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Quote:It's not just a bug, it's a bug that we reported all the way back in CoV Beta. If you give your henchmen identical names, they will rename themselves to their defaults when you zone and leave only one with the current name. I don't know why that is, but apparently the game retains only one copy of a unique name and distributes it among the others, but will distribute the DEFAULT one name when you zone.Zoning pets is still bugged. Sometimes you lose control of your pets, while they are still spawned. Re-zone, and it should fix it. But yes, known bug IIRC
You can still go around this if you manually number your henchmen. Call them Criminal Scum 1 and Criminal Scum 2. You will almost never have a problem. For the short amount of time when you have one dead in the field and one coming in, you will get Criminal Scum 21 dead and Criminal Scum 22 alive, but as soon as the corpse fades, the numbering will fix itself. -
It's been how many years and it keeps defaulting that that... Put it this way - if you're playing Dark Miasma and your team died because of problems with your one heal, then you failed long before you needed that heal to keep them alive. Dark Miasma is not a healing set. It's a debuff set that can do a damn good job. Use all the OTHER tools in the set and you will rarely ever get to the heal in the first place.
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Quote:While you do have a point, it has been my experience that people tend to read the first post or at most the first page and respond to something from there, so I can't say whether we've driven people away or not. I do think we're about done, however, so you can have your thread back. No more disruptions, I promise.*puts a hand on my hips and waggles the finger of my free hand at the two of you.. taps a foot for good measure*
If the two of you aren't going to be able to play nice in this thread and instead make it into a personal conversation, then you should take it to PMs. While seeing new posts in this thread is good to keep the thread alive, I can't help but wonder if your massive walls of text and insular discussion isn't driving people away from reading or posting in the thread. -
Interesting. I'm getting snow over here in Eastern Europe, too. It started some time last night and it's gotten to be about... A couple of centimetres, I think. I'm kind of in the low lands, but even the mountain passes are mostly clear and some are even dry. It's snowing right now, but I doubt it'll stack up. I haven't seen more than 10 centimetres of snow here in 20 years.
As far as "all-a y'all," maybe I have an odd-man-out perspective on this, being a foreign speaker of English coming from a language that not only do we have plurals for all personal pronouns, but we actually have gender on our nouns. I know I've never really had trouble picking out whether "you" referred to a single person or multiple people, as context pretty much always explains, and even when it does, it rarely actually matters. Even here on the forums, I've rarely seen it mistaken.
About the only thing that has managed to confuse me is that English (and American) last names don't have gender suffixes, so a Dr. Dimitrov (a male last name, by the way) could just as easily end up being a man as a woman, which tends to be played with in movies. -
Quote:Like I said, many of these problems can, and most likely will be fixed. If and when that happens, Champions Online might actually become a great game. Well, a great costume creator. I don't think my beef with the actual GAME is fixable, but that's my egg to stand on, and isn't relevant to this discussion. I do believe that, with a lot of tweaks, additions and possible an interface overhaul to put things where one would expect to find them (gloves as part of the upper body, for instance), the future for the game looks bright. Whether it makes it long enough for these changes to go through isn't something I want to hazard a guess at, but I'm not discounting that possibility.Thank you ST for a very informative wall of text (apologies on the wall of text diss earlier). That did give me a lot of insight on what you experienced with CO's creator. I have to agree with you on many of your points. I did noticed many of the same things, but I looked at some of the deficiencies as things that may be introduced over time. I guess I likened it to this game because when it started, there wasn't some of items that we now enjoy like cape and wings. I'm with you on the lack of textures in the creator, that's been a pet peeve of mine since beta.
However, from a very practical standpoint, releasing the game in the state that it was and, from what I've seen, still is, was a mistake. Jack boasted his lungs out about how much superior Champions Online would be to City of Heroes, the next step in game design, as it were. While I can't say it's a BAD game, I believe claiming it's a BETTER game is a massive stretch. Unlike City of Heroes which launched with no competition and basically defined a genre all its own, Champions Online launched in a genre already defined and with competition well entrenched. Unlike City of Heroes back in the day, Champions Online cannot afford stutter to a start and evolve from very little. It has to compete with both other MMOs in the general market and City of Heroes in particular in the superhero market, and while that may well become the case at some future date, this is currently not the case.
I, as a prospective customer, look at both games and see no reason to switch over to Champions Online right now. It offers me some interesting things, but at the cost of many other interesting things that, for me at least, are more precious. I have no problem waiting for Champions Online to improve and maybe even surpass, even if I rather doubt that, but the problem is that it needs a solid subscriber base to do that. If people think like I do and pick the solid product that delivers right now over the potential product that may or may not deliver, people will tend to pick the safe bet that's good now. Again, a bird in the hand is worth twice in the bush. Champions Online is an unknown. Maybe it will be great, maybe it will flop. At the moment, it's kind of mediocre with the foundation for some truly innovative ideas, especially the scope of its character creator. However, at this point that's just a promise for things to come. If and when these things come, it'll be great, but I don't intend to fund their development over a promise.
That's always the big thing, and I agree with you there. The one part I'd LOVE to see transfer over here is eye customization. I may hate the Champions Online one single face, but I LOVE the ability to give it eyes as I pick them. Before I delved into Champions Online, I'd never even given two thoughts to the eyes, not even after watching a lot of Naruto which seems to have an eye fetish. It just never occurred to me. But then I gave my alien characters their own unique, interesting eyes, and even that same face recycled seemed to come alive. Baby blue eyes with a whitewashed pupil look so good on that expressive green woman, a nice contrast to her outward brutish strength, and those solid black eyes on that red demon woman just completed the look so well. In general, I find the face to be the most expressive, most alluring part of a human (or at least humanoid) being, and the eyes are crucial to this. In City of Heroes, I've turned down many faces because they simply didn't have the right eyes, and I've picked faces because they had beautiful green or blue eyes. I love it, but it's not applicable to City of Heroes. I wish it were, but it just isn't.Quote:One the main reasons I have such a favorable view of their creator is that I'm able to create costumes that I can't create here. Things that I wish were in this game but are not. Fortunately, this game is doing great things like the power and weapons customization. I will admit that I think the power customization is better here than over in CO. Also, I have to agree that CoH/V user interface is superior to CO's not only in the creator, but throughout the game.
Jet packs and backpacks, while they are interesting, I don't put too much stock in, as they're something that should be doable in City of Heroes. On the other hand, all the various details... Those ARE important to me. Upper arm, upper leg, neck... Even without asymmetry, that's something I would kill for. And glowing colours, like Champions Online obviously has but, for some odd reason, doesn't use for anything other than eyes. And theirs is on a per-colour basis. If I could use that on City of Heroes costumes to give myself glow-in-the-dark patterns, that would be a whole new game. It won't happen, of course, and Jay went a long way to rub it in, which I feel was exactly the WRONG way to go about things. But then, he's always had that kind of thing about him.
I have big hopes for Going Rogue, in that I want to see it bring something truly new and interesting to costume design. I guess reflective shininess is one new thing, but that's more or less besides the point in this regard. More importantly, I want to see an expansion of the costume design system as a subsystem. More than just new pieces for the categories we already have, I want to see more places to put things on, at the very least. -
Quote:It's on the same order of effort you have to actively put forward to find the things that are insulting you, though. If someone's writing mean and nasty letters for me and pinning them on his own door, then if I go over just to read them, I kind of lose my ability to complain about it.You're right, it's not an ideal comparison...
It really isn't much of a comparison at all. XD
I am LOVING this thread.
When rep comments arrived in your User CP and were always shown to you no matter how many times you collapsed the section, that I could see as problematic. But these things are so hidden now you don't have to just want to see them, you have to GO LOOKING for them. And anyone who goes looking for insulting comments doesn't get to complain when he finds them. -
Rather than do another multi-quite, I'll just say that I appreciate the gesture, Xeronus. I did not mean to offend, insult or dismiss. And again, I did not intend to portray Champions Online as some godless failure, far from it. Well... Not that far from it, but not on the merits of its character creator, not by a LONG shot. Maybe I neglected to say it, but I still feel Champions Online has one of the best character creators in the industry. I fully expected it to be better than ours, and I found it limited not by its basic idea, but rather by exceptionally poor design implementation.
Obviously, the first time I tried it my reaction was to try to punch my screen and log out of the game. But I stuck with it, I tried, I looked around, I pushed, I prodded and I did get a pretty good idea of how to use it. I spent relatively little time in the game (as in, almost negligible - one character to 15, one to 10 and a few to level 2) so trust me when I say this - I spent days in that costume editor just trying to make it work. And I did get a few cool characters, make no mistake, largely when I just fiddled with the options and stuck with whatever looked cool.
That said, the place really IS a mess. Even when you know where everything is, it's badly disorganised, with some things borken up into sections when they really should have been the same single section, and some things lumped together when they should have been separate. When I saw tattoos in the game, for instance, I honestly thought they'd be separate from tops with skin, but because they aren't, you only get two top types, each with three tattoo options and an option without, and that's lumped together with the tights-only options. I was looking for something like our Athletic top for women, but it just doesn't exist. And it's a simple colour pattern. Champions should have had HUNDREDS of those. There's no excuse for it not to.
They have a whole separate section for jackets, yet you can only pick jacket presets, and you can't alter jacket and sleeves independently like you do here. And where we have dozens of redundant jackets (more than we actually need), Champions has a selection of something between half a dozen and a dozen, widely spaced through the whole spectrum of what jackets can be. A character I had required a short-tailed sleevelss trenchcoat. No sleeveless trenchcoat, no character. On the flip side, integrated shoulders, which have something like half a dozen option to the effect of Emperor Ming the Merciless' shoulders, are separated from more traditional full armour, which is basically the same thing, but with different options.
They have all of those animal heads, yet they don't have an animal FACE. The one one non-human face they have (the "geometric" option notwithstanding) looks like a zombie head. I wanted a feline face. Not possible. I tried a reptile face. Not possible. I tried the animal heads, but that was more than dangerously furry, whereas I was aiming for more like 50% of that. And even then, only a couple of the animal heads were actually serious, with the rest looking more like a parody of an animalistic character than a serious take on the concept. I would really have liked to have hair with those animal heads, but no dice. And speaking of hair, I don't know if men had long hair, but women didn't have a decent SHORT hair option. It's either crew cut and bald head or one of those matted giant long hairdos. That killed another character right there.
And colours are just... A mess. Yes, costume items can take up to four colours, but few do. Most use three, but WHICH three they use is a total crapshot. Sometimes it's the first three, sometimes it's the last three, sometimes it's the first, second and fourth, sometimes they only use two colours. And what they colour seems almost random. I basically ended up either making them all the same colour or making them two colours, which basically meant I had to go from costume piece to costume piece and set four colours from a dropdown menu of all things. And it's not like I could have picked a global colour combination because, even with the locking function, not all costume pieces coloured the same (as in primary colour was not always the FIRST) colour, and I typically use two distinct colour schemes for different portions of the body, such as black and gunmetal grey for tech or armour pieces and, for instance, white and light cyan for fabrics.
The sliders in that game just confound me. I tried to make sense of them for DAYS, and I just gave up at the end. Redundant sliders that all move the same thing are notoriously difficult to predict, at least for me. Is it better to go full-scale on one, low-scale on the other, the other way around or half-scale on both? I enjoy systems where each variable is tied to one and only one affect, and I saw no reason why upper and lower arm sliders needed to be overarched by a global arm slider. That just makes things more confusing without adding anything to the actual creative freedom of the editor.
Face sliders were similarly a mess. Where City of Heroes splits them by axis and gives you 3D control of everything, in Champions they're sort of limped together, so the only way to tell which axis a slider affects is to move. Worse still, several sliders do multiple things, like the ears slider making them up-pointing on the left, not pointy in the middle, and side-pointing to the right. This is a task that should have been split into three separate sliders, not one omni-slider that lacks the bulk of the options I wanted to do with it. And, worst of all, not all options have control in all three axis. The nose, for instance, can't go up and down, you can just twist its tip up and down. Since I happen to prefer faces with longer, lower noses, that REALLY sucked. As well, female faces have a very concave nose bridge, like your typical anime face with sort of the "muzzle" portion extended forward, and HELL if I could fix that. Really, the nose is one of the most heavily defining features on a face, and if I can't fix the bridge of the nose, I'm basically replaying the same face over and over again. It's like trying to make a hot rod without chopping the roof. It just doesn't work.
And for all the pieces that ARE there, which I will admit are many, even if I don't agree they are as many as you feel, they have the oddest, strangest gaps in them. You have a lot of metallic options, admittedly, but most of them are just... Too "tech" looking. The first character I tried to make was a remake of a fighter here who wore Medieval pieces, and I couldn't get anything with a nice engraved pattern. Why? Because Champions Online has almost no textures to speak of. You pick tech pieces, and they're all high-poly models, but they all have a flat metallic finish. I guess that makes pieces more universal to use, but it just makes them soulless without their textures. And there really aren't any decent tech-looking boots that I could find. It's all either some kind of abstract metal plate, or something way-out robotic with tubes swirling around like planetary rings. I could have gone with the base Tights boots and worked off them, but they're not big enough (big are barely bigger than regular, at least on women) and they lack texture entirely.
I thought that perhaps bump map shaders would do the job, but they don't, party because there were too few shaders when I last tried it, partly because you don't have corresponding patterns for all shaders there are, an partly because no matter what you do with shaders and patterns, they cannot and will not replace textures. I wanted something akin to our Medieval, which is a collection of plates with some engraving on them and chain mail inbetween, but you just don't get that there. And the Cloth/Leather/Metallic texture is fun at first, but as the old CoV costume pieces have show, just slapping a shiny shader on a detail wholesale does not work. Jay has produced some amazing pieces that blend shiny and non-shiny parts, and that's where the real beauty lies. Enforcer, for instance, has those reflective plates against a matte "fabric" background. Just picking metallic for large costume pieces is the same as what we get when we pick metallic on our CoV pieces - the shiny filter kills the texture and pattern. And a lot of the time, I can't even tell the difference between fabric and leather.
And again, their costume editor conspicuously misses some REALLY basic stuff, again like a basic shirt or a sleeveless jacket, yet is crammed full of esoteric, confusing things like REALLY ugly giant goofy robotic feet, Jetsons style floating metal rings around your feet, some kind of "tentacle mess" hand that doesn't look like it could grasp anything, a hugely oversized shark head, odd-looking belts that are so long they clip with your knees, giant bulky jet packs... You know, I'd have LOVED this character creator, but whoever the artist was for that thing, he really dropped the ball. Genuinely good costume pieces, like the square-toed segmented armour boots, share a selection with "What the hell were they thinking?" costume pieces the world's worst backwards knees. If I want something as simple as, say, a cardigan, I can't find it, but I can cover my torso in a rat's nest of segmented tubes. If I want something as simple as an unassuming flak jacket, I'm out of luck, because everything is bulky or off-centre, or has knives and guns I won't actually ever reach for strapped to it. Seriously, I looked and looked for a decent flak jacket from the armoured options and just gave up and went with an armour plate, instead.
Honestly, this editor had a LOT of potential, and it DOES offer great variety. But the implementation, interface, stock and artwork just turned me off completely. I knew I'd hate Champions Online's gameplay before I even got into the game, that much was never in question. But I honestly thought I'd be able to at least play with the editor for hours on end and curse my luck for finding such a jewel in such a bad game. I did the same with Lineage II and that didn't HAVE a character editor to speak of. I'm doing that with Aion these days (obviously, neither on my own accounts, as I wouldn't pay for a game I won't play), but for Champions Online? Almost every time I try to make a decent costume, the game gives me just enough to get a HINT of something great, but then drowns me in teething issues and I rage-quit for the umpteenth time.
I will agree that City of Heroes has a lot to learn from Champions. Asymetrical pieces, back details, more robotic legs, integrated shoulders, upper and lower arm details, the list goes on. But that's technical stuff and new additions. I still far prefer the guts of the City of Heroes character editor, because even though it's limited in some respects, at least it's orderly and easy to get around in. OK, the power customization screen leaves something to be desired, but at least we GET such a screen at creation. In Champions Online, I didn't even know what GUNS I was picking, because the editor wouldn't show me. I just know I picked, I think, Gun 3 and only later found out that it was some kind of revolver. With a white pistol grip, as well, since I didn't know what the colours were affecting.
The editor feels unfinished, like something that shouldn't have made it out of Beta without a massive overhaul and a big infusion of more serious pieces. I CANNOT BELIEVE that there is not a single decent selection that could pass for sunglasses with any sort of style. I ended up going for the Granny large framed glasses and colouring them black. Maybe in a year or two, if the game hangs in there and a few miracles happen, this editor could become a thing of beauty. But right now, it's a hint of greatness buried teething issues and confusion.
*edit*
And, yes, I know this is another retread wall of text, but I wanted to fully expand upon my experience with the editor and provide as much direct example and experience as I could, just so it's clear I'm not talking out of my *** and making assumptions. I tried, and this is how my experience with it went. -
Quote:I actually thought about doing the same, but somewhere between my disregard for reputation and my innate laziness that I seem to be infecting other people with (seriously), I gave up. It's a lot of work just to see (outside of this thread) that someone hates my guts. I will probably check specific controversial posts just to keep on top of things, but if THIS is what bothers people about rep comments... Let's put it this way, you have to go FAR out of your way to see it.I see my exact rep number by clicking on one of my posts, then notice it has changed.
Curiosity drives me to find out why.
It's not an ideal comparison, but to me, the effort required to actually find these insulting rep comments is somewhere on the order of scanning someone else's e-mail to see if he's not saying bad things about you. -
No, but bigots cannot be convinced with words, so it wouldn't matter anyway.
I consider this something that needs to be said, and said a few times, as well, not so that the people who spread the hatred can read it - they're immune - but so that regular people who either don't know or just see this as weird could see it. As with any "acceptable target," making fun of this ad is an expression of a problem, the backlash of which is targeted in the wrong direction.
The hatred for this ad is unfounded. Yeah, it's weird, but it's no more weird than plenty of "accepted" things, like Ren and Stimpy or Twin Peaks. I don't see it, but it may even be disgusting to someone, but is that any more so than the various other sources of disgust on television, like Saw or Texas Chainsaw Massacre?
Personally, if I had my way, I'd ideally want us all to escape from our various hatreds for whatever subculture it may come down to and just all play along. Anime, furry, fantasy, sci-fi, four-colour comics, geeks, nerds, jocks... Why can't the game have something for everybody? For instance, I highly dislike the Freakshow because they are not a concept that appeals to my tastes and sensibilities, but other people like then. I wouldn't go around making fun of them because they enjoy body piercings, face paint and self-mutilation. Chances are, they don't, it's just a cool concept to fight against. Or play as.
City of Heroes has room enough for everybody. -
Oh, OK, I see. Cool, Pork Approved! I missed having those

And thank you, Philly, for letting me know. I honestly did not know that. Now I need to go back and check all of my embarrassingly elitist posts to see how many people hate me. -
Quote:You talk like "we" are some kind of monolithinc illuminati that band together to crush the low-post-count posters. I'd lie if I said I haven't heard this nonsense before, and I realise that my denying it probably just makes it sound like it's all the more true, but it isn't. First of all, what power do you believe our post counts give us? Last I looked at mine, it was twenty thousand and something. Does this somehow make me twenty thousand times more respected than a brand new poster or something? Because the truth of the matter is, I speak for myself, as myself, with nothing but my own words and approach. If that makes me a jerkass, then be so kind as to call ME a jerkass and stop trying to drag in other people who haven't even posted. I'm perfectly willing to accept responsibility for my own actions.ST I wasn't going to respond to you, but I should at least say this. I read this forum nearly everyday and the moment someone has a view that's opposite some of you forum cartel folks you guys ponce on a poster, I've seen it time and time again. You folks post as if you know everything about this game or CO! There are things about this game that I know that none of you know, but I rarely challenge the misinformation that goes out from you folks because you folks will just pounce as you usually do and frankly that's gotten old.
And, please, don't try to paint this as some kind of elitist conspiracy by bringing in unrelated people to bolster your argument. What other posters do is neither within my power to affect nor within my authority to judge. Furthermore, if you'd been reading the forums as much as you say you have, you'd have seen that I've gotten into bitter arguments with practically EVERYBODY who ever posted here. Back when Friggin' Tazer was still around, we'd argue with each other. I've gotten into scrapes with Bill Z, I've had my *** handed to me by Arcana, I've gone a few rounds with Excession, Nethergoat used to do a pretty good job or tearing me to shreds, and that's just off the top of my head. Don't make it sound like we get together and plot forum domination. I've taken hits from everybody, and I've struck out at everybody. You're not the first person to hate me, and you won't be the last.
Like I said, it's how it goes. I do what I can to be a nice guy, but I'm not interested in accepting absolute statements based on anecdotes that contradict my experience. If you find that you can't argue with me through some fault on my part, then by all means, tell me so. As I said, I take no offence, I hold no grudges. But please, don't try to present yourself as some kind of self-righteous crusader against the evil Forum Cartel. You don't need a justification to dislike me, you don't need a justification to criticise me, and trying to reach into that particular territory does nothing other than undermine your own position.
And I countered that with my own experience, as well as a few elaborations, which you took offence at. I'm sorry, but I'm not sorry. You really can't expect to make a "you don't know what you're talking about" argument and back it up with just anecdote and NOT expect me to respond strongly. Where I've argued from points that were purely my own opinion, I've labelled them as such, but I believe that a lot of what I said was NOT opinion. And while that doesn't necessarily make it fact, it makes it something that is debatable, but you chose to character-assassinate me instead of debating it. If that's the path you want to take, then that's your call to make, and I can respect your decision, even if I may not respect you for making it. It's a valid call to make, certainly, but it's one I have no respect for, as it's pretty much the cheapest "exit" there exists on the Internet.Quote:When I initially responded to your post, I only countered your experience with the game, because that hasn't been my experience or the experience of others I've talked too. Maybe I shouldn't have posted, but there are people that haven't had the difficulty that you've had with CO and that voice should be heard too.
See... Here you go again. "I've PMd people on the forums and they say you're elitist." What, exactly, do you expect my response to this would be? "NO U?" This is not an argument. Hell, it's not even a personal attack, it's just... I don't even know what it is. Something between blowing hot air and a passive-aggressive insult. Really, how do you expect a civilised, intelligent person to respond to this?Quote:You accused me of patronizing you which was never my intent. I was just offering my experience with CO. Maybe I'm wrong and maybe I wrong for calling it out, but I do feel that many of you are elitist and I'm not the only one. I've PMed folks on this forum and they have expressed as much as well. I can argue with the best of them, but too often here, I feel that it's going to be a futile exercise and that the folks here are more concerned about being "right" than considering an alternative view or opinion.
I rarely choose to do this, but as long as we're slamming our dicks on the table, let me counter with the PMs I've gotten. I've been contacted with people from time to time who've told me I'm their favourite poster, a concept that still confounds me to this day given all the winding crap I've posted. I've been contacted by posters to speak against people dogging me on the forums, to which I usually ask that they don't take sides and don't jump in to help me as it only serves to antagonise people further. I've had posters look me up in-game and ask to team with me, which rarely works out since I play on Victory and Pinnacle where apparently most of the forum population (other than the Satanic Hamster and Voodoo Company) don't go. Hell, when we still had rep comments, I tended to get... Let's just say no more red than green, with the reds typically reading to the effect of "Cermons are for the church" and "You're an idiot. Just wanted to let you know." I do miss rep comments...
What does this mean, in context? Very little, really. Neither of us has a very wide look at the forum population in general, and the impressions of a handful (literally) of people are far from being representative. My rep comments told me far more about how people perceived me (a lot less badly than I expected, go figure) than PMs and cruisng the forms ever did. I don't believe in virtual reputations, anyway. That's why I have mine off. I believe in the words and actions of a person speaking for them, and the impression a person leaves in the minds of others. I don't try to cultivate any specific reputation, I just do what I can to hold true to my principles and present my real face to the public. What people make if that is not something I want to control. If this makes me out to be a total elitist jerk, then I guess that's a reflection on a flaw of my character, but I'm not sure your approach to telling me this leaves me very convinced of the prospect in this particular instance.
I try to follow a few simple rules - be honest, be fair, don't back down. Oh, and only post from work. If that makes me the kind of person you can't respect, then I apologise, but that's what you have to work with.
*note*
I just realised you can still view rep comments if you try to rep your own posts (it won't let you rep yourself, but it'll show you the rep comments). I guess people stopped using the system when rep comments were removed from the User CP, because I haven't had any reps on my controversial posts here. Come on, people, this is your chance to red-rep me. It's a pain in the *** to look through it that way, but if I find any cool negative rep comments (that aren't obvious jokes) I'll include them in any responses I make. I won't include any green rep posts as that would not be a cool thing to do. Besides, you'll never know if I get any that way. -
Quote:The simple explanation is that DPS metrics are only ever useful for attacks that you tend to cycle as soon as they recharge the majority of the time. From experience, this doesn't need a full attack chain to be true, as some attacks just tend to stagnate while you reposition, pick targets and wait for something more useful or more efficient to recharge. In general, you are correct, however - without a full attack chain, "per second" metrics like DPS and EPS are what counts.Isn't there the qualifier that you have to have a sufficient number of attacks to create an attack chain for that to be true?
Example, if you only have one-three attacks then DPS is or at least could be better, but if you have 8-10 attacks and you have to choose which 4-5 goes into your standard attack chain then DPA is better.
However, it's a question of power uptime, if we want to go down into specifics. Let's take something like Archery, just as a random pull. Snap Shot has a cast time of 1 second and a recharge time of 2 seconds, which gives it a cycle of three seconds. It's up one second out of three, which gives it an uptime of around 33%. Aimed Shot has a cast time of 1.67 seconds, a recharge time of 6 seconds, which gives it a cycle of 7.67, and an uptime of around 22%. Just between these two powers, you have over half of your total time devoted to animating attacks, and you need a little under 82% of recharge in both powers (or global recharge) to fill your whole attack chain with just them. The smaller an attack, the higher its uptime because its recharge is faster in comparison to its cast. A large attack can recharge ten times slower than a fast attack (2 seconds vs. 20 seconds), but its cast time will never be ten times as much (ten times 1.67 is 17 seconds of animation. OUCH!)
Let me make up an example because I'm not familiar with attacks in the game enough to recall good examples offhand. Let's say you have ten attacks, each of which animates in 1 second, recharges in 9 seconds and deals 10 damage. That would give each attack a cycle of 10 seconds, a DPS of 1, a coverage of 10% (meaning you need 10 of them to form a full attack chain) and a DPA of 10 (10 damage per 1 second of activation). All of these attacks together give you a 10-second-long attack chain that loops at the end and deals 100 points of damage, 10 per attack, over its course.
Now suppose you have an attack that does 16 damage, animates in 2 seconds and recharges in 3. This would give the attack a cycle of five seconds, an uptime of 40% percent (which means it will replace four of the other attacks), a DPS of 5 (so five times more) and a DPA of 5 (so half of the others). Naturally, one would expect that adding a higher DPS attack to the attack chain would result in more DPS for that chain. But that's not true.
Let's experiment. Let's remove the first, second, sixth and seventh of the old 1 DPS attacks and insert the 3 DPS attack twice in the two 2-second blocks that opened up. Now in the 10 seconds, you do 6 attacks that deal 10 damage and two attacks that deal 15 damage, which gives you 6*10 + 2*15 = 90 damage over the 10 second period. 90 is less than the 100 damage we got over the 10 second period just using the lower DPS attacks, because their DPA was higher.
In practical terms, what we did was insert a crappy attack just because it recharged faster, causing us to drop out better attacks just because they recharged slower. The trick here is not to find the attacks with the best damage-to-recharge ratio, but rather to fill up our time with the attacks that do the most damage while they are active. DPA, therefore, is what counts in any attack chain that has any sort of overlap. DPS, by comparison, drops significantly as a power is left recharged by unused, as its cycle bloats and DPS falls like a rock.
Practically speaking, the smallest attacks have the best DPS in the game. That's how they are balanced. However, when your power has a cycle of three seconds, delaying just a few seconds more has the potential to HALVE its practical DPS. Even when you don't have a full attack chain, turning around to target another enemy and moving into range to attack him can cost you an extra couple of seconds if you're not foaming-at-the-mouth fast. And that's not unreasonable, as playing too fast can wear on people. But just that pause is enough to eat into your DPS in a not insignificant way.
"Per second" metrics like DPS are idealised estimate predictions, which will only hold true if you follow the ideal conditions they are estimated under. That's both not practical and not feasible, so "per second" metrics dilate badly in actual practice. "Per activation" metrics like DPA are static factological predictions, in that they depend not on variables under the player's control but on static parameters as defined by the game, or on variables that are predictable and affectable equally. You can alter recharge and you can end up waiting on it, but you cannot alter power animation times, and even though you can alter damage, you can do so in predictable, replicable ways. Per activation metrics do not dilate, and in this respect they are reliable. They aren't conclusive enough to perfectly calculate an attack chain, as gaps here and there will always occur, but there's nothing you can do to screw up or improve a power's DPA based on how and when you use it. You can very much destroy your DPS if you play slow, sloppy or get hit with a -recharge effect.
Basically, DPS is a good general estimate, but not something to decide on, as it's too easy to ruin. DPA is a static estimate that you can count on. You can't always count on the DPS of an attack chain comprised of your highest DPA powers, but again, that's the failing of a "per second" metric. -
I keep seeing people saying that rep comments still exist and we can see them. I know they do, but where can I see them? The option to view them has been completely removed from our User CP, at least to the best of my knowledge. Wasn't it?
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Quote:If the building is taller than your Teleport range you will need several hops, but you never need to overshoot it. Simply look up, aim your reticle at the edge of the building right before the roof begins and you'll teleport just below it. Once you do, look down and you'll see the top edge of the roof, which you can teleport to. This can be done even without Hover, as the normal Teleport hover time is more than enough.Really? I try to TP to rooftops that are more than 300' up all the time. Can't even get close unless I TP straight up and then back down or over.
It's still not as easy as teleporting directly on top of the roof, but it's not actually much of a problem, and it's a technique that helps in tight quarters where you want to teleport to a ledge that's near the ceiling of the room. -
Quote:Remember, a tunnelling character would technically be able to tunnel up to the tops of cliffs and presumably buildings, so you'd actually need less vertical movement unless you need to reach places not directly connected to the ground from where you're standing. Those are few and far in-between in City of Heroes. But either way, this would need to be a brand new power, not just a reskinned Super Speed.This question occurs to me every time I see "tunneling" suggested.
I can't imagine ever using it on a character.
As far as the general ideas, BABs may or may not have said this isn't possible prior to power customization. Post power customization and especially post Ninja Run, he's made it pretty clear that it CAN be done, it just takes a crapton of work to tweak all the zillions of possible movement animations that are needed for logical character motion.
Not altering animation and just adding effects could, on the other hand, probably save him all the animation work and the biggest hurdle - the different stances that powers launch from - but it might not be what people want when they suggest this. -
Quote:Hmm... Here's an interesting idea. Instead of stretching arms, why not Rayman-style floating hands?2. Super-stretchy arms. When a power activates, the game goes through up to three different animations in sequence: The activation effect on the PC, followed by the power moving through the air/ground, followed by the power making contact with its target. The first and final parts of these animations (depending on which power is used) can scale based on the size of the target. That's why GMs that are held appear trapped in massive blocks of ice or stone, or humongous tendrils or vines. Now imagine using your "super-stretchy-slap" on one of them. Your character reaches out, and smacks the GM with a 15-foot tall hand. Let's not forget that your costume is built on your character, not your powers, so your 15-foot tall hand will not be wearing the gloves you had in the character creator, and (unless the powerset was developed with PC built-in, always on, and non-tweakable) that hand is not the same color as your toon's face. Not to mention the clipping issues when your target runs or TPs behind a wall as you fire off the attack, and you reach through the wall to hit him.
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Quote:So? It's a sexist TV ad that replaces people with anthropomorphic animals, no different from all the Robot Chicken skits that place fantastic characters in mundane situations (read: This! Is! SCRUMPTIOUS! *kicks random waiter*). The only difference is that this is done in a sexual context, which I suppose offends some people's sensibilities, but again - this is a sexist ad mimicking other sexist ads of the same nature, with both its sexism and its sexapeal being grandfathered from the regular ad style it is spoofing. The only reason it's remarkable is because it's unusual.Please Devs if you are reading this thread; For all that is good and hairless don't make a furry booster pack.
We don't need City of Furry http://www.youtube.com/watch?v=ck14LKBI9GM
Practically speaking, a deer doing a "Moulen Rouge" on a bear isn't any more weird than two cats flying a fighter jet, a mouse trying to save her children from a tracktor via a mystical bangle or a human making out with an alien girl who can't leave her suit. I don't think any of these should be obscure, either. The only thing making this ad any more weird than the above is the simple fact that sex tends to be a hot-button topic for some people, and I'm getting a little weary of trying to skirt around issues that are sexual in nature over the years. Especially since, unlike other issues, sexual issues are invoked by the mere POSSIBILITY that they might exist, rather than any reality that they actually exist.
Let me put it this way - having both men and women in the same game can, and often does (even more often intentionally) imply a possible, probably, and sometimes even actual sexual relationship. No-one bats an eye at this, despite the fact that certain comic books have slowly been turning into softcore pornography, and even our own City of Heroes comic book had a steamy (as in, with lots of strategically placed steam) bath tub scene with sister psyche. And few people care. But put in anthropomorphic animals in the game, and MY GOD! Prudes and bigots suddenly descend from the mountains in a great wave to ban this atrocity on the slim chance that it might possibly under certain circumstances kind of imply sexual interaction that CANNOT BE ALLOWED TO EXIST!
Let's stop with the prejudice, please. Merely adding costume pieces (wrongly) associated with questionable practices in no way, shape or form imply that these practices are being introduced into the game. "Anime" options put in did not spell City of Anime, bows in the game did not create City of Legolas/Green Arrow, trench coats did not create City of Neo, dual blades did not create City of Dizzle-or-however-you-spell-that... Why the triple F would someone jump to the conclusion that adding something vaguely anthropomorphic to the game will create City of Furries? Why, specifically, since the options have always been there for those who actually wanted to exploit them?
Let's stop being ridiculous, please. -
Quote:Pics snipped to avoid quote singularity.Everytime we get a fairly good size thread going that agrees that such costumes would be useful to making a variety of character concepts. Now, on Champions (which I admit I rarely play anylong) I have to deal with body proportions by Leifield but at least I have some vareity.
I can certainly see what you mean about Champions, but every time I see pictures from it, I hope and pray: "Please, God, let that person have taken these pics at very low graphics settings!" But then I remember that's their chosen artistic style, and I just sigh. Seriously, the quest for "cartoony graphics" is starting to lead games down a dangerous path.
More to point, I don't actually think many of these heads actually qualify for what I was specifically aiming at here. They are all animal heads, true, but really none of them are in the slightest anthropomorphic. That is to say, they aren't capable of human emotions and expressions, and are only limited to what said animals can produce with their facial structure and musculature. Having owned multiple cats, for instance, I am well aware that they are both incapable of having very diverse facial expressions and not very likely to try to make them even when they are. Yes, ICanHasCheezburger has cats making "faces," but most of them are either yawning or involve eye states. A cat's eye typically has its pupil almost closed in the classic "cat's eye" slit and its lids closed down a fair way, but a startled can will open its eyes wide and widen its pupil. That's about as far as cat facial expressions go.
What I'm trying to say is that Champions Online does have a lot of animal faces, but they are on the same order of faces as we have with our Monstrous heads, e.i. they are not usable for humanoid characters. That's the real reason I was not able to export any of my animalistic City of Heroes characters, simply because Champions has no middle ground between human face and completely alien head, whereas City of Heroes still has the Feline face, as well as a Reptile and a Protoss face, which gives it a LOT of middle ground if you're creative enough.
Your fox and wolf character are very much the ones I like the most, and they use what is probably the most expressive head from your pics - the vaguely humanoid canine head. It reminds me a little of the wolves from Princess Mononoke, even though they weren't humanoid in the slightest.
In this regard, while I wouldn't be against pure animal heads, I actually want to see more humanoid animal anthropomorphic heads as that's largely missing from the creator. -
Quote:To each his own. I very much look forward to better graphics that help the game look ever so slightly less horribly dated.The Ultra Mode is over hyped. I'm more interested in what they will add to expand the gameplay of the CoX universe.
*edit*
I'm not necessarily sure if reflections were the right way to go, as I'd have preferred glows and dynamic lights, as well as shadows everywhere, but it is what it is. -
Quote:Let's see... Criticism on my post count, accusations of elitism, straw man attributions of "behind the scenes" intent, blatant misreading of what I'm actually saying... You win an internet.Samuel Tow, I could continue to debate the issue, but frankly, I think you just get a kick out of bashing CO to make yourself sound authoritative. Most of you forum cartel folks seem to think you're the only ones that know what's going on and the only voices that should be heard. I don't have time to play to egos. We'll just have to agree to disagree.
I guess saying that I thought Champions Online would be a good game and considered switching to it, that I spent a lot of time working with it and really trying to like it counts for nothing. Only my dislike and my unwillingness to disbelieve my eyes because you say so makes me an elitist jerk who kets a kick out of dising games. I guess that particular problem comes with the territory.
I'm interested in discussing the merits and facts of a different system, but choosing to explain how I don't know what I'm talking about and I'm completely wrong because you disagree is not a good way to go about doing this. If you feel it is appropriate to insult me and drop it, then by all means, do so. I don't hold grudges and I don't take offence. It's just a pity because this was interesting to me. -
Quote:That's a big problem with these "template" model designs. The model all too often ends up ever so slightly "off," and there really are only one or two custom setups that make it look anything less than disturbing. I had less problem with the faces than I did with bodies in this regard, however. For females, especially, making a convincing chest (as in, rib cage, not breasts) was nigh-on impossible, partly because of the absurd spine curvature on females that would cause a real spine to snap in half, partly because the way the slider affected the chest was diagonally. See, the chest is positioned at sort of an angle bent backwards, and instead of the slider affecting it back-to-front perpendicular to the spine, it affected it forward and back parallel to the horizon, which caused it to either stretch out or shrink into nothingness, with no "normal" looking option in-between.The other complaint was mainly that the face fell face first (pun intended) into the uncanny valley of somehow just not looking right, I managed to tweak the sliders enough that they stopped looking like a 'living action figure' and more like a person. Oh and the arms and hands were FAR too big and needed tweaking from the initial one (usually arm shortenened and hand reduced in size) otherwise you looked like a human/gorilla crossbreed.
Frankly, I still blame the absurdly awkward positions Champions Online characters tend to assume when idle, to the point where I think the editor really ought to let us edit them in the default T-arms pose that modellers use. Less distortion, easier to see slider effects. Hmm... Better! Just to invoke Dr. Solus for a second. -
Quote:Forgive my directness, but that's a stupid thing to say. The length of my posts has no relation to the truth of my posts. If you feel inclined to discredit them for it, you have no argument.Just because you write a wall of text to explain your point doesn't make it anymore valid than what I have to say.
I'd be curious to meet those others or at least see their work. If you could provide screenshots of different faces that look like different faces and not just minor tweaks on the same one, I'd be willing to retract my point. But I'm not talking out of my *** here. I've tried, I've worked with it, I've fiddled the sliders and unless I want to make a face that looks like it was stepped on, it's always the same face. I know what you're trying to say, and I know it's possible because Aion's character creator can do it. Champions Online's simply cannot, not from all I've seen.Quote:This is your opinion! I and others simply may have more ability than you. I can make more one than face! Should I be limited because you're unable to make more than one face?
And if we are going to insist on bringing in anecdotes, not a single person I have spoken with, read about or met has been able to deviate from the same default face without delving into has masks or goggles. Furthermore, I've seen many, many Champions characters, in-game, in Rate My Champion and posted online by other people, and all share the same two faces - one male, one female.
Furthermore, how should you be limited because of what I said? You're already limited by the game's own engine, because it gives you a single face to use. This one, by comparison, gives you no less than 50 distinct faces, each of which you can further tweak. I will fully admit that you cannot take a prefab face here and tweak it into a different face, but that was never an issue since you simply have other faces to work with. And at this point, there are MANY.
I would suggest you go and count them. You may be surprised. What Champions Online has a lot of is boots, gloves and certain types of 3D chest details. And, admittedly, it does have more 3D models for costume pieces. However, since the game lacks textures almost completely and certainly lacks any decent selection for them on the pieces you've chosen, it still falls behind. True, it does try to make up for its lack of textures with a selection of bump maps, but not only are those not the same thing, there aren't actually that many of them, and they're only available on certain Tights pieces, anyway.Quote:Now you're being silly! That game has way more options than this game! I will agree that this game, in some areas, has more than CO, but overall they definitely have more and there's more that you can do to most of the mods and texture there.
I'm not being silly. I looked. If there are a ton of pieces hidden in the game, to be unlocked after the fact, then that would obviously throw off my estimate, but then I wouldn't count unlockable pieces anyway, since I abhor the practice. I may or may not count purchasable pieces, but last time I checked, few were being offered and, given that they seem to be offered in smaller packs, I'm not sure how likely it is for many people to have all of them. That's a problem with the handling of microtransactions, however, and is a problem that is slowly encroaching onto City of Heroes, as well.
And you are wrong, and they are wrong. Costumes HAVE been added, both free and as part of costume packs. What people are asking for is not more costumes per se, but the addition of specific costume pieces that don't exist in the game currently, like the anthropomorphic pack that keeps recurring in Suggestions. You could drive an argument that Champions has more antropomorphic pieces than City of Heroes, and you would be technically true, but this is a case of missing a forest for the trees. While it's true that "more animal options" per se is necessary, as a fan of Furry artwork in general, I can assure you that the pieces they added missed the point by a mile. It's not a question of animal parts, it's a question of anthropomorphic parts, and for that tentacles and shark heads are missing the broader appeal of these things.Quote:Yeah, so what! There's always going to be people that make similar costumes. The point I was making earlier is that we don't get enough new items here and that is part of the reason that in this game there is a lot of similarity. Take a moment and look through our threads here and you'll see many players asking for more costumes not because they just want more costumes, but because there hasn't be a lot added over the years.
Of course this is personal opinion.
Where you are wrong, however, is in your observations and your conclusions drawn from them. For one, people very much do NOT all look alike, and I've no idea where you get that notion from. At the very least, it contrasts my own observation radially. From what I've seen, people may make ugly costumes here, but the sheer breadth of them is impressive. Secondly, judging the power of the costume creator by looking at random people in the streets is terrible uninformative. I tried to do the same by looking at Rate My Champion exclusively, and that convinced me that Champions Online's costume creator was terrible.
Champions Online's costume creator is not terrible. It is actually one of the best out there. The reason I thought it was terrible is because people have no sense of aesthetics, and they ended up making a lot of the same tired, trite old costume remakes that comic books have been vomiting for the past 50 years. Some are good, some are iconic, most are "just more tights." Both City of Heroes and Champions Online offer a much wider variety of design opportunities, but if people do not choose to use them, then your observations of them are not indicative of the conclusions you draw of the wider costume creator.
This is one of the few situations where I'm willing to expose myself to return fire and offer to give you an example of all the characters I've made, just to demonstrate the strength and variety of the editor. I offer this because while I know you will lash out and proclaim them all to be ugly, that is not the point. The point here is that I can demonstrate the full power of the editor by virtue of being able to create upwards of 30 costumes and concepts, none of which bear much resemblance to each other. I'm not linking to it now, since a collage of that magnitude would require a lot of work for me to put together, and I'd rather not make one just out of the goodness of my heart. If you want me to put my money where my mouth is, as it were, let me know and I will.
So what you're saying is that, in a competitive capitalist market, an existing game should be judged at a handicap compared to a new game just because it's new? I disagree. When City of Heroes came out, it had easily the best character creator in existence, and it has only gotten better. If Champions Online had come out in 2004, you'd have had a point to make. But it didn't. It came out in 2009, and it needs to compete with games that existed in 2009 as they existed in 2009, not as they may have existed in 2004. Yes, it may have had a more powerful character creator than City of Heroes did in 2004. So? It's not 2004. I've no interest in choosing the inferior option NOW with the hopes of it becoming better (hopes I don't exactly have). If it does some day, then great. I'll look at it again in a year or two. If it doesn't, then oh, well.Quote:Rome wasn't built in a day! I've afforded this same philosophy here in CoH/V and I've been pleasantly surprised that over time the Devs here have come through on many things that I wanted in game. I afford the same for Champions, hopefully over time you'll get to customize your sleeves there.
A bird in the hand is worth two in the bush.
Something else to address. I disagree with this in a big way. If the creative process requires skills or affinities the average player does not have, such as skills in arts, biology or psychology, then failure is not an opportunity to learn, since these things are not learned by observation and trial and error, not unless you have a lifetime to perfect them. These things are learned by formal or informal education, which really ought to not be required for a video game, just as a general thing.Quote:I would rather have more freedom with more chances of failure than to not have freedom and have little to no chance to win.
Failure provides the opportunity to learn and improve!
Furthermore, a system that is even remotely user-friendly is one that is designed to be easy to use, one that is designed to protect the user from making obvious mistakes and one that does the finer, more fiddly tasks for him automatically. Champions Online COULD have done this, but because all of their preset models are practically the same damn thing, it fails utterly. There's no point in trying to pick a prefab face or body physique, because the differences between them are so minute as to be indistinguishable. This is not a limitation of the editor, as the sliders are MUCH more variable than this, but the prefab models are simply not set up to make full use of that. A missed opportunity with no real excuse for it.
Finally, not everyone has the skill, or indeed the patience to fiddle with an overly complicated system. Again, you could have just dumped in a 3D modelling software like in Spore and called it a day, but then that would have turned off most players who come in to make things that look at least vaguely humanoid. As such, a costume design software that's simple and easy to use and pretty much guaranteed to make something at least decent even if you were randomly switching bits is superior. It's the difference between a forensic artist drawing a face as a witness is describing it and asking the witness to draw the face himself. He will simply not have the skills. Every time players have been given full freedom to produce content, most of that has been garbage, and many have been turned off because they lacked the ability and time to make high-quality content.
Let me put it this way - I have some skills when it comes to drawn artwork. I can hold a line, I can do some colouring. I am, however, not in the slightest good at it, so either I can't produce anything decent, or when I do produce something decent it takes me a month and is not fun. Short of attending a serious art course, my only other option is to simply have someone draw a character for me to my specifications, usually with screenshots. Granted, that costs a lot of money which I also don't have, especially for truly high-quality artwork, but a robust character creator that lets me make good designs easily is the next best thing. And it's not free, either. -
Quote:Oh, I agree. The original argument was not phrased well at all. Or rather, it was phrased without any thought given to context and eventual response. I agree with its basic sentiment, because it IS reasonable, but the argument itself was incredibly poorly presented, in such a way as to provoke, which is the complete opposite of what the sentiment was meant to say and achieve.It may not have been the intention of the OP, but that's how it struck me; the arguement could have been phrased a lot better, imo.
Call it spin if you will, but this could have been said a lot better. -
Quote:See, I keep seeing this, and in terms of baseline mechanics, you are technically correct. But this misses a very deep, thematic problem, the very reason why the two games are not the same thing. City of Villains is not JUST a reskinned version of City of Heroes. If it were, it would be a far superior game. It's actually a flanderised version of City of Heroes, in that they took the basic game mechanics, but completely redid the theme into a much, much more one-sided variant. Again, the hero game's theme and settings have both heroes and villains. You have player heroes, you have the Surviving Eight and the Vindicators, you have Longbow, you have the Legacy Chain, you have the police... You have forces of good that you share the city with. You also have enough villains to sink a floating aircraft carrier. The game is diverse in theme, settings, locations and tasks.To me, the real problem was City of Villains is really just a reskinned City of Heroes. It has not that different of a relationship to CoH as the Korean version of CoH had to CoH. I recognize why that was done, and I recognize that attempting anything else would have taken five times as long, but I think CoV was a lost opportunity to engineer totally different gameplay for the villains, which would have made the red side something more than just "the red side."
City of Villains could have been the reverse, but it ended up being only half of that. City of Villains has almost no heroes in it to speak of. Yes, you have zillions of missions against Longbow, but one semi-hero group (and why it needed to be of questionable ethics is beyond me), but one hero group is still one hero group. The Legacy Chain and Wyvern may as well not even exist for all the missions they show up in. And the whole game is rendered in earthy browns or gunmetal greys. Thematically, it is a City of Villains literally, whereas the hero game is a City of Heroes only figuratively speaking. If they had straight-up copied the hero game and stuck villains in other areas of Paragon City where heroes can't get to and let them commit crimes there, that would have been a straight-up port and it would have been BETTER. Instead, they invented a whole new setting that would have been better for heroes to play through and stuck villains in it.
We didn't need Arachnos. We didn't need the Rogue Isles. We didn't need a bad world for bad people to play in, just in the same way we didn't need a good world for good people to play in. Paragon City is not a nice place. It's crime-ridden, half-bombed-out, poverty-stricken and people are constantly having their purses, souls or body parts stolen. Why on Earth did we need a place even WORSE than that for bad people to matter in even LESS?
On the other hand, this is a perspective I wholeheartedly agree with. I don't believe it's incompatible with the current game infrastructure, however, which is why I lay the mistake of its lack less on game mechanics and more on short-sighted design decisions. It comes down to WRITING, not PROGRAMMING, to put it in simple terms. I don't know whose idea Lord Recluse and his implications were, but that person single-handedly castrated any potential for greatness City of Villains could have had. The villain game is designed not to foster likeable, respectable villains, but to let us play lackeys, minions and mercenaries. That might be appropriate to a game with a "good or jerk" scale of morality, but City of Villains ought to have the comic book "super hero or super villain" scale. If I want to be good, I want to be Batman. If I want to be bad, I don't want to be one of the thugs he takes out on a routine patrol. If I want to be bad, I want to be the Joker. And I can't, because Lord Recluse is the Joker. The most I can hope to be is Harley Quinn, and I don't feel like shaving my beard at this time.Quote:To me, heroes are reactive and villains are proactive, which subverts the attempt to use identical gameplay mechanics. What I would have liked to see is a more "Dungeon Keeper" approach to CoV: villains start off as small-time villains but eventually rise to criminal masterminds (you know what I mean) that engineer large scale plots that the game throws ever increasingly tough heroes at until the villain is eventually vanquished and has to launch a new plan. Villains always have to "lose" eventually, but "lose" is a relative term: they could escape prison, they could kill a beloved hero before making their escape, they could leave an entire dimension lifeless with their ultimate weapon.
A "dungeon keeper" approach is something I've often considered for the base editor, and as a more visceral way for villains to grow in power. Sadly, super group design implies that each villain that wants a base has to be a part of a group with other PLAYERS, which naturally precludes each villain from having his own. So if I want to have, say, Cobra Commander, Magneto and the Joker, either they'll have have to be roomies ala the Justice Friends, or we need a new system that allows each villain to have his own super secret volcano island super base. In general, I'd have preferred to see an above-ground design for bases, but that's going besides the point.
Basically, the capital mistake was tying villains into Project: Destiny and charting their progression as rising through the ranks of Arachnos and finally gaining favour. What self-respecting super villain does that? It's less of a problem with City of Heroes, even though it exists there, as well, in that the game has no overall objective or purpose. You're basically biding your time. For heroes, it's excusable, even though they ought to be building bases, creating a legacy or helping reform the world. But for villains to lack one is inexcusable.
And I don't see why villains always have to use. They don't need to destroy the world all the time, but why not claim they destroyed a small island, threw a country into chaos, unleashed a plague that MAY kill everyone in ten years or so. There are narrative ways around this. I certainly hope Going Rogue takes those ways and runs with them, because villains NEED more appropriate choices. Not more killing civilians and murdering hookers. More SUPER villain actions.
