grain, the question is "Why?" Why make a villain and claim he is a hero in a game designed to be played as a villain, when you can make a hero in a game that's already designed for heroes?

    Certainly, the answers people have given me do make sense, but please don't try to claim my question is somehow morally bankrupt, when what I'm asking is purely pragmatic.
  21. Quote:
    Originally Posted by UberGuy View Post
    What strikes me about your post is that you appear to feel that investment or effort to achieve an end goal and fun are mutually exclusive. I very much don't feel that way. In fact, what I've discovered is that, without goals, I become aimless and don't enjoy myself as much. Even if I enjoy the character and playing them in game, if I have nothing to strive for in playing them, I eventually stop, and ultimately, I'll find something to do that does give me goals to "work" towards, possibly in a different game.
    As far as I'm concerned, "investment" and "fun" are semantically incompatible, because if in order for me to call something an investment, it can't be fun. It might actually BE an investment in the purely technical sense of the word, but I'm talking about the feel things have in the game. If I feel that I'm investing something (time, money, effort) into an activity, then that means I'm paying a cost. And by definition, paying a cost is simply not a pleasurable activity. If I find myself looking at a goal I want to achieve, but through a method I DO NOT WANT to commit to, this is an investment. If the investment is big enough, I don't bother. If I don't bother with too many things, I go play something else.

    Inversely, if I enjoy an activity, I'm physically incapable of perceiving it as an investment. I see the activity itself as the actual goal, and anything that may or may not come with it a welcome side effect. I enjoy playing video games, for instance. If I could get paid to just sit at home and play whatever game I felt like, I'd certainly not turn my nose up at the offer, but I wouldn't exactly call that a job or an investment. I'm doing what I was going to do anyway, whether I was getting paid for it or not.

    As far as having goals, I can sort of agree with you... But then sort of not. I agree that having goals is a good thing, but by the same token, I've always seen it fit to have the most simplistic of simplistic goals. "Kill stuff and roll with it as it comes." Until when? I don't know. Until I burn out on the character and go play another one. It takes some practice to sense it, but it's a worthwhile goal. Or the even simpler "Keep playing until you hit 50." Yes, that kind of assumes you'd stop at 50 (not that I do), but with 30+ characters all in need of getting there, I'm in no danger of achieving my goal to get everyone to 50 before the game shuts down forever. And that's even if it lasted another 20 years.

    In fact, I'm completely the opposite of you - if I set goals for myself, I do so with the intention to see them accomplished. And not at some point in the rough future. Soon. Today, preferably, but tomorrow is good, too. If I have a goal hanging over me for weeks and months, I just end up tuning it out like it isn't even there. If I'm not going to be able to, say, earn a Rularuu Sword until I'm level 40 (think before SSK), then there really is no sense in focusing on getting to 40 as soon as possible. It'll take a long time, so there's no point worrying about it. Just integrate "level up, preferably" as my general strategy of approaching content and I'm good.

    I guess this would work a lot better for a goal-driven person, but I'm a whim-driven person, myself. I prefer to tackle things as they come, when they come and I prefer to stick to the things I can achieve soon after I decide to achieve them. Long-term goals just depress me in the long term. And serious Inventions-usage is a VERY long-term goal. Me, I prefer things to have an end. Get to 50 and stop playing? Eh, so what? I have other characters I wanted to play anyway.

    Quote:
    Notably, I9 stomped my altitis into the ground. What I describe above isn't very compatible with making new alts all the time. My stable of characters actually became rather static, as I have tended to cycle through my existing alts and play them up the way I described. I tend to have supercharged 50s and non-50s, and no 50s that I didn't "invest" more in.
    See, this kind of thing scares me. I'm not an altoholic, myself, as I've made around 30 characters in six years, which isn't a lot compared to some people. But even so, this notion that you'd be disinclined to play new characters because the investment in a single one is too great to have many... That makes for a very hostile game environment, in my opinion. In fact, this is the SINGLE BIGGEST break from replayability that I have in any game ever made. I've no problem with games that end quickly and easily. It just means I'll replay them over and over again. I've beaten Sands of Time so many times it isn't even funny, and I'm still not getting bored with City of Heroes. It's when a game becomes a pain in the *** to get to the end and finish that I'm basically guaranteed to get to the end once, and then never touch it again for as long as I live.

    I love MegaMan X4. It's an old game, it's ugly, it's simplistic and it's kind of silly, too. But I can grab that game and replay it from beginning to end without ever even once doing something I don't enjoy. MegaMan X8 is a MUCH better game in the technical sense, in that combat is more fluid, it has a lot more options, much better graphics and interesting bosses. But it is SUCH A PAIN to gather up all the upgrades, and as I'm told it's not even designed to get them all in a single playthrough without grinding minerals in the mine level. Well, that has pretty much ensured that either I play the game once and don't bother, or I cheat to skip over the metals grind. I've beaten it twice honestly and I think twice with Trainers, for a total of four times. If that. I've beaten X4 over 40 times, and I could play it today without batting an eye.

    I cannot believe that a single game exists that can be played for six years without replay value. And if I bothered with serious Inventions, the replay value would be SO LOW that I'd never play the game twice, let alone all the times I've spent replaying old missions. If I can't imagine ever having something for ALL of my characters, then I'm not going to get it on even ONE of my characters. Simple as that.

    Quote:
    I'm OK with "investing" in my characters, because I'm invested in them emotionally. My favorites have backstories and costumes I'm proud of. To me spending time making them better characters in terms of how they function in the game is a bit of a labor of love. I don't dread it, but savor it.
    Far as I'm concerned, there's no such thing as a "labour of love." I mean, I can say it, but I can never feel it. If it's love, it's never labour. If it's labour, it's never love. The moment something stops being fun and becomes a second job, I bail. That's why I'm so cautious about what I commit to - don't want to commit to something I might end up bailing on in the future.

    As far as being invested in one's characters, I'm invested in mine. As written by me, not necessarily as implemented in City of Heroes. I'm not as attached to their virtual representations here in-game as I am about the abstract concepts of what I have them conceived as. If the game won't let me do what I want with them, I have other outlets, such as writing, art and, worse comes to worst, other games. If this game stops being fun, I'm not going to stay here and keep playing it for the characters. I can always start them over somewhere else.

    To be honest, if I'd stay for anything, it's for the veteran rewards and booster packs, because those are a physical pain to get.
  22. Samuel_Tow

    CoH Beta memory

    Quote:
    Originally Posted by Spazztastics View Post
    Personally I like it more then what we have today
    You like low-res, cramped, stacked up menus better than the ones we have today? I can't really argue with personal taste, but I have a really hard time seeing this. It's like what we have right now, only run at, like, 640x480 and much more cumbersome.
  23. Samuel_Tow

    Redside Heroics

    Quote:
    Originally Posted by Steampunkette View Post
    These character concepts just don't -work- heroside. So, yes, I think even after Going Rogue comes out you'll have people bending the storyline to fit their character better. However: So long as their continuity allows your continuity to exist, they're not Mary-Sueing themselves into positions of power, and aren't God moding, where's the real harm in making a story fit a character? Square Peg in a round hole aside (With power customization I've met dozens of "Dust" or "Sand" controllers dishing out fire damage, and "Light" blasters throwing off energy torrent) does it hurt your continuity for this to occur?

    If Yes: Don't Roleplay with such characters. Ignore them and go about your business.
    If No: Roleplay with such characters. And enjoy some interesting and possibly meaningful interaction involving opposite sides of the same fight.
    I'm not trying to criticise other people's characters, even if I don't happen to agree with the general idea behind some. I'm just more curious why people consistently go against the grain of the game, as while there aren't any stated rules, the design behind the systems isn't hard to see. If you have your reasons, then that's just fine. I have no problem with that. I wouldn't quite run things the same as you do, but then I don't pay your subscription
  24. Quote:
    Originally Posted by Panzerwaffen View Post
    That sounds to me like you want the game to be made easier. Even though the devs have already given you the option to do so using the -1 level setting introduced in Issue 16...
    I don't want THE GAME to be made easier, I want MY GAME to be made easier. Why does it bother you that I want MY experience to be different from yours? Why does requesting a difficulty setting you don't have to use seem to bother you so much you consistently try to sell me as some kind of whining gimp?

    Enemies reward experience and Inf based on their level and their number. Whatever levels and numbers I pick, I'm not gaming the system. If I so happen to want mine to not vary by as much as yours, how does that in any way, shape or form bother you who apparently don't want to use it?

    Or would you rather they wrote more stories and made more costumes, instead?
  25. Samuel_Tow

    CoH Beta memory

    OK, I got it. And I hope you were really, really joking