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Quote:I explain away motivations, I do not explain away plot points. City of Villains' motivations for villains to do anything suck. It's always either money or, alternately, "or I'll bash your head with this rock." Neither of these works for me, so from time to time I re-write myself refusing money and doing things for other reasons, like favours, intelligence, whim or basically anything else that may be self-serving. Or not self-serving, as the case may be for a few of my villains.Uh, with respect Sam you seem to be contradicting yourself in those last two posts. On one hand you're lambasting Villains for never explaining anything, but then you say you rewrite and fill in gaps that you disagree with anyway. Surely very few things being outright explained lends itself far better to your latter need?
However, I could forgive crappy motivations if the stories they led me to were interesting, but they aren't. The Shadowy Figure leads on busywork for Arachnos, Operative Ruthger leads me on busywork for Arachnos, Lt. Demitrovich leads me on busywork for Arachnos, Timothy Raymond leads me on busywork against the Rikti, Kelly Uqua leads me on busywork for the Rikti, Darla Mavis leads me on a completely pointless vendetta and even Psymon Omega basically leads me around to do odd jobs with little meaning. Outside of Timothy dropping the biggest secret the Rikti on Earth have as an afterthought, this is NOT A STORY. It does nothing for the plot other than earning me Arachnos tokens, it gives me no lore that will matter beyond its own little arc and, above all, it doesn't really make me feel like a villain so much so as like an errand boy.
Hero-side is, at least, a lot more like reading a book. Villain-side is like reading a book if the book was criminally short, terribly boring and nothing interesting ever happened in it. "So I busted up a Longbow base. Not like anyone cared. It won't come up later, it won't make a lick of difference and I didn't learn anything interesting from it, other than that Longbow exist. Great." City of Heroes give me lore. It gives me a story. It's the little cutscenes between missions in WarCraft 3 or StarCraft. City of Villains is like the missions themselves - just a load of ticking objectives off a list, mining for lumber, chopping down gold mines, micromanaging the micromanagement and basically all the boring crap that doesn't help with immersion. In order for someone to be immersed in the story, the story itself has to be interesting, and I don't find sequences of events to someone else's unmentioned end to be interesting. -
Quote:Gotta' love sites that won't stream outside the US.And here's episode 15 of Greek!
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It's not just Ghosts, though. Siege's robots were running all over the place, too, with both lieutenants often taking off running at the same time. And just now, fighting Marauder's troops, they tended to run a lot, too, though admittedly not as much as ghosts.
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Quote:Quote downsized, but I agree with the whole thing.See, I create my own stories within the context of the game.
Basically, some of the most fun I've had with City of Heroes is what I like to call "rewriting the game." Very often, especially in City of Villains, I meet a mission that my character "wouldn't do," or at least not in the way prescribed. I can either roll my eyes and do it anyway, or I can get creative and try to rewrite some dialogue to explain WHY that character is taking orders like that.
Marshal Brass is my favourite for this one. I had a character who's basically a minion of another of my characters, and at the end of each mission, I was running radio conversations with her boss through my head at the end of each mission. That way, it made sense for her to do this AND it made things rather a lot more interesting.
I generally try to avoid filling in or contradicting canon wherever possible, but I have no qualms with rewriting dialogues to make my characters come off as more interesting as long as the result is still the same - mission gets accepted, mission gets done. Dialogue trees might solve that problem, but they'd need to be of a Mass Effect level of complexity vs. singularity of outcome. That's actually the beauty of Mass Effect - for the most part, the game makes it FEEL like you have a choice, and it does reward you with points for pretending to choose, but very, very rarely does anything REAL happen. You can piss off a character, you can get someone killed or not, but the big plot points do not change. Not by much, anyway, not right up until the end. Dialogue trees of that kind might solve my need to rewrite my own conversations, but I doubt we'll ever see that.
In the mean time, yeah, this is kind of like the old games we used to play once upon a time - it takes a little bit of imagination. -
Quote:*checks watch* Huh... Still some time left before the apocalypse. Odd that I completely agree with you on all points without a hint of contentionThis is true, but this is in keeping with heroes. In City of Heroes, you're often reacting to criminals. Heroes aren't necessarily proactive as a rule. But even the very earliest content introduces you to storylines that are IMO much more immersive and frankly much more substantial than the nonsense redside.
For example, in the 1-20 game, heroes advance through the stories of the Vahzilok, Clockwork, Trolls, Outcasts, Skulls & Hellions. Basically in these early levels you work through the entire story of those groups and get to defeat their leaders. This is told through several story arcs and is a very cohesive story. In addition, you learn bits and pieces of the story of major villain groups like Arachnos, the Council, the Lost/Rikti, and the Circle of Thorns.
This content is vastly better IMO that the ridiculous "Destined One" nonsense. It's also more immersive IMO, because there's no way that the Rogue Isles could even function if the things that the story arcs tell you is going on were actually going on.
That kind of agreement seems unusual...
But, yes, very much this. I don't know why they decided the approach taken in City of Villains was superior, but it resulted in utter chaos and one of the WORST storylines in the entire game. It's somewhere between the embarrassing explanation about Origins and Maria Jenkins' poorly written misspellings. Blue-side, you play through the story of the world, which creates a certain sense of familiarity, of environment that is simply absent red-side. It makes me... "Feel" the world, as I just know so much about it. And, yes, I know a lot of the storylines are unfinished, but the ones that are really do add a lot of background.
For instance, were it not for Division: Line, I'd have never gotten a decent understanding of the motivations and interactions within the Rikti faction. City of Villains just throws out important plot points like it dropped its pizza pie, face down, and even then there's nothing that leads up to them. The "immersive" stories villain-side almost always come down to "Go there, do that and I'll pay you." At least hero-side, it's always a case of "Go there, do that, and here's why..." Yes, it's usually a lame excuse, but at least it's some excuse beyond MONEY!!! And a lot of the times these missions actually drop hints for storylines later on. Red-side, things are sort of there and you sort of go do stuff and maybe learn something about the contacts, but...
Why are the Luddites in Aeon City? It's inferred. Why are the Clockwork in Cap Au Diable? It's explained in a single throw-away line that most people miss. Who are the Goldbrickers? Nothing really happens with them. Why are the Hellions in Oil Spill? They're a Paragon City gang. Never explained. What happened to "Old Man Marcone?" Never explained, only lightly alluded to in various Marcone gangsters' info. What happened to Barakuda? I assumed Mako's story would reveal, but it doesn't. What's the deal with the Fab? Never explained, not that I've seen. What's the deal with all the Longbow in Nerva? I've heard hearsay from people, but never seen it explained. What are these Cap Au Diable Demons things? Never explained, possibly lightly alluded to. Why is there a Sky Raider rig off the coast of Sharkhead Island? Its existence is mentioned, but I've not seen much done with it. What's the deal with Villa Requin? There's lots of family there, but it's never explained? Is Johnny Sonata working with the Family? Never explained, but I suppose we're supposed to guess. What are the Nerva Spectral Daemons waiting for? Never explained.
City of Villains has only a VERY few interesting stories to its name, largely surrounding Aeon's time travel, the Arachnoids, the Wailers and a lot of original work regarding the Mu and Oranbegans. But very much everything else is meaningless mercenary work that's actually LESS interesting than saving a building from the Skulls. -
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I did. I'm not as excited about it. Basically, in my head it goes like this:
Blah blah badges blah blah task forces blah blah re-run of the Ultra Mode screenshots blah blah missions stuff blah blah ANIMATED TAILS! ZOMG! WANT!!! -
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You're tempted to put a tail on your head now. Admit it. You know it's true

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To note, I'm afraid I couldn't see past the animated tails to read up on all the other stuff. I know that might make me sound silly, especially since I have all of ONE character with a tail (other than the two with a bunny one), but this is easily the coolest thing in I17 as far as my anticipation metre goes. Ultra Mode is cool, sure, but animated tails? THIS IS SWEET!
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OK, I've been around the block a few times in City of Heroes, so I'm not usually taken aback by suddenly surprising perfectly normal behaviour, but something is starting to feel really odd here. Let me preface this with a two-sentence rant: The Praetorian minions are far too frikkin' powerful, with each one possessing the kind of powers you'd usually see on a lieutenant, and they come in large packs. I certainly hope they get tweaked and normalised with Going Rogue and/or Issue 17, because some are horrid while others are "level 50 Hellions."
Well, something I've been noticing while fighting these very powerful enemies utter cowards. In fact, their cowardice has saved my life probably as many times as my actual skill and powers. This has to be a new thing, because I've been fighting enemies in this way for some time, and I've never seen them scatter like cockroaches like this with such consistency. Yes, this is a post about enemies that run away. But, look. I'm aware that this is normal. I know that if you wipe out a boss and his four minions, the fifth minion will usually turn tail and run. That's normal, to the point where I've learned to spot the one who'll run and either shoot him in the back or prevent him from running in some fashion. But this is... Much more pronounced.
Here's what we'll do: let's look at an example. I'm fighting Diabolique's minions (right now, in fact), and the spawns consist of between 6 and 12 ghosts, typically with two lieutenants and the rest being minions. I'm playing an Energy/Energy/Force Blaster who is basically able to spawn-wipe the things on a good day, or just lay into them if Aim and Build Up are still recharging. I know for a fact that if I let all that rabble of ghosts get close to my character and all slap her with Midnight Grasp at the same time, I'm teleporting to the hospital. But this almost never happens, and it's not because I just that damn good.
Now, fights go one of two ways. Either Boost Range + Power Boost + Aim + Build Up + Energy Torrent + Explosive Blast + sweep up after myself, or Repulsion Bomb + Explosive Blast + wing it from there. The former tactic rarely leaves ghosts lying around, usually a lieutenant or two, but they ALWAYS turn tail and run. Absolutely, positively always. And on the rare occasion I leave a few of them behind, like say four or five (it happens), they all take off and run away with a sliver of health left. Now, I can KIND OF understand this logically, since they're hurt and probably scared (do ghosts get scared?), but it doesn't make sense with AI behaviour at all from what I remember from before.
But OK, even if we give the game the benefit of a doubt and say overwhelming damage is what scares them, what about when overwhelming damage doesn't happen? I don't always have Aim and Build Up recharged and I don't feel like waiting 50 seconds between every spawn, so a lot of the time I'll go without them. I'd expect this to mean that I'd get ghost-swamped, but I don't. I hit them with Repulsion bomb, they all flop, I hit them with Explosive Blast, they fly next to me... And then turn tail to run away. At one point no less than six ghosts, some of them undamaged, just... Left. They could have killed me, but they didn't. I didn't scare them, I don't have any sets that could be doing Fear and I'm not doing too much damage that, say, a full-tilt Scrapper couldn't do if he felt like it. So why are they running from me?
And I know ghosts have that thing where they run away and turn invisible, but it's not just that. I fought Evil Bastion's minions yesterday, and they did the same thing - take out, say, three out of seven and the rest will try to run. Maybe I notice it more because ghosts and flying robots move so fast that if they decide to run, they REALLY run, but it's been bothering me even with something as simple as Crey. For the most part, doing anything to a spawn will cause Tanks to turn tail and run like little girls, but if it's not the time, the ACTUAL girls will turn around and run away like little girls. In fact, fighting them on my Archery/Devices Blaster, I think I had more mines time out than got stepped on, because enemies would never approach to fight me. They'd always run away after taking a single pot shot. And it's not like they're just backing off like an Eagle or a Mook Hitman would. They run WAY AWAY. On Diabolique's street map, I spotted a ghost fly across two blocks at which point he went out of Target range, and I've seen Tanks and Evil Bastion's goons run through rooms and rooms and rooms, like they're looking for the lifts to run in and rest.
Now, I don't necessarily mind this, as it does keep my Blaster alive, but when I'm literally leaving behind two enemies each spawn because they ran away and I didn't feel like growing a beard waiting for them, something feels wrong here. I know "enemies are running away more" is right out there with "they nerfed accuracy" on the scale of "By the way, did I mention I was an idiot?" but come on now. For the past two weeks, I have literally not been able to finish a fight without having to either chase someone or wait for someone to return. And now I had to fight Diabolique to top it all off... -
Call me stupid, but I don't have any problems with the game that I can recall outside of specific precedent.
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Let's make a distinction here. The term "whip" covers a LOT of ground, and a lot of that seems to be getting mixed up.
A bullwhip like what Indy carried around is largely used for cracking said whip to make a loud noise to either train or herd animals. While you can probably give an enemy (or yourself) a nasty sting or a minor cut, this isn't a weapon, and isn't actually used to "whip" things with. This looks pretty, but unless you make it some kind of cutting whip like a laser/fire whip or the traditional anime "segmented sword on a chain" deal, it won't really look right.
I'm not aware of the proper term, but there is subset of things called whips, but which are basically long springy sticks used to whip horses into a gallop or, alternately, whip people into arousal. Most often seen carried by your stock Nazi colonel just to make him look all the more evil and all the more stuck up.
Then there are the variety of whips actually used for flogging things, which is what people are typically beaten with when they get "nine lashes." These come in a lot of varieties, but the one I've seen most often is basically a clump of leather straps with metal balls at the end attached to a handle. I'm not sure if this one can do any real damage, but I do know it really hurts and is designed for inflicting pain. However, with this, we get into the category of something completely different, which is:
The Flail. Basically, this is a mace head chained to a wooden stick, and is most often depicted as a morning star head with a basic chain. I don't know what the design intention behind these things is, but I've heard it's intended to curve over shields and wrap around swords and pikes while still dealing damage. What Simon Belmont uses is basically a flail that gets called a whip until it's fully upgraded.
Personally, if we were going with this concept, I'd prefer to go with either an energy whip or a wrecking ball on a long chain. -
Quote:There is a completely separate "back" anchor point that's square in the middle of the back on the spine just below the shoulder blades. This is not related in any way to the shoulders or the waist, and is instead stuck to the spine. If you try the Goldbricker jet pack (and they haven't fixed it yet) with a really tiny model, you'll see a small green cube where it's supposed to hook on. I assume around there is where the anchor point is. WorldCraft called these cubes "origin," and I assume they serve the same purpose here.There's also the issue of animations. When your character bends his or her body for a specific animation the scabbard or backpack or jetpack or whatever needs to not clip. Currently there are two back Anchor Points. The waist point (for waist capes and trench coats) and the shoulders (for capes).
The back anchor point is currently fully functional, because that's where wings hook up. The problem, as far as I've seen it, is not animations, it's costume scaling. As we've seen with temporary powers and, indeed, as wings show, how big your chest is doesn't really have a very big effect on how fat back your wings are, causing a large part of them to sink into your back if you have a fat chest with bulky armour and causing part of their geometry to actually unearth itself out of your back if you're small enough. From what I've seen, costume piece anchor points do not offset, only the pieces' locations relative to them get "weighed."
Easy example: Shields. Remember how, when they were first introduced, Shields conformed to the basic shape of the hand, causing larger, bulky gloves to clip through the shield? That's the same thing. BABs had to go and specifically tweak shields to offset above the gloves to prevent practically everything other than Smooth/Bare from clipping. I don't know what he did to accomplish it, but it seems to have worked. Something like this would need to happen with jet packs, I assume.
From what I've seem animations themselves aren't a problem if the jet pack is designed well. The Raptor Pack and the way its engines are brought out to the side instead of widening the back and making elbows clip through it is clever. Sure, hands and weapons may sometimes clip with the outriggers, but that's easy enough to overlook, as it's both rare and brief. The long "butt engine" might be problematic, which I assume is why the Goldbricker pack is very short by comparison.
If I had to make a guess, I'd say the BIGGEST problem with jet packs on player models is one of the animations of the jet pack itself. You COULD just stick uni-directional jets on a couple of outriggers, but this looks really bad when most flight poses have them pointing either down or to the side. Thrust vectoring jets that actually aim back with the animation would probably be what it takes for this to look good, and that might be... Kind of a fuzzy tech, since you can't animate the thing for every combat move. Of course, I wouldn't exactly cry foul if we got fixed-direction jets because I WANT WANT WANT jet packs, but I'd be a lot happier if they pointed opposite to the direction of thrust. -
All of these level cap raise threads suffer from the same fatal flaw - they aim to increase play time and play time only while never really giving any thought to WHAT that play time should be filled with, or indeed if a longer playtime is strictly necessary. First of all, making "a second game" to fill in the next ten levels that would take even longer goes beyond a new expansion and into the territory of... Well, a whole second game. One for both sides.
Secondly, I cannot and will not agree with the notion that the game should never, ever end in the amount of time a sane player could be willing to put into it. "Ever Quest" this game is not. I enjoy games which end and must be started over for the same reason I enjoy series that end, as opposed to going the route of the Bold and the Beautiful and running until the people responsible for making them die of natural causes. Or the world ends. I enjoy stories that have a beginning, a middle and, most importantly, an END. Any game which lacks an end, or has one so absurdly staggered that I'm never ever going to see it in a million years is a game I'm not even going to BEGIN. Never start what you don't intend to finish, as it were.
Basically, I feel that the need to increase the level cap of the game is missing the entire point of the whole design. Diversity of visuals, of technicalities and of experiences is what this game is really all about, and despite it actually getting repetitive in terms of instances, the scope of stories and concepts it lets us dive into is incalculable. I don't agree that turning the game into a grindfest is a good way to build on this. -
This one doesn't feel like a Controller set, though. It feels more like a mish-mash of a control and support set. I'd say it either needs more control and less debuff to make it a true control set, or more debuff and less control and we can punt it off to Defenders.
I have a bit of a problem with "aging" powers, as well, because they assume the passage of time would inherently hurt all things, and hurt them equally. Even ignoring the "I am eternal!" argument, certain characters could easily benefit from ageing. Ageing Fiusionette by, say, 20 years would actually be a GOOD thing. And again, we get into the concept of what "greatly" stands for. Ageing a person 50 years can turn a teenager into a somewhat elderly man who may yet still have the bulk of his power, as Jim "Thunderbolt" Bartlet well shows us, and aging a middle-aged man could put him over 100 and probably kill him. On the flip side, ageing something like Boulder really shouldn't produce any effects at all. It's a pile of rocks. What's gonna' age on it?
And ageing zombies would be just hilarious
I don't really like a summon self mechanic, simply because summoning yourself really isn't cool enough in this context. Besides, as the Magic Man shows us, it's also a bad idea. I much prefer a random entity pulled from the time-stream to assist you. It'd have a certain degree of randomness which would be really cool. As someone mentioned - maybe a cowboy, maybe a future soldier, maybe a dinosaur, maybe a knight, and maybe some kind of god. It has a lot of possibilities in the same way Propel does, and I like that. -
Quote:Far as I'm concerned, both of those things abominations of such magnitude that Doc Vahz would turn green with envy. Or possibly toxic reflux.Are you sure he's not talking about Depth-of-Field (IE "Looking through a vaseline smeared lens?")
Depth of Field is not an inherently bad ideas, and games that actually support it as intended look very good. Depth of Field attempts to mimic the way our eyes focus on specific objects at a certain distance while leaving other objects blurred, which our eyes usually don't see since the area we see with any detail is about the size of a silver dollar held at an arm's length. City of Heroes, instead, turns us all near-sighted as anything that's a certain distance away from the camera grows blurry equally. Not only does this disallow us to actually FOCUS on what we're looking at, but it turns the world into an infinite dream sequence.
But Depth of Field is at least artistic. All Bloom does is make things dark and kill my contrast. The idea behind Bloom is to make environments brighter or darker in a realistic way. Thus, standing in a dark room should make everything brighter as your eyes adjust while simultaneously making the rest of the daylight world outside the small window meld into a mess of white as your eyes can't see it very well. At the same time, leaving the dark room and coming out into daylight should make the world much darker so that you can see the details of the outside world, but looking back into the room should show you a pitch black darkness because your eyes have adjusted to high light levels.
Now, 3D graphics can't show this because they tend to have a set exposure level, meaning darkness needs to be just light enough to see and "lightness" must be just dark enough to not blend into pasty whiteness like you're playing Mirror's Edge. Bloom is supposed to increase the range of lighting the game supports by dynamically altering your exposure level, adjusting your eyes, so to speak. Only Bloom makes dark things darker and bright things brighter, having exactly the OPPOSITE effect. In City of Heroes, this just ends up making things dark and killing your contrast pretty much everywhere you go. Night time kills your gamma, indoor environments kill your gamma, shadows kill your gamma. Basically, as far as I can tell, anything that isn't a bright sunny day makes things darker, and a bright day is just about as bright as normal. This is NOT cool.
I certainly hope Ultra Mode either fixes or axes these settings, because they do not look good. -
Quote:You know, as someone who lives in the leftovers from the former soviet block, I can describe this idea thusly: Having my game time interrupted by someone else doing something else is about as much fun as my power cutting out for two hours while I wait for EVN to get off their ***** and fix whatever break they've been ignoring for the past hour and a half. I can safely say that it would feel even worse if this were done by a technology-hating person who just thought I would be better off without power for two hours to learn the virtues of a simpler life, and possibly evolve the ability to see in the dark. Either that or have my shins thicken from kicking end tables and book case I couldn't see in the dark.Well The idea about AE was only because I have been an avid AE hater since it came out! but the point being that there be some sort of long lasting affect and not just a quick invastion somewhere. I have heard of other MMO's that do something similar to this where a succesful raid on enemy lands will change what happens globally in the game....i.e. more loot found, xp bonus...something along those lines.
I don't have a problem with TFs that change, activate or enable things upon completion, so long as those things don't yank my game from right under me. -
Switching from an old-ish 8600 to a 9800GT was where the game was truly born for me. I didn't up any of my settings, but I went from playing at 10-12 FPS most of the time to playing at 60 FPS all of the time. I wouldn't trade a smooth framerate for more eyecandy ever again, though to be fair about the only things I have turned off are Depth of Field (aka "I need glasses") and Bloom (aka "I WILL need glasses!") and I keep antialising, anisotropic filtering and resolution fairly low. Looks good enough as it is, anyway. Better to let it run smooth than crank up my view distance.
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First and foremost, the Shard needs to be "fixed" before any and all expansions to it are planned. First of all, drop the quasi-paper crap and put in a series of REAL story arcs that clue me into the story of the Shard without putting me through an 8-hour marathon with strangers who don't care about the lore anyway. They don't have to be the same as the TFs, but do share some of the same story with me otherwise. Once there's something to actually DO in the Shard, then we can talk.
Secondly, get rid of the cop-out teleporters. Just get rid of them completely. They're fugly, they're out of place and they are... Well, a cop-out to a better system. Get rid of the cop-out teleporters and expand the Mole Point network, while simultaneously making each Mole Point unlockable by visiting it, not by requiring that you be given a mission to go visit it. DO NOT unlock them all unless the person visits them first, but just have the scientist at the teleporter sign you in and that's all.
After that, fix the geysers. They're perfectly good as a travel medium, but it seems every day more and more start shooting off to the side. Just off the top of my head, the chain that leads to the farthest island in FBZ where the Horta Vine for the Cascades is located always shoots short on the second to last jump. It's supposed to take you from the previous big island to a small geyser island, which then takes you to the last island, but you don't land ON the small geyser, you land on the steeply slanted rock face of the small island, and unless you're VERY fast and VERY lucky, you simply slide off into the void. Several other "small island" geysers do the same, specifically the ones that take you on the chain to the Chantry. Go over them, make sure they shoot straight.
Then mark all the REST of them on the map. Currently, any geyser that shoots straight up to take yo to an upper island, like the ones in Crimson Falls, is not marked because it has no travel line. Mark those as just a circle so I know where to climb. Also, mark the borders between separate islands floating partially over each other better. Currently, such islands look like a single uniform island on the map, making all of the Cascades look like one land mass, whereas it's more like four levels of floating plateaus. Easier to tell where islands overlap and where you need to jump up to switch levels.
Only THEN can we talk about expansions of the thing.
One possible way to expand the Shard and share it with villains without going co-op or PvP is to institute "shadow zones." Suppose Villains get an entrance to it in a new zone, that goes in another new zone which then links to the Chantry, and potentially back to FBZ. Except, and here's the creepy part - you never actually meet any heroes as a villain. At first you think it's because the place is so big and there are so few heroes, so you venture closer to the hero outpost. You visit the cascades, but there are no heroes there, too. Cautiously you stride over to FBZ, but there are no outposts on the islands there. And the big bubble isn't there. And, in face, there is no FBZ. It's just a bare rock.
Huh? How is that even possible? If you log into a hero and go there, FBZ is where it has always been, but if you head on out to look at the villain base, THAT isn't there. What the? Well, the Shadow Shard is big. Possibly so vast that villains and heroes just ended up in places that look a lot alike, but actually aren't. Who says the Horta Vines always lead to the same place? Who says there's only one Cascades Archipelago? In fact, who says that each location of the Shadow Shard has only one instance? Who says it doesn't morph and change?
Think back to Silent Hill. You come from a school yard into a basement, go forward 20 feet, come out the other side and come out in the SAME yard... Only it's not the same, is it? You go into a room, turn a corner, hear sirens, go back and realise there is no door where you thought you came in. Only a solid wall that looks like it's been there for the past 50 years. You go into a lift, go through all three floors it has buttons for, but when you go back inside in deperation, you notice it goes up to the fourth floor. Was that there before? Why don't you have a map of this fourth floor?
Now think about the Shadow Shard in the same light. Each time you pass through a Horta Vine, you end up in a place that looks familiar. But is it always the same place? How can you tell? Is the whole of it always the same as you left it? You go through a teleporter to get into the Chantry, but are you sure that takes you INSIDE the actual structure? If the Horta Vine can take you across potentially thousands of kilometres, who says the Chantry teleporter doesn't take you to a completely different place, somewhere in the heart of an island? Are you sure those islands don't rearrange themselves after you've moved on and left them miles behind? In fact, they always look like they're stationary, but who says they aren't moving? Who says the whole Shard isn't always caught in a constant storm of relocating islands? As far as scientists have been able to tell, there is no bottom to the Shard. Who says Horta Vines don't take you to different planes in space? In fact, is there any guarantee that space works the same way in the Shard that it does on Earth? I mean, it looks like it does, but are you SURE that walking all the way around the Chantry puts you in the same exact place?
Some of that isn't actually even just creepy-voice speculation. Take something the old Build Engine could do. (Duke Nukem 3D). Let's look at two stacked rooms lined with a U-shaped corridor, a little like this:
Code:Here, going of of room RR via the U-shaped tunnel to the North (up top), turning around and going through the red "door" would put you in a completely different room, despite geometry suggesting it should dump you right back in the same room. In fact, the RR side of the red door would actually be a seamless wall when viewed from room RR, which would lead a person going through the tunnel to expect it to be a dead end. If the room it leads to shares dimensions with room RR, then it's possible to create a very creepy atmosphere of going out of a room and back in it, only to end up in a different room. From what I've been told, this is caused by the Build Engine not defining objects and locations in pure 3D space, but constraining itself to defining things as "rooms" with things in them, as draw from a top-down perspective and ONLY a top-down perspective. Rooms could intersect as long as you could never see both of the intersecting rooms at the same time.________ | __ | __| |__|_|__ | | | RR | | RR | | | ------------
The reason I'm saying this is because it makes things ever so slightly more creepy without resorting to cheesy special effects. There's nothing more disorientating than allowing a person to completely keep his bearings and yet end up in a completely unexpected place WITHOUT actually turning him around. -
Quote:I've lost interest only because they made the mistake of announcing the damn thing, like, a year ahead of schedule, and I'm a bit too level-headed to maintain excitement for more than, like, a week. I just sloshes over the side, you see. Knowing about things in advance just makes me get used to the excitement in advance, so what could have been "Oh, sweet Jesus! I love this!" turns into "Oh, it's time for that? Good, I guess. Give it here." It'll still improve my game, I just won't be as excited about it.Sorta bordering on lost interest, so, who knows. I'd be surprised if a lot of the vets are really floored by GR, though I'm sure it will be enjoyable.
Time will tell.
That colours my expectations for Going Rogue, or rather my will to guess about it. Could we get new powersets? Sure. Will we get new powersets? I don't know, and there's no way to verify even if I were to take a guess, so eh. Suffice it to say that I'll be a LOT more satisfied with the game for a LOT longer if Going Rogue included a bunch more powersets. I don't get excited easily, but once I'm excited, I don't get bored easily once I actually, you know, HAVE the object of my excitement, as opposed to listening how cool it will be at some point in the future.
So I don't know what the chances are, I just know I really, really want them to be high. I'll settle for more proliferation, though. Battle Axe for Scrappers would be ideal. -
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Well, I'm hardly an expert at these things, since my standards tend to be low, I avoid using Set Inventions and tend to not go for the BEST possible build. That said, I did just run some numbers on Energy/Energy/Force that I can share if anyone cares.


