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You know... I've been bringing this up a lot lately, but I'm unsatisfied with the current base builder on a principle level, and I don't think there's any point in me suggesting improvements to it, because there's NOTHING which could be done to it that will make me actually like it. I know it has its fans, so I'll just stop trying to mess it up for them, and instead see about suggesting a completely different approach to making bases.
To me, the current incarnation of the builder is inherently limited, because even at the biggest plot size, you're still limited to a handful of rooms, most of which are taken up by functional facilities, anyway. So how about we go about it in a completely different way and look at a base design framework which will inherently give us a LOT more room without actually making our workload in filling that room infeasible. Let's first examine what a "base" actually should be. Currently, our bases, owing to the game's basic design, resemble more the kinds of things you'd get in Dungeon Keeper, rather than an actual compound that I think about when I think "base."
So, let's draw on a different inspiration. Let's look at an overland RTS of some sort, something that gives you a lot of room, but actually requires that you have a lot of room to work with. Let's look at the Settlers games. More specifically, let's look at The Settlers II: Veni Vidi Vici. I pick this game in particular, because it's an RTS of an unusual kind, where you're not just moving units about and ploppin buildings haphazardly, but rather need to make a decent, logical network of both supply lines and building locations in as large an empire as you can manage. Land management done right, from the games I've played.
Now let's try and apply this to our own game. Let's take the traditional volcano tropical island for an evil hideout, just for the sake of an easy example. Let's also stick to just base building without introducing actual RTS elements for the time being. Just cosmetics and maybe current base functionality. You basically have a large open plot of clear, flat ground to build on. Instead of micromanaging every chair and lamp post, you have a collection of buildings you can place down. To keep basic functionality, you could have a few versions of power plant that you can use, a comm centre to handle computing power, arsenals and warehouses to hold your stuff, and a few mess halls, barracks and command buildings just to add some ambience. Each of these buildings would be relatively small, but would be able to be entered. Ideally, I'd like to make the insides open to the outside world, but entering them like stores is also an option.
Now, going into your power plant would see a generator noisily trucking along, while going into your comm centre would put you in a room with lots of beeping computers. But that's not all. In addition to these buildings, you'd have the ability to lay down roads. Not necessarily as well-made as city roads, but if everything is forced into a grid, then why not? After all, if Locomotion could force a decent system of adaptive roads, it should be doable. Basically, the point here would be to encourage you to place MANY buildings in your lot, possibly running out of room, and linking them together with roads to... Say, transfer power and utility lines along with it. And look pretty, too
Aside from that, we could have a variety of walls, from the simple barb wire chain link fence, to the more elaborate tall walls, or even towers. I'm going to draw inspiration from Empire Earth here in how ramparts are designed there. You basically lay down a collection of walls around or through your compounds which then link together into rampart towers. You can further build towers ON the walls themselves, as well as build gates into them. And what self-respecting villain wouldn't build a tall concrete wall with metal gates and guard towers all around his evil compound? And why not split your compound into subsections with walls and gates in-between, after all? And who says you have to restrict yourself to just walls? Tall guard towers are often built just on open ground, as well, to add this more menacing look to the area.
So, basically, you now have a collection of buildings linked together by roads, walled off from the outside, possibly walled off into sections, all crammed together into a single lot. So suppose you want a bigger lot? Suppose you want to upgrade? Well, we currently have "better" versions of our base equipment and the ability to expand the plot, so why not have better versions of buildings and the ability to expand the lot? At this point, you can either tear down the old walls and expand the compound, or just build more walls around the new section. But what of new buildings? Well, suppose your best power plant is just HUGE, taking up lots of space you could be placing more buildings in, but the "better" power plant is just as powerful, only much smaller? That's an improvement, right?
Another feature I can pilfer from Settlers is buildings that require extra space. For instance, a comm centre might require a lot of additional space for more antenna, which you'd lose if you built roads around it or crammed it next to other buildings, but a better comm centre might require fewer of these, or might have its antennas add more... Control, is that what it's called?
The whole point of this is to get base building out of the dungeons and actually make it a lot more expansive, the equivalent to designing your own zone from pre-fab pieces. As long as a rigid grid is imposed on the thing, there really shouldn't be any problems of ugliness, and you'll end up with something that is, actually, very cool to look at and be in. Not just a small, confusing labyrinth of square tunnels, but an actual compound with buildings you can enter. While such a customizable location would definitely not have as much refinement as a real, professional-made zone, the feeling that this is YOUR base would more than make up for it. And, best of all, the effort required to put something like this together would not be monumental. I don't mean in terms of resource cost, I don't even want to guess at that. I just mean the actual, manual labour of hand-placing the whole thing.
Let me put this in perspective: A costume is difficult and time-consuming to design just because it's an artistic process, but once you know what you want, putting the costume itself together is a 10-minute job, if that. Putting a current base together, even if you know what you're doing, is a major, multi-day project. The base I envision won't take you any longer to build once you know what you want than, say, your average Star Craft encampment would, minus the resource gathering. That's what I think the real charm of such a system would be. With a base that's basically just five rooms, you kind of need to customize those rooms or there's no point. But in a base that's, say, 20 buildings, roads, walls and infrastructure, pre-fab buildings wouldn't be as much of a problem. No more problem than pre-fab costume pieces are, anyway.
I realise this isn't going to happen. I know it's just too "out there" to suggest, even though I think there's potential in it. But I just really wanted to express this, because it's been rolling around in my head for a long time now. -
Base Building in general is an evil task, anyway. Yeah, if I want to just have an empty square hall with a bunch of racks in it, then I guess it's not that bad, but at that level of non-commitment, just mailing things is really the same thing, in practice. And it works cross-server, too.
I happen to feel base building, as originally envisions (i.e. a quasi level editor) was a mistake, in that it sets the bar of minimum required work far too high for anyone but enthusiast mod makers to want to bother. Nothing ever snaps to anything, aligning things is a pain in the *** and now that you can "float" things, it's just a nightmare. You can potentially do a LOT with it, but the overhead on anything decent, both in terms of skill and PATIENCE is just astronomical.
Personally, I hope we get some alternative to this that's less underground Dungeon Keeper dungeon and more a Tribes 2 style builder where we position whole buildings around a large lot, with the buildings themselves coming in pre-fab. More a facility builder than a room builder, as it were. If we get buildings, roads, fences, gates, towers and the like, which is basically what something like the Settlers or Tiberium Sun (or Dune 2: Battle for Arakis) gives you, then I envision a lot more variety at a LOT less of a learning curve.
You know, like the costume creator, which the current base builder IS NOT LIKE AT ALL. -
Quote:I think you and I have different definitions of "so much"If it was just added on its own, then people would complain about the waste of time, but since it's coming with a whole lot of other stuff, people don't mind so much.

Generally, people always complain that this wasn't what they wanted, but in this case we have an added reason for people to complain - hate-mongering. -
Proactive control requires two things that the game is currently capable of, and can benefit from a few more that it isn't.
One thing is writing. City of Villains, especially, constantly writes us as flunkies who have no greater goal in life than to get paid. Even paper missions go along those lines. We are written as flunkies working as muscle for more important individuals. And we don't have to be. In fact, having written and played Architect missions that were proactive, written as though your villain is making his own decisions, I have to say this is easily possible. You just have to make sure not to assume you know what the villain thinks or feels, but rather explain what makes sense.
With this in mind, it stands to reason that we can have at least a few contacts who work for us, rewarding us with progress towards a larger plan that benefits us, rather than the other way around. Basically, these contacts will work like informants actually should - providing information that WE ask for, not providing ready-made tasks for us to undertake. Think the typical Igor "How can I hyelp you, myassster?"
The other is one-off random contacts. Think unlockable contacts, each with one mission, but without a requirement to unlock them. Like, say, General Hammond - he's there and you can just go talk to him and he'll give you missions. Now imagine sprinkling, say, 10 of these per zone, each of which has one simple task. "Oh, no! My daughter was kidnapped by zombies! They went down into that manhole over there! Please, save her!" "Hey, I know the combination to the vault over there in that casino. If you can bust up the guards, I'll split the money with you." Just that. Nothing big or complicated, just some random person standing in an alley, giving you a target of opportunity.
For bonus points, these could be randomised to spawn in different places for, say, 10 minutes, then despawn and pop up in another place so you can never really learn where they are and they feel more like random encounters, even though it's always the same, like, 10 missions over and over again. Not only do we have to go out to them, but we actually have to find them, too. Or, you know, NOT. We could just run by them as we're going along and find them that way.
As for things NOT in the game right now, I'd say personal projects and PERSONAL secret lairs are the big thing. One at a time:
By personal projects, I mean, technically, a life-long mission that gets done piece-meal each level range. Read up on comic books, read a few people's bios and just think about it - a LOT of characters, both hero and villain, are defined by some specific, overriding objective that made them turn to good or evil. Out of my own roster, I have a villain who's trying to build a machine of ultimate power, one who's trying to "destroy all humans" and one who aims to destroy all evil, and a lot of good along with it, while I have a hero whose aim is to arm law enforcement to such a level that crime is pointless, one who's trying to return to his own body and save his soul and one who's trying to regain all her power and rebuild her homeworld. Basically, a lot of characters would benefit from a life-long objective.
Enter personal projects: At character creation, you pick a story arc for your character out of a few generic ones, like "Want to build device" or "Want to save self" or "Want to reduce crime" or "Want to found own state" or some such. They don't really have to be very complicated, but it'd serve to give our characters a sense that they're actually after something on their own time and they do odd jobs on the side, not that their lives and existence is meaningless but to "protect and serve," or optionally "get paid."
Personal secret lairs are something I've seen suggested in other threads, and no, it IS NOT bases. This is basically another life-long mission that has you take a BAD plot and turn it into a magnificent stronghold, or possibly just your own crib. The options I've seen discussed are taking a desert island, taking a run-down city block, taking a cave off somewhere or just a piece of land in the country and trying to refine it. Secure it, deliver supplies, run off the vagrant elements, start building actual lego set-piece buildings ala Ufo: Enemy Unknown and basically go through a whole stage of building yourself an awesome monument to your own greatness.
Granted, both of the above only really work for meglomaniacal characters, or those driven to create and won't quite work for a feral or common character, but there's nothing stopping this from having stories for them, too. For instance, a less grand super hero could have as his mission to just reduce crime, allowing him to tackle specific big-name villains as his career and his personal lair could be a city block that he clears out of crime and rebuilds with nice housing for the nice people. Inversely, a feral, pure evil villain could have the mission to just destroy all humans and be able to take on and remove important (but non-canon) heroes as part of his evolution, and his personal lair could be just a shack in a cave that he cleared out of troglodytes or something.
These are, obviously, pie-in-the-sky suggestions, as the workload involved would basically amount to a whole new game (or a whole new expansion), but they're worth reiterating from time to time anyway. -
I can't agree with this. If you REALLY want to have the ninja run animation with other travel powers, I'd suggest suggesting this as part of power customization. But the power itself, especially as a quasi-travel power from a paid-for Booster Pack, really does need to suffer from limitations, or it gives people who bought it an unfair advantage. Well, more unfair than it already does.
I actually like the animations, themselves, and I'd like to see them added into some kind of stance customization interface, but the Ninja Run power is NOT the right way to do it, in my opinion.
*edit*
Not unless they give us a zero-cost, no-effect toggle that just puts us in Ninja Run mode without any of the buffs. Kind of like the Halloween costumes. Then I could see it happen. -
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Quote:Pretty much this. I know a lot of us like spin it that "Oh, yeah I guess it has customization, but I'm really here for the IOs and the challenge and the fights and all that." But really, a LOT of people got hooked on this game because of the costumes. It's not even always an unbridled love for customization that gets people making thousands of costumes all day. A lot of the times, it's just getting ONE character spot on that does this. Even if some people don't want to admit it, the character creator is a very large part of the draw to this game.to be fair, the costume creator has long been one of coh's major draws, so a alteration that fixes an issue that was initially brought up in beta is going to make some people happy, particularly when several issues that players were bracing themselves for as limitations didnt happen. also, we really know nothing about the content, and the qol fixes, whle cool, are all fairly specific. my lowbies are thrilled that i will be able to filter down influence to them with my 50's, and the additional mission slots will alleviate a lot of pressure that i sometimes get into, but this is a fix to one of coh's main draws, so the reaction is not unexpected really, even among non monstrous character players. trust me, if back details get announced, the thread will be 3 times as long by now.
So, when it gets improved in an actually REAL way, this does get people excited. And this is a real improvement. It may not be huge, it may not introduce thousands of new costume pieces, but it's an upgrade to the underlying skeleton of the thing. This isn't just a few more tails. This is tails on their own costume node AND animated. It's a big thing. Bigger for some than for others, but even if you never use the pieces themselves, it is a symbol of optimism, both that the costume creator is still being improved and that the things YOU really want but seem implausible might actually happen one day, too.
Tails have been a complaint so long-standing they became a part of our culture here. It's like complaining that gravity pulling things down sucks. We got so used to it we even forgot it was a problem, so them being fixed now really is a big thing.
And I love it
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That's what we in the business call "personal preference," and it tends to not be subject to debate. I know from experience that it's very hard to convince a person that he misinterpreted his own opinion.
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Far as I'm concerned, we don't need more flags so much as we need a system for automated team generation, where the game will try to put you in either a team as close to your specifications, or in as big a team as close to your level range as it can manage. Most people want "just teams" anyway, despite what the few of us more focused people here on the forums insist, and such a system would basically satisfy the great masses and take care of the "I can't get a team!!!" problem.
Beyond that, the team finding interface is actually not that bad for building a team. What it sucks at is FINDING a team. -
Quote:That doesn't sound like a bad idea, actually. I could get into the specifics of it, but it comes down to a simple concept - I do NOT enjoy having my content yanked out from under me based on the actions of other people that I do not know, see or care about. This system does just that. It allows those other people to giggle at their changes while not changing my world on me every time I turn my back. It has the double benefit of reserving all of these changes for me, personally, rather than having someone else do them.In World of Warcraft, they have a "Phasing" system that they're using with their new content. So now when you defeat a named boss or monster. It's dead for you. The game itself won't render that monster for you. (The exception is on teams, it "syncs" people up)
This "personal world" type code is also applied to the world map. The big example that comes to mind is what they have proposed for their new race's starting zone.
The city was, for simplicity's sake. Infected with Lycanthropy and walled off. New players start off and see this. They have to go through the starting missions and there's sort of a time lapse. When they complete a mission the world changes. Over time they improve the city and eventually the quarantine is lifted. But for every other race, the city is already open to them. In effect, they're in the future... or you're in the past I guess.
I assume people who are "out of sync" don't show up unless you invite them to team.
You could apply a similar system to CoH, letting a player "Clean up" the streets of a villain type. From your point of view, there's no more hellions. But new players still see them until they've cleaned them up. Or even apply it to zones. Letting you clean up and fix the Rikti warzone or clean up Crey's Folly.
Just proposing a thought. I'm sure someone could refine it. And I have no doubt that this is so insanely complicated to pull off in CoH... well... good luck getting the Dev's to try it.
Now, technicalities might be a problem, as that seems like it'll turn the overworld into a series of instances and might split the player base even more. Of course, from my point of view this doesn't really matter, since I don't team anyway, but until we get a tool which allows fast, automated team-making across zone boundaries, I don't think splitting players up even more is a good idea.
Basically, I like the spirit of this, but I'm worried about the implementation. -
Quote:So do contraband and contract killings, but we all pretend we don't do any of that stuff and instead insist we pay our bill in morally superior ways, like being paid to pet kittens and walk people's grandmas across the street.reward driven power-gamers pay the bills just like RPers or anybody else.
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I'm sure I had a point in there somewhere. -
You don't actually get rewarded for any of these. All they do is waste your time and introduce you to things you already know about and may or may not have already decided to visit or ignore.
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Quote:BeesPlasmids would open up all kinds of temp powers (Including BEES!).
My god
As far as crossovers are concerned, I'm less a fan of franchises and more of genres, and I enjoy putting super heroes in genres and situations where they don't belong, and where they're completely overpowered. Say, attaching Miss Liberty to a SWAT team or putting Back Alley Brawler on a crab fishing boat.
In fact, that's kind of how I always imagined the guys from Metal Slug - while all of the good soldiers are keeping their heads down and trying to not to get shot to pieces, Marko and Tarma just walk up to the front line, vault over the sandbags and charge the enemy machineguns like it's 1914. That's basically all they do in the game, anyway. -
No, thank you. Removing content from the game is probably the QUICKEST way to make me lose interest. Far as I'm concerned, the city has been developing in the most efficient way possible - retain all the old content for those of us who actually like it, but add new content for those looking for something new. Rooting out the 5th Column has got to be the WORST thing that has happened to the game, content-wise, and even now that they're back... They really aren't. They have almost not story to their name, and all the good bits were given over to the Council anyway.
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Quote:If I didn't take anything on any forum seriously, I'd never have a reason to visit one. Contrary to what this running joke might have me believe, plenty of people are rather very serious in a lot of occasions. If it were all just "forum games," then there'd be no point in participating.Your mistake is taking anything on a forum seriously. If you really need me to write <joke mode></joke mode> around posts, you really need to get out more.
On that note, I'm glad forum games were quarantined in their own section. -
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Quote:That particular doll is an interesting subject to examine, actually. I, myself, don't find it creepy, but rather odd, in the sense that there's just... Something about it. Not necessarily something good or bad, but something that catches my eye and makes me want to look and wonder.AH!!! Uncanny Valley! Uncanny Valley!!
Oh thank god...*shudder* Dolls are creepy, ok?!
To a large extent, I think it's the eyes. They are large, inquisitive and staring, yet at the same time clearly not human. What's more, they are open wider than human eyes tend to be. We keep our eyes somewhere between half to 3/4 shut most of the time outside of extreme low light conditions, so when eyes open up like this, it means something out of the ordinary is happening, which is unsettling to the subconscious mind. "Something is going on, but I don't know what, and this worries me."
The mouth is also large for the head it's placed on, which makes it both more expressive as well as more impactful. I don't know what, but a large mouth, especially on a female face, tends to unsettle people. Men, mostly, to be honest. More than anything, though, I think it's a combination of the wide, flat nose, the eye spacing and how the eyebrows trail vertically up from it. I've been told that the eyes are typically spaced one eye width apart, but this includes the bridge of the nose as well as the space between it and the eye sockets. But here, the eyes are sunk directly into recesses adjacent to the bridge of the nones, which makes it seem wider and more angular. The brow ridges, as well, overhang over the eyes with sharp edges, which makes the face look more geometric and accentuates the eyebrows even more.
The eyes are so large that there isn't enough room on the head to space them an eye apart, but because of the wide nose, they actually look like they're farther apart than they really are, which is where this stops being a human face and starts looking weird. This is also something that was present in Avatar's Na'vi, which took me probably half the movie to see past, as it really IS unsettling on first glance.
The general expression of the face is what really makes it feel creepy, though. It is inquisitive, especially with the head tilted to the left (my left) and the inhuman, unsettling eyes are focused on the viewer, which makes the doll appear to be trying to interact with you. But because it doesn't look cute enough, and so not trustworthy enough, this makes people recoil from it.
The messy hair and hap-hazard wiskers also help. It's intended to be stylish and sleek, but the hair as messy as it is creates dissonance. It's actually the same technique a lot of horror movies use to give the protagonist a zombie version of his girlfriend in a poorly-lit room, where she will sound like herself, but will walk with a slight shuffle and her clothes and hair will be messy, like it's her but it's not really her.
To quote the unknown Roman soldier: "Then I saw that this man was not a man, nor were any of those who watched from the shadowed halls."
The whiskers just add to this effect, as they look more like face piercings than they do like a cat's whiskers. On an actual cat, the face is very different from that of a man. Cats don't have lips, for one, and their upper jar actually ends with the nose and a couple of skin flabs right before the actual gums and teeth begin, with the whiskers situated right next to the nose on the skin flaps. Cats actually DO have cheeks, rather a long way backwards on their skull where their actual cheek bones are, bout above where their mouths end. And even though there are a couple of whiskers there, too (and on the chin, and in the eyebrows, but that's besides the point), that's not where the main, iconic clumps are. Humans don't have the facial feature to put whiskers on, but the closest one we have is actually the upper lip where men would have moustaches. Putting the whiskers on the cheeks of the doll just ends up making her look weird like she has piercings on her cheeks, which is actually kind of scary.
Basically, comb the hair on the thing, either relocate or remove the whiskers and reshape the nose a bit and this will look a LOT more acceptable. There's really nothing to do to fix the eyes, though. Even Jay Naylor admits that they creep him out, and he used to draw them on all of his characters. In general, though, I find that approaching these things from a logical perspective makes them look a lot less uncanny. -
Quote:First of all, I'm pretty sure that wasn't any more realistic than any of CSI's other over-exaggerations. Secondly, you should know that MANY people enjoy furry artwork and characters without ever having any desire to take part in conventions or indeed identifying themselves with the actual characters. It's just the same way as people who enjoy playing robots in games don't dream of being robots or having sex with robots. It's just an interest.Personally, I'll never look at Furries the same way again after that CSI Furry Convention episode.
That ought to tell you the concept and prospect is very interesting to a fair bit of people, both as a costume opportunity and as a principle matter and nod towards greater acceptance. Task forces and item mailing are great and all, but they don't inspire in the way an honestly brand new venue for character concepts does. At least not to those of us who operate primarily on inspiration and less on practical experience.Quote:Mind you, I'm still utterly perplexed that, considering all the stuff in I17, animated tails gets its own thread.
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Quote:Well, I went off the current load scree, and that says "Founders' Falls" in a font that I can't really replicate, which is why I had to get creative with glowsNice work Sam.
My only nit-pick is it should be 'New Venice' technically
Also, my pic is 1280x1280, because the map of Paragon City I found was square and cropping it down to even 5x4 put Founders' Falls and Croatoa so close to the edge the circle ended up going outside the map. Again, though, I had to improvise on the actual map, and I could only find an 800x800 one via Google.
Yeah, if I can make one, an actual professional graphic artist should be able to make a few in his sleep. I suck at this sort of thing, and everything I do just takes me forever and still ends up not looking as good as that of a professional artist. That's pretty much what happens every time I try to draw or colour something and some goes out to show me how it's done. I realise I can't compare.Quote:Other than that, looks good. And does to show that any Rikti Monkey can run up some new load screens.
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Get marketting to do it.
I still couldn't replicate the shadows of the lines that make them look like they're elevated off the map, and I wasn't able to replicate the nice highlings on the circle as working with radial gradients is somewhat of a problem of mine. I couldn't replicate the fancy font because I didn't have it ready-made and lacked the skill and time to copy it by hand. And I still goofed up on the screenshots, as they ended up not big enough to fit into the spaces I left for them. You can't really see it, but the right one actually tiles right at the very bottom. I shot them at 1280x1024, but applied them to 1280x1280, so they were a little small. I also didn't pay attention to the angles of the straight lines to see and line the screenshots up to them. That's why I had to flip the one on the upper left - I'd shot it with the water on my left, whereas I needed it with the water on my right.
Basically, this is a REALLY amateurish attempt at it, as are most of my works, but it wasn't really intended to be great, merely decent. It meant to make the point that redoing the loading screens shouldn't be such a huge investment. VidiotMaps lists 48 outdoor maps, including things like the Troll Tunnels but not counting Mayhem and Safefguard missions, which does amount to a fair bit of work, but to my eyes, it'd be work well worth doing. -
Quote:Well, if we're going in this direction, then the two biggest problems right now are that the Going Rogue prepurchase hasn't hit the PlayNC store yet and that I17 Beta hasn't started and I probably won't be part of Closed Beta anyway.Biggest problem...I'm not in the GR beta?
Yeah, I'll go with that.

Oh, and that I still don't have my GeForce 275 yet, and that I'll need a new box and operating system and power unit to account for it.
Damn! That's a lot of problems!
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Quote:That's very well put. I'd say it's smart tactics to attack that which will drop the enemies' offensive capabilities the fastest while retaining as much of your own defensive capability as you can. If this means wiping out lots of weaker units first to take a bite out of incoming damage or focusing on strong units first to cripple your enemies, it still comes to the same question: What is the most dangerous to me right now? And tanks are NOT the most dangerous thing. In fact, even Defenders are more dangerous to the enemy, both buffing and debuffing ones. And it's worse in the case of AVs and elite bosses, because they actually get more dangerous as you fight them. Not only is it best to focus on the most dangerous enemies and ignore the toughest, but actually attacking the toughest makes them more dangerous AND tough, which is still more reason to just ignore them until everyone else is down.Amendment: I tend to go after whichever targets I think will fall the fastest first, threat level aside, unless there's a huge disparity in their offensive/defensive capabilities. Most people agree: you clear the area of Minions, Lts, and Bosses before tackling the Hero/AV nearby. But Tankers are, well... They fall the slowest, and they're the least threatening.
Take a look at the LRSF. BAB is usually one of the last Heroes that groups take down, and Statesman last (not necesarrily including Manticore and Synapse who don't join the fight because they're landbound). BAB and Statesman are supposed to be the two tanks, but there's no reason to attack them first. They're the least threatening of the bunch until States gets down to 25% health, and they're the hardest to drop due to massive S/L resist.
I can live with Scrappers, Brutes and Stalkers not having any specific system that forces enemies to fight them or take damage, because they have other tools to handle their own output and their role is never to force enemies into a confrontation. Scrappers have decent damage out the gate, Brutes have good damage once they get rolling and Stalkers have hiding and assassination. But Tankers need to be given a better reason to be priority targets than "because the system says so."
That's actually not a bad way to handle itQuote:Here's an idea for tankers: Damage buffs that supress for, say, three seconds, whenever they get attacked (not necessarily hit.) It's clean, I think, and encourages the idea of "Attack me, because if you show me your back I will **** you up." It also means that throwing multiple tanks at a single target would allow a higher damage output to overcome the fact that their taunt purposes don't benefit each other.
I'd actually split this into several parts, because the point here is to make the tank not just something you have to tag, but something you have to actually attack, so I'd probably split this buff into at least four parts and have each suppress individually, so that he loses some damage when only one enemy out of a group is fighting him, but loses it all when everyone turns their attention. Or perhaps we can make this as inverse Fury - you start out with a full, err... Freedom bar, and each attack by an enemy drops it by a LOT. However, the bar naturally replenishes with time just as Fury drains. So if a Tanker is allowed to sit idly by unattacked, he can muster up some SERIOUS damage, so you WANT to keep attacking him just to keep him suppressed.
In this case, it's not because the system says you can only attack this one target. It's because if you don't, that target will kick your *** so hard you'll be wearing your butt cheeks as a hat. -
Quote:Ugh... This isn't something that should take a lot of effort. Just to put my money where my mouth is, here's a loading screen I made for Founders' Falls. It took me around an hour including getting the screenshots, drawing up the overlay and rendering the final image. And I'm a talentless git who's doing this as an amateur hobby. A professional graphic artist who gets paid to do this ought to do it even faster and with less of the troubles I had just learning the tools which I hadn't used in a year.While it'll probably be too small and unnecessarily time consuming to be high priority, but I feel it's worth the effort. It doesn't have to be complicated like making a new skin/screen from the ground up, but for the newer players traveling to the zone for the very first time, they get to feel the "Wow... In a few moments, I'll get to see that up close!" And yes, while some players will feel disappointed that their game doesn't look as good as it could be, that may just be all someone needs to decide that it's time for an upgrade.
Basically, I pulled the only city map I could find off the 'net, which was 800x800. I blew that up to 1280x1280, which is why it's grainy, but I assume Paragon Studios would have access to a better map. The rest is basically lines and gradient colours in Flash. The inner circle has a gradient that goes from transparent to greenish cyan, and the rest have gradients that go from black to cyan to cyan to white and are copies of the same rectangle I rotated around and cropped. The three pictures are a fill for the three shapes formed by the lines and the containing box, and I actually had to flip the top-left and right left-to-right to match the incline of the lines, which I hadn't counted on. The lower-most picture I altered from the original loading screen because I think this one looks better. All are taken with as much detail as I could pump in. The text is basic orange text of some odd font that I put a lot of low-res glow on with a knockout effect that basically renders the letters as empty sapce inside the glow itself
I forgot to put in a border and, frankly, I'm not going to bother at this point. If I did, I'd just make a box gradient colour between two boxes, with the bulk of it black, to cyan to cyan to white.
This isn't to show off. It's to demonstrate that new loading screens SHOULD be part of Going Rogue, because it shouldn't be that difficulty to give the game a cleaner look. -
So you can make fun of furries but not of goths and lolitas?That's disappointing

