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I appreciate your snark, but the only way I can tell whether I am or am not in Beta is to try to log in. I was sure I wasn't in Dual Pistols Beta until I tried to log into Test and realised I was. I never got an invitation e-mail, so I've no reason to expect I'll get one now.
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Quote:Hmm... Good point. See, THAT kind of perspective is what I was after. No, I very much do NOT have Spider-Man levels of strength and approach to combat. Strength and force is central to the character's approach. Basically, punching through hard things is Crash's "thing." I guess that really does put things in perspective - Martial Arts is too much of a cheat for that kind of strength.As for super strength, Consider whether you're making someone with "Spider-man" super strength, where she pales in comparison to even Luke Cage in terms of lifting power, and it's not the primary power, or "Luke Cage" Super strength, where the strength is the Primary.
First of all, yes. I think you're right. I should probably just stick with Invulnerability. Guess I'll have to roll with the redundacy. Maybe if I can survive this, I'll make a Fire/Fire Scrapper to my Fire/Fire Brute, or a Dark/Dark Brute to my Dark/Dark ScrapperQuote:As for your Invulv/Willpower issue, I'd go fo Invuln, it's about the defense and not getting hurt, whereas Willpower is about getting hurt but not caring. Plus, Willpower's willpower, it's about will, being made of special stuff negates will. Invulnerability is more vague, you could be made of special stuff, might have tricks to keep things from hitting you, who knows. Willpower is conceptually limiting(but I love it for the concepts it works ofr! :P) whereas invulnerability is the purposefully "one size fits all" power. 
As far as Willpower goes, though, the only thing it actually defines is the force of your will, not what that force of will actually affects. My original Willpower concept entails the spirit of a dead woman who has managed to resist crossing over because she loved her husband too much to leave him, and now resides in a tailor-made super-soldier body. No matter how hard the body is hurt, it can repair itself, but each time she feels pain, she gets closer to crossing over. Her REAL power is the ability to resist the pain, fight through the agony and stick to this plane of existence just by sheer force of will and defiance. That's Willpower to my eyes, just not on a living human body. -
I've always been FOR this idea. We have a couple of ATs in the game right now that have access to both melee and ranged attacks, and neither of them has any reason to STAY in melee for more than the time it takes to throw out a punch or two. I'm fully convinced that an AT like this could work and work well if it had an inherent which emphasised moving between melee and range combat and not just falling asleep in one particular stance.
Both Blasters and Dominators are ranged fighters with some melee attacks in their arsenal, but neither is really encouraged to stand and fight like a Scrapper would. And I firmly believe that an AT which is would be a good thing to have. -
Quote:Yeah... That thread seems to have stopped being about this
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Graphics options are client-side, but everything ELSE (i.e. all other options tabs) are stored server-side.
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Quote:See, it's a matter of approach. For instance, when BABs changed the Energy Transfer animation, people were in furore. He HAD to make it longer, but people still hated it and asked "Well, can you at least make it so I don't look at my fists in amazement?" "Sure, I can do that." he responded, and indeed in the next patch, that's what it was. When Castle makes changes to powers and powersets, he's very upfront about what he can't give us, but also about what he CAN and generally goes with whatever we pick. These people garner heat when people get burned, that much is obvious. But their approach to the community is "I know you guys don't like this, and maybe there are a few things we can tweak. Let's sit down and see what we can do."A lot of the devs just have good track records. Castle has shown he cares about the game, thinks his decisions through, and is willing (to a reasonable extent) to discuss them with players. He doesn't have a "my way or the highway" approach, and most people respond to that pretty well.
Jack didn't do that. Whenever he spoke with us, he did so to basically tell us what had been decided, never to actually ask us how we liked it or if we wanted something changed. Obviously, the player base at large isn't suited for communal game development, but a GOOD developer needs to be able to take what people are telling him and figure out a good way to put it into the game. People tend to not know HOW the things they want should be implemented, but they very much do know WHAT they want. -
Quote:See, this is one reason why Jack generated so much heat, and why you tend to generate so much heat on yourself practically every time you post. He treated his players like wayward children who didn't know what was good for them and had to be sweet-talked and lulled into sleep, but not actually taken seriously because the real adults know better.Emmert was someone who tried to do what was right for the game. Anyone who's sat in the GM's chair more than once in tabletop gaming knows that players are like children and starship captains: you can't give them what they want, only what they really need. That's hard enough when you're dealing with a small groups of players across the dinner table. Online, as history has shown, it's sure to generate hatedom and nerdrage.
Now, I'm man enough to admit I'm not a game designer and maybe my calls aren't always smart. That's fine, I can trust the professionals to design a game for me and I'll stick to just paying the bills. But when those professionals have been proven wrong time and time again, and when they appear to completely disregard my actual desires and wishes as a customer like I were a worker in a 10c am hour production line. Take it or leave it, they don't care about me.
Dealing with people, especially people who pay you money for a service, requires tact and the right approach. You get a free pass, because you're just as random a Joe as I am and I don't happen to be paying you for a service. When you dismiss me, I just ignore you and move on. Jack does not get the same free pass, because I was paying him a subscription and I expected a certain respect for it. Certainly $15 a month doesn't HAVE to buy respect, but there's no reason it couldn't. And I don't think Jack ever respected his player base. -
See, that's kind of why I was never a fan of turning the game into serious business with complicated builds and complex economics. I know people enjoy that sort of thing, but I feel it detracts from the act of just goofing off and having fun with the game. My opinion, personally.
I actually managed to do something I hadn't in a while - team on a random PuG. I got invited to it just as I was planning to switch back to my Brute, but a kind team leader sweet-talked me into joining even for just one mission, and I ended up staying for an hour or two. It was a lot of fun, even if I'm not a fan of large teams. We did well, we killed some stuff, we pulled off a blindingly successful Safeguard mission and I went from level 4 to level 9 or some such. Plus, it was fun
I really like the low levels for that. There's no pressure to worry about power selection of slots or money or all of that. Anything you do in the first 10 levels (well, anything within reason) can be fixed later on, so there really is no real problem to be had with just slotting and picking ad-hoc. I wish the whole game could be like that, but then everyone would complain it was "too easy."
As a bonus, I got recognised from the forums. We had a Tanker who basically had to look after a rabble of reckless Blasters and we got him into so much trouble, the poor guy. But he soldiered on, kept us safe and never complained. In fact, it was an amazingly cool team all around, with no-one ever moaning about efficiency or leaving in a huff after a death or making a scene. And everyone was actually chatty, something I haven't seen in a PuG in a LONG time. Really, that's what makes them fun. Not the deathly silence and surgical precision of most focused teams today, but the giddy enthusiasm of a bunch of people just out to have fun
I don't think I'll do it again any time soon, because I just know to quit while I'm ahead, but it was a nice evening. -
As per my style of ripoff creating original content, my Dual Pistoleer is a cross between Mass Effect's Tali'Zora and our very own Positron, with a look that's largely inspired by Torchlight's Vanquisher, who herself had a look inspired by Warcraft's Muradin and his dwarves. I made a couple of posters of her back in Beta and I'll be damned if I don't plug them in at every opportunity I get.
I ended up calling her "Velcro Kitty," a name I've gotten nothing but scorn for, but that's OK. It came out of my own line of someone who gathers more <something I don't remember> than a Velcro kitty rolling through a pile of woollen sweaters, as a reference to her propensity for getting herself into trouble.
She ended up as a Dual Pistols/Electric Blaster, and her story is that she is some kind of part-energy being trapped within her containment suit to prevent electrocuting large portions of the city very much perpetually. I did give her a feline face, but it's buried under two layers of hood and mask, so no-one can really tell. I'd have given her wildcat ears, too, but I can't do that with a hood on. Really, if VG Cat can have ear on their helmets, why can't I? -
I'm posting this here because I'm pretty sure I'm NOT in Beta, but... Wow! Yesterday, we were sort of sitting idly by, checking every now and then to see if the I17 patch on Test was on, and it wasn't. I guess they wanted to get Dual Pistols into the game and settled down first. At some point, I completely forgot about this and just went about playing the game. You know, like I should have done all along.
So I wake up today, turn on the PC and I think to myself: "Self, we both know we're not in I17 Beta, but just for kicks, let's update our Test client." And so we did. At first it was connecting for a long time, like it did during Dual Pistols Beta, so I let it connect while I did my morning routine. After a while I saw that it was downloading... An 879 MB patch. Wait, the Hamidon is a what what of what? An 879 MB patch? The who of the what now? But that's like... Almost as big as ALL of City of Heroes when I first bought it. What the hell?
You know, I realise that art and graphics are pretty much the bulk of a game's size, and that I17 is pretty much entirely art and graphics, but it really never quite dawned on me just HOW massive of an update this is. You know, we like to say "Oh, it's just some reflections and a few shadows? That's all?" Well, folks, my game's current size is 2.8 GB right now. Just this one update alone increases it by over 30%. This is NOT a small update. This is NOT a minor thing. This is... Well, it's HUGE! It kind of sucks that I probably won't be in closed Beta, because if ever there was something in the game worth seeing ahead of time, this is it!
Wow. Just... Wow! -
Quote:I'd generally agree with you there, as this really was unprecedented... If a large portion of us weren't telling him "Do not do this. This is a mistake. This is not what people want. You are screwing us all over and cheating us out of the game we grew to like. Stop trying to push for this." Saying it to his face, in fact. This wasn't a question of MMO design or practical fears. The player made it VERY clear that we enjoyed soloing bosses and he should look for some other way to encourage teaming. He didn't. I don't know whether this was because he honestly couldn't see a better way, or because he couldn't see the forest for the trees and got too bogged down trying to force his way, but the result was that a lot of changes, ESPECIALLY the I4 boss buff, were simply not good.Jack's opinion that we shouldn't be just mowing over minions, that combat should have some chance of losing, and that players should be encouraged to team, all seem dumb in hindsight, but were all reasonable beliefs surrounding MMOs prior to CoH coming along. It was a legitimate fear that if content was too easy and everything could be soloed, people would become bored and fail to build the social networks necessary to keep the playerbase strong. CoH broke that assumption, and then WoW came along afterwards and shattered it, stomped on the pieces, and set the pile on fire.
I'm actually glad the current development team is less preoccupied with saving us from ourselves and more with giving us what we want, within reason. Slapping people's wrists and trying to convince them that they don't really know what's good for them is a BAD MOVE. Posi, War Witch and company seem to understand this, so they do roughly what we're asking them to do, but in a way that still ensures the system works how they want it to work.
People asked for Blaster buffs, for instance. If this were Jack, he'd just shrug, say Blasters give up personal protection for damage and go about his merry way. The correct solution isn't to just cave in and let players redesign the AT, either. What they did was the best of both worlds. We asked for buffs and we got buffs, but to Castle's judgement of what would work best. We got a stronger AT, he got to keep balance where he wanted it and everyone was happy. Sometimes you just have to err on the side of the players and give them a little more than is probably wise. As a player, I know this is well appreciated. Certainly more appreciated than erring on the side of the game and always leaving me out in the cold.
This is something I've been suggesting for years. Mine went more along the line of just padding up spawns with Underlings so that it LOOKED like there were many enemies to fight, but their actual threat wasn't too much higher. Especially if Underlings are designed to sort of resemble minions, this is an easy solution to the problem. But I got too much disagreement over this emphasising AoE builds and the engine not being able to handle it, so I gave up on trying to argue the point. Suffice it to say I agree.Quote:Its also a question of simple terminology, something I think they tried to address in CO. I think we should be balanced against "three minions" but its ok to call them "bosses." Then spawn some things lower and some things higher. There's no harm, in a superhero game, in allowing us to mow down lots of "underlings" that are no serious threat to life and limb but can slow us down when the real objective is always to finish the mission. The key is to make sure its clear when the combat is really just environmental, and when its significant.
After all, what is mowing down a room full of meaningless minions if not the destructible environment everyone asked for and we got in mayhem missions. Its just a specific kind of destructible environment that shoots back a little and moves around. Its all part of improving the immersion. Sometimes you want to take down one thing at a time, sometimes you want to take out an army. The game could have done both if it had just decoupled rewards from combat. But I suspect this is yet another area where the devs (not necessarily only Jack) wanted two incompatible things.
And you know what? I would not mind having the bulk of my reward shifted in mission completion. In fact, I wouldn't mind if completing meaningful tasks were the only way to level. It makes sense logically, it makes sense thematically and it would actually serve to reduce the sense of "grind" by lumping rewards into fewer, larger chunks. I found out many years ago that a large job is much more pleasant to do if you break it down into smaller but meaningful pieces. The less you have to count your successes, the less this stresses.
Killing minions is a tedious task, especially when you end up having to kill thousands. A few more minions here or there don't make a difference, because you need a LOT. But if missions were the primary source, then conceivably each mission would bring a notable benefit. -
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I realise it probably sounds as self-serving propaganda to nod in confirmation of a positive review of my favourite game, but I do think these guys gave it a fair shot and a fair look.
It's interesting that they'd reference the community as much as they do, especially considering the kind of arguments we get into, but then I often take our community for granted in ways that I really shouldn't. I've called it this before, but it really IS a culture shock when I ship off to another MMO to try something new and instinctively assume I'll see the same thought-out, level-headed discussions we see here, with merit given to all view points and understanding as the basic premise. All too often, I get hit with the "lolnub" syndrome and, being as mouthy as I am, just incur too much wrath to be worth my time to fight against it.
It is interesting, though, that every community, even the DUMBEST one on the face of the Earth, still has nice, considerate people hiding in the dark corners. These people seem to delight engaging in more interesting discussions whenever they present themselves, and seem to be able to ignore the noise and focus on what's really interesting. To a large extent, that's most of the people here. I don't know how and why, but we've just managed to keep the noise on these forums very low, to the point that whenever someone throws a fit, it's REALLY obvious and not very well received.
But, yeah. That's just a longwinded way to say that we have a great community here
And that IS saying something, coming from me. I don't even LIKE people.
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Quote:See, if there's anything I'd actually point to Jack and say "You dolt! This is stupid and it's all your fault!" it would be his incessant need to enforce HIS vision of difficulty. The famous "1 hero = 3 white minions" is just a personification of a larger problem - Jack's idea of where the difficulty curve should be did not match what the players thought. Easy example: Open your old City of Heroes manual and check out what the description for "boss" is. An enemy that's so strong that you'll need a team to take it down, and even though you might be theoretically possible for you to beat it alone, that would be an exception.I never understood why a trial that was created to give players the option of reselecting powers because they "gimped" their toon was as insane as it was when it first came out. That was one of those times I asked myself "Do the devs actually play this game?"
This is stupid for two reasons. First of all, this was NOT the case when the game launched, as many people were soloing bosses. Secondly, these things were thrown at us by the DOZEN in certain instances, and if a boss was supposed to be a challenge for a whole team, what on EARTH was a spawn of 6 +3 Chief Soldiers and Chief Mentalists that comprised every spawn in the Hydra trial?
Jack's vision of difficulty was that everything should be stupid hard, that we should be fighting for our lives at every turn and that we should be teaming. A LOT. Every bit of new content that was added was overbearingly difficult, and we had to fight him on EVERYTHING to make it just passable for us regular Joes not looking for the ultimate test of skill. The cape mission's initial incarnation was absurd, with a huge map and plenty of multi-boss spawns. The original respec trial was just too hard, and it had to be downgraded. And then I4 came and hit us with the now-infamous I4 Boss Buff. To me, after having spent so long trying to convince us to team for bosses, that patch was basically him saying "Fine. If you won't team for bosses, then there! Now you can't solo them and you'll HAVE to!" That was his whole approach - if players don't play quite how he envisions they should, he pushes for game changes to force them.
Of course, the boss buff was a colossal bust, as those able to solo bosses before - Scrappers and Tankers, largely - were still able to solo them pretty easily, and the rest of the characters were just boned. I have not seen another change of this magnitude rolled back as quickly and as completely as this. And you know what? I'm glad it was. That business with unsoloable bosses and warnings about them in mission descriptions that he was putting forward was AWFUL!
But that's a good example of why, how and where disagreements happened. He WOULD NOT LISTEN to players who told him that forcing bosses to be unsoloable was a mistake. That's not what the player base wanted. But he tried to, anyway. And he shouldn't have. -
Quote:Considering Jack went from hero to pariah in less than a year and Matt has escaped hatred almost completely in the last, what... Three years? I'm not too worried about Melissa generating too much aggro. Jack's mouth is what got him into trouble, and neither of the other "lead developers" have had that problem. Matt is so laconic he's practically mute and Melissa has a silver tongue, so they've basically steered clear of trouble.We'll see how much the playerbase starts beating up on War Witch next.
But even Castle and BABs, who've been basically knee deep in the community for years now, have largely avoided any real problems. If BABs every gets heat for anything, it's his kidding around, and never for his actual development work, which is a testament to the quality of such work and his insistence to do it right. Castle's usually "the one to blame" for balance decisions that don't sit well with people, but even he has never been accused of wilfully destroying the game or having some other underhanded reason to "nerf." The I13 PvP changes came the close to giving him heat, and even that wasn't too bad.
Really, outside of Geko, Jack is the only one on the greater development team who's gotten this kind of heat, and he hasn't been the only target of opportunity we've had over the years. -
I have a friend who says the same. Me, I make it my zone to avoid specifically for the people AVOIDING.
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Quote:Eh, I live clear across the world from you guysyou know i could give you the email addy of a socal group full of people who make things like that if your interested....

More specifically, though, I'm really not a fan of social groups in general, and I'm not actually handy enough to build anything from physical materials. I'm more a story writer and programmer by heart, and ideally I'd like to study to be a bit of an artist, too.
I find the werewolf fascinating because, as a finished product, it's almost dissonant. On the one hand, I KNOW it's a costume with a crafty woman inside it (is it me or do more women walk on digitigrade legs than men?), but on the other hand, it walks and moves like something that shouldn't be alive and moving as freely. It's like a statue that turns to face you and chats you up
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Quote:I wasn't blaming this on "you," I guessed why he said it. I never claimed there was no reason to appease people, just that that seems to have been his intent. He said a lot of things to appease a lot of people over the years, and most of those things backfired on him.Don't blame that on us. The Regen folk were largely exhausted after the I3 and I4 fights. It was the Controllers (who lost their AoE Controls and Multiple pets); the other Melees (who took massive hits on their toggles); and defense buffers (who took massive hits on their buffs) who were after the devs.
And, really, does it matter WHO he was trying to appease? Point is, players expressed concern, he posted to alleviate it, only it turned out really badly for the guy. -
Quote:The GDN was I5, I believe, and ED was I6. There really was no time left to release ED, because they couldn't afford to launch CoV and then have to slap ED on it AFTER people had already settled in.It was no more major changes to powers that he promised, after the latest in a series of Regeneration nerfs and rebalancings. Then ED came. Technically, he was right, as ED was a change to the enhancement system and not to any particular power. Still, many saw this as him having lied to them, as changing the enhancement system in such a big way had net effects on EVERY powerset. There was also the Global Defense Reduction, but I can't recall if it was before or after ED. Same basic thing, though: while not a nerf to any particular power or powerset, it drastically affected all defensive powers.
I believe what he actually said was that they would no longer be tweaking powers, to appease the "regen nerf" crowd, and in this he was right, and has been largely right since. The GDN coupled with ED has ensured that almost to a fault, no power has been drastically reduced in effectiveness since. Before that, powers were changed a LOT, cutting values, redoing aspects and so forth. After ED, the adjustments ended. And look at how things are now - outside of the sweeping changes to Blasters, Stalkers and Dominators that largely aimed to improve them (and mostly did), we haven't had any powers really "nerfed."
In fact, look back on things. When's the last time any of you heard that something was "nerfed" in the game? Being that I mostly play this game, at one point I was seeing this word every day, but now it's practically out of my vocabulary to the point that I'm back to putting it in quotes. That ought to tell you he meant what he said. It's just that he had a mouth full of mush...
But again, I mostly mind Jack not for the things that he's done, but for the things he held back. At one point he had me convinced that I would never get exactly what I wanted out of this game because it wasn't being made for me, it was being made for someone else. That no matter what they add, there will always be some evil catch that would ruin the fun of it. I don't feel that way these days. In fact, right now I feel as though the game is being made for me, personally. And that's all I can really ask for. -
The problem with Jack is two-fold.
One the one hand, a lot of people felt that he lied to them. I never quite understood how and why, as apparently I missed something, but that was a large part of it. There was something about how he promised no more major changes shortly before instituting ED that had people in a furor, but I'm not as easily excitable, so I honestly don't know. There's a LOT of that.
The other problem is the man's general attitude. It's less about his "vision" as much as it is about his approach to making the game how he reasoned would be good, disregarding player feedback on the kind of changes we wanted. Sometimes he was even technically right, but it didn't change the fact that what he was giving us wasn't what we were asking for. I didn't actually spot this while it was going on, but when Positron took over and I started getting things that had been said would never happened is what finally clued me in. It's not really so much what Jack did, it's what he DIDN'T do. He spent far too much time making his game his way and ignored what we actually wanted.
And his bad attitude went farther than this. He would basically play down problems that, while they may have been technically minor, nevertheless mattered a lot to people. The man had absolutely no tact. The worst example that I remember is when he posted in the mile long "Capes at 20" thread to basically say "Are you guys still arguing about this dead horse?" Yes, we're still arguing about the dead horse, *******! You put it in our laps, it's your games, YOU fix it, instead of snickering like a cheeky little kid! The gall of that man! The more time passes, the more I realise that he just had absolutely no respect for his own customers. Oh, I've had Positron tell me to my face that if I don't like red electricity, I can just not use Electrical Melee/Armour (I have an evil memory like that), but that was once and he kind of had a point. But when a lead developer basically drops by to inform you that your concerns and desires are irrelevant to him other than something to giggle at, that makes people mad.
And, really, look at the history of the game. Maybe it's coincidence, maybe it isn't, but things got a LOT better when PlayNC bought City of Heroes over from Cryptic. And it's not just down to money and staffing. They were understaffed for a long time after that still, but it was the shift in terms of WHAT they were developing that mattered the most. This attitude remains to this day, and it's what continually reminds me I'm with the best game I can pick - almost everything we get is something that we've asked for. That makes a BIG difference. -
Quote:That is almost EXACTLY the stance I was talking about. Note how the feet are stretched to be the longest part of the leg and positioned vertically and the thigh and shin segments are shorter and held at an angle, sort of like it's crouching. This thing actually looks kind of like it's the alien, but with eyes. That's pretty much the goal when I think "backwards knees."Well, for bipedal I've always liked the way the did Pumpkinhead, granted they had to work within the constraints on what human anatomy would allow.



