Samuel_Tow

Forum Cartel
  • Posts

    14730
  • Joined

  1. Well, they sounded very much on par with what you'd read in professional reviews, and I only figured out they might not be because they were so appropriate to the fundamental questions which became apparent throughout the survey. So, good job on that one
  2. I don't know where you're getting all of this "clumsy" business. Is it somewhere in the character description and I just missed it? Brutes are defined as powerful, to the best that I can find, and that does not entail clumsiness in itself. In fact, depending on how you read Fury, it could mean a few things, itself. I keep quoting Zero on this, but as the line goes: Time to get serious. A Brute is easily viewed as someone who is constantly displaying elegance by pulling his punches so as not to exert himself, but who WILL hit hard if things will just not go down.

    There are, obviously, alternate interpretations of these things, but I don't see how you can just cherry-pick one and display it as THE interpretation. You may have never seen Brutes played subtly (and, by the way, the one I described was for a Stalker, not a Brute), but I have. I have, in fact, played Brutes like this, myself. And given the fact that both Energy Aura and Dark Armour give you a cloak as part of your powerset, I can't really see how you can argue against it. And, yes, I'm aware of how some people play their Brutes like spastic monkeys on skates. Not everyone does.

    All of this is to say that, no, I obviously can't claim your view on Brutes is wrong, because it isn't. But you can't really claim mine is wrong, either, which is why I want the door left open for them to be played and represented as the player chooses, rather than being railroaded into being a glorified Hulk.
  3. Quote:
    Originally Posted by Memphis_Bill View Post
    Excuse me? Perhaps you've only seen them played by a PL'd 10 year old with ADD. Because, Sam, to be exceptionally blunt, this (and pretty much everything I snipped after) is a load of BS.

    Khelds are NOT team-dependent, and only the absolutely incompetent or cowardly have to be "babied" or "run yelling Eeek! Voids!" ESPECIALLY after the heavy nerfing the voids unfortunately received.
    Yeah, I don't know what level that happens at, but my experience with them was underwhelming at best. They obviously do well enough solo, but then Defenders do well enough solo and I'm not rushing to solo one. They have barely any hit points and I lost count of how many times I was two-shotted, Voids and Quantums stunned me on practically every shot and knocked me back on every single one, and my Inherent was perfectly useless unless I was on a team.

    Kheldians are a team-centric AT loaded up with several team roles that you can pick and choose between, yet they cause grief to teams that will have them just by being on them.

    Quote:
    Oh, no, there's something in the game (cysts) that a team can't just run blindly up to, screaming and drooling, to beat on like almost every other mob in the game. Something that requires a modicum of thought or planning. Obviously it needs to be ripped from the game. We should heavily nerf Ghost Widow and Nosferatu, too, so all they do is fire spitballs and yell "Not the face!"

    Christ.

    If you avoid any or all the above, then yes, avoid ever having anything to do with a Kheld and go roll another scrapper. Leave my Cysts (see also "Eclipse-and-Mire-bait") alone.
    Yeah... That kind of uncharacteristic, mean, malicious slander is not something I'd have expected from you, Bill. I am honestly incredibly disappointed, especially since you're throwing insults in my face so freely. Reflect on that how you will.

    And again, you miss the point - Cysts are a really bad place to put challenge, as they are out of the control of the people who spawn them and brand them with a not entirely undeserved stigma. If your argument is that "If you don't like Master Of runs, never team with Kheldians," then I see no way to read that as anything but an utter fallacy, as that basically dooms Kheldians to never being teamed with. Luckily, Cysts spawn rarely enough to where they're not a problem and most people don't have to worry about them, but if they were, then you'd be dooming Kheldians to a perpetual solo game unless they can find a powergaming team. And these aren't as common as they used to be.

    Basically, your position seem to be "My Kheldian is mine. The rest of them can suck it." which, once again, is something I'd have considered beneath you. By all means, vouch for challenge, I have no complaints. But look for it where people not looking for challenge aren't tripping over it in the dark. One of the key strengths of City of Heroes is the ability to customise your playing experience, and yet you're suggesting that something which basically forces challenge down people's throats without being affected by difficulty settings is a good thing? I cannot agree in the slightest.

    And you know what? You may consider me a lesser person because of it, but I WILL go make another Scrapper.
  4. Alrighty! With the game and AT restrictions liften, I was able to finish the survey and I had a lot of fun with it, too. Good job there. Shooting Ugly Monsters 2 sounded so promising, but I don't know...
  5. Quote:
    Originally Posted by BrandX View Post
    You know that's not what they want. I personally don't mind either way. But saying take the name Helen Goldenstien, for a character name, because you can't have Foxfire. Is a stupid thing to say, or even suggest, when you know it goes against what comicbook heroes/villains are about.
    And I never said that, either. I said to pick from one of the ways you WANT your character to be called. If you don't want your Kid Flash to be called Bart Allen, then simply do not call him that. I'm sure there are at least a few other things you can call him. The point is, even comic book characters can be called multiple things, like Superman being called the Man of Steel. Just try one of the alternate variants. It doesn't guarantee you'll get a hit, but you might.

    I'm not saying "just use another name," and I'd really like people to stop misquoting me on this one. I'm saying that even if you HAVE to use a particular name, you still have at least a couple of decent variants that you can go off of. Any reasonably developed character has those. And, of course, there is the off chance that yours doesn't, but it goes back to the original point - if you absolutely positively must use one specific name and no variants can EVAR suffice not one iota... Then check it, find it's taken and throw your hands up, because you can't make that character.

    And no, a non-unique naming system is not the solution until one such that's both clear and not fugly is invented.
  6. Quote:
    Originally Posted by Red Valkyrja View Post
    I think I've come up with a way to allow for non-unique naming, Sam.

    Two ore more characters can have the same name, as long as they share the same global. So, not matter who you /tell /note, /ignore, it will be the same player. Confusion solved.
    Yeah, see this? This I can go with without a second thought. I'm aware of the technical difficulties of making it so, but let me put it like this - if I were put in a position where this had been implemented, I would have no reason to complain. It's mechanically sound, it's visually clean and it gives people more options. I seen no reason to argue against it.
  7. Quote:
    Originally Posted by rian_frostdrake View Post
    Of course, to me endgame is just forestalling the eventual, no game can have infinite content, and progression will stop, that cant be stopped with the long running nature of mmos, and any endgame is simply a additional number of steps to the same eventuality, so i dunno, endgame never was the big thing for me. heck, purpling out a 50 without farming is a task in itsself, so i haven't even hit that "endgame" yet. and i have my 66 vet badge.
    Well, there are three ways to stagger the problem: make the endgame really slow, make it really repetitive or make it really, really hard. The problems with those are, in order: it's boring, it's very boring, it's really very boring and HIDEOUSLY irritating. And even if you stretch it, it has to end at some point. And this is my fear - that this will be designed to cater to the unrealistic expectation that any game ever made can last forever without any replays. It won't, it can't, and trying to make it do that is just a recipe for terrible content flow.
  8. Quote:
    Originally Posted by Stormbird View Post
    Fortunately not everybody is you. Some people actually DO want to have something other than a +levels AV be a threat. Most of the game is a cakewalk as it is. I was glad to see the Rogue Vanguard ops come in and actually be a threat, and I think we need more challenging mobs with more variation through more of the game. Arachnos, about halfway through, get to be a challenge for anything that relies on control. Scrapyarders can shred masterminds. It makes me feel good to know I've beaten them with the odds stacked against me by more than just "+x heroes/villains so I'm outnumbered."

    There are too few mobs that make people have to stop and think for a moment, and they disappear way too fast.
    You missed the point of what you quoted. Every single change that has to do with enemies is shouted down as the ONLY challenge left in the game. There certainly seem to be a hell of a lot of only challenges left in the game, huh? And, to be honest, this is probably the WORST place to look for one, spawning it on people's heads who most probably do NOT want a challenge all of a sudden.

    Kheldians are a real enigma to me, when it comes to the thought behind their design. They inspire questions to the tune of "What the hell, man? What the hell?" when I think about them. A lot of people tell me they're really powerful, and I wonder if I should be mad at them for lying to me. Kheldians can do a lot of things, none of them really good, and none of them really good without a team around them. And for that not-really-good quality of theirs, they get some sadist's idea of balance in the form of crippling weaknesses to enemies made-up on the spot just to be a pain in the ***. There is no reason for Voids to exist, and even though they no longer deal unresistable damage, they still deal A LOT of damage, they stun, and they're so resistant to energy damage they're a pain to kill. To the point where one lieutenant is harder than most bosses.

    And Cysts just boggle my mind. They're designed to work on a team, yet simultaneously designed to screws their team over just with their mere presence. And even if they weren't spawning instant death just for having been on the team somewhere within the past 20 years, they still have to be babied because "Eek! Quantum!" "Help! Void!" Yeah, I've seen so many otherwise competent Kheldians get blindsided by these it's not even funny. Frankly, I'd see Voids and Quantums stricken from the game entirely and cysts capped at some reasonable level. There's no need for Kheldians, one of the most team-dependent ATs in the game, to be this much of a detriment to their team. Not, specifically, in light of how Soldiers of Arachnos can be an asset to a team without being a detriment in any real way.
  9. Quote:
    Originally Posted by Power_NA View Post
    Just want to see what you guys will say. I know, how will they stay alive? Same way a Blasters hehe. Maybe they can have more HPs : o
    Survive like Blasters do. In other words, they won't. No, I don't think such an AT can work.
  10. Quote:
    Originally Posted by Leo_G View Post
    During powerset proliferation, I was always an advocate of (and still am) stylizing the powersets to those ATs. Rather than a straight port with maybe a little jumbling with the numbers, I always though having 1 unique power for each of those ATs that epitomize their style was the way to go. It'd reserve the uniqueness of each AT and give you a reason to play each.
    I'm not sure I can agree with your interpretation of Brutes as clumsy, as that would write pretty much every Brute I've ever made out of existence. I rather see them as the kind of characters who would pick to use a "brute force approach," whether or not it involved literal brute force. An assassin, for instance, can choose to lie in wait, sneak around and pounce in his victim, then slip away into the night, and that would probably be a Stalker (in theory, if not in practice). An assassin can also choose to attack the victim openly, dispatch his guards with incredible speed and precision and then skewer him in front of a huge crown just to make a point. That would very much be a Brute, both in practice and theory. A Brute does not always survive by being tough, and often does so by avoiding being hit or debilitating his enemies. A Brute does not always win by flailing his fists as hard as he can, and indeed often strikes with precision. It's a question inflicting as much damage as possible, but that does not come with the burden of doing so in the most inefficient way.

    And, really, a Brute isn't just limited to the Huge model

    As far as staying on topic goes, I have to agree with this. Sooner or later we ought to be getting some alternate animations in power customization, and I don't see why those can't be designed to impart different styles. That's a lot of what happened with Martial Arts, after all - the newer animations are a lot less refined and a lot more brutish. It's a lot of work, obviously, but it's work that should get done at some point, and I see no reason why it can't be done like this.
  11. Quote:
    Originally Posted by Angello View Post
    Alright, well fair enough. I do like some of the Broadsword animations.

    The main thing that bother me about Broadsword is it looks like a 'wasted potential' type of weapon. Basically I see my character holding this ******* sword with a long hilt and think "Why doesn't he throw in a few two-handed swings for more power?". Seeing that free hand has started to bother me lately concept wise.

    Eh, I'm just being anal.
    If I didn't think I'd get kicked out of the union, I'd suggest a brand new two-handed sword powerset. But you do have a point - a two-handed sword animation would be, to quote Albert Einstein, totally rockin'. However...

    There is more than a slight problem that exists with everything that isn't the Legacy Broadsword on female characters, in that BABs designed all the custom weapons with a one-handed, short hilt. That's not a problem insomuch as the set is designed to work with a one-handed sword, but it IS a problem if we're looking at adding two-handed amimations. Most swords don't even have enough hilt to act like a ******* sword (you know what I mena), and many have a hilt that barely goes past the knuckle.

    Amusingly, I have a "girl" I described as "8-feet tall, built like an anvil and carrying around a sword bigger than most men." She's basically an incredibly large woman using the Legacy Broadsword. In my mind's eye, she'd be using a two-handed sword, but such simply doesn't exist, so I squint really hard and pretend.

    The problem with swirds and other melee weapons is that they're basically things you swing around, and when you have to design seven attacks with one, you run out of material fast. Look at the SwordAxeMace family - they have, in practice, three swings that double up. You have a horizontal swing left and right, a downward swing and a bigger downward swing, and an upward swing and a bigger upward swing. That, and Whirling Weapon. OK, Broadsword has Parry, but it still sort of counts. Even Dual Blades, where BABs went berserk and chased his colleges around with dual sticks, still double up a lot. You have two slices with one hand, two sliced with both hands and a stab, a stab with both hands, two slashes one after the other, two slashes at the same time... It's about as varied as swinging swords around gets, and it still reuses a lot of the same swings. It's really, really cool, sure, but the point remains

    That said, I'd still like to see alternate animations for it. I just can't imagine what they'd look like.
  12. Quote:
    Originally Posted by Premonitions View Post
    So I should just give up because someone else got the name first? Screw that, I'll just throw some X's around it. It's the best option to gettnig the same name floating over my head, and I can just ignore the dashes as they're less signifigant than a wording change. More on this after the jump.
    That's still changing the name, though. Specifically, changing the name from something that's an actual name to something that's a Counter-Strike clan tag. I don't have a problem with people doing that, of course, but I would never consider it.

    Quote:
    This is why a system that allows two people to have the same name works.
    No, it very much does not. It is incredibly fugly, and I'd rather have no name floating above my head than have my global name@local name floating above it. Under no circumstances do I want to see this abomination in this game. Ever. I've said this multiple times before - designing a good non-unique-name system is a Catch 22. The underlying mechanics must never be visible, but the identity of the player must always be unambiguous. And I just don't think it's possible to get both at the same time, because you need to see the underlying identifiers in order to tell people apart, and I don't want to see any underlying identifiers ever ever.

    Quote:
    This once again ties into the whole "How important is the name floating above your character's head to you" thing. If it does'nt matter at all, then sure, you might as well just throw up any old thing, you're not gonna actually use it in conversation, and don't acknowledge it's existence anyway. If it does, Like, say, it's a well known title you hold, that's a part of the jargon of the group you belong to, and the sub-group of that group you identify with, and that you(your character) picked for yourself, based upon your own personal likes and dislikes, that people are gonna call out to you, you're gonna want the one you picked and that is essential to the core of your character. If it's less important you can change it.
    Did you even read what you quoted? Who ever said anything about not caring about names or not using them in conversation? I said use the same name, just use more of it. Or use a different part of the same name. Or use a callsign. ALL of that is still part of the same character. It's just a question of which of his multiple names you choose to address him.

    To give you an example, you can go with The Hulk, The Incredible Hulk, Banner, Bruce Banner, Bruce, Dr. Banner or Dr. Bruce Banner. That's 7 names for the same Marvel character, all of them equally his, all of them equally appropriate, simply because he's known as Dr. Bruce Banner, aka the Incredible Hulk. Trying to suggest that picking one over the other is somehow not caring about it is absurd, because they are all things he is called and has been called in comic books and on comic book covers.

    Quote:
    Tornadoes don't suck! they blow! did I just miss the joke?
    As far as I'm aware, tornadoes are very concentrated areas of low pressure, which would indeed mean they suck.
  13. Quote:
    Originally Posted by EU_Damz View Post
    OR it could be part of an arc/level progression in that the mission requires them to go to either RI or PC to finish the arc. Multiple choiced missions
    Clever! So they leave, but who says they can't come back right around?
  14. Quote:
    Originally Posted by War Witch View Post

    Here is a screenshot for you to enjoy, as well. A Resistance member and, hmmm, some sort of tunnel system…


    Yeah, I have to bring this up all the way from page one, but I am contractually obligated to geek out over this. Let me see if I can put this in an eloquent way.

    *ahem*

    ZOMG! Are those GLOWING COLOURS? Seriously? That... That face, that's a player face! Is that a player model? Can those things be used by players... As in, by me, on me for my own glowy glowy fun? Really? Please? That's been like, man... What, FIVE YEARS I've been asking for this? If that makes it into the game, one of two things are going to happen:

    1. You earn a permanent customer who isn't going to leave for anything short of civil war.

    2. You lose a customer to spontaneous head explosion.

    And either one would be AWESOME!
  15. Quote:
    Originally Posted by Castle View Post
    [censored], [censored], [censored] and [censored]. During my spare time, I've been looking at [censored].
    So does that mean we're shifting the rating into A for Adult, then?
  16. Welcome to the forums. Be sure to punch the zombies, stay on the boat and avoid flashy flying men and you should be right at home here.
  17. Quote:
    Originally Posted by Anti_Proton View Post
    While I see where you coming from, I tend to see my characters as "Heroes-in-Training" and when they finally hit 50 they are the type of comic hero that would get their own comic, because they have come into their own. The only problem is that here, that's where the story ends (TFs and Badging excluded).
    I've nothing against more content to do at level 50. In fact, I have a habit of bringing up my old level 50s from time to time to brush up on all the content that has sprung up since they were last active. I very much welcome more to do that isn't just grinding scanners or papers, but I honestly enjoy PROGRESS halting at level 50. I treat this like I treat the "end game" of Carmageddon 2: Carpocalyse Now - the game is over, I can replay all the old stages, do free runs and I own all the cars now. I could possibly brush up on all the engine upgrades I missed out on, too. But I can't expect that a brand new game will open up with ever newer races and ever more upgrades and pickus and ever-newer cars. The game's done. I've seen what I'm going to see. I can just stick around and play it some more, or start over.

    At level 50 currently, the game pretty much ends. You can stick around and play, and you can keep on collecting Inventions if you really wanted to, but the character is done. There aren't any more levels, there aren't any more levels by a different name, there aren't any more levels by another different name, and there aren't any more levels presented in such a way that it's not clear that they're just more levels. And there aren't any more levels, either. I'm not half-way towards getting that next major upgrade that has three more major upgrades behind it. I'm done. And I like being done, because I have around 30 other characters waiting in line.

    I very much doubt that will be the case when this hits.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    Tbh, Redside really doesn't need more zones. A few more TFs, sure. But more zones?
    I think the reason Blueside feels (to me at least) worse than redside is cos there are too many zones, with not enough decent content in them.
    You sound like someone who isn't sick of Sharkhead Island. How can you not be sick of Sharkhead Island and spending five levels in there every God damn time you start a new character? Please, that could save me so many brain cells next time

    Honestly, what doesn't need more zones is blue-side, but I firmly believe red-side can use at least a couple of new zones. Particularly zones that aren't designed like a Lego town that's comprised of oversized, disproportionate single buildings crammed next to each other, and specifically particularly zones that aren't a run-down, crime-ridden, depressing, evil-oozing slum controlled by Skeletor's drunken mother-in-law. The place is smaller than it needs to be and it's too much Arachnos-themed. It's less City of Villains and more City of Arachnos. And Longbow. More space to distance myself from both and avoid god damn Sharkhead for a change would do the zone so much good.

    As far as on topic goes, I'll join the others and agree that theme-specific zones would be very welcome as long as they were opened to everybody and available at some point before level 50.
  19. Quote:
    Originally Posted by BrandX View Post
    I'd see no difference with Dual Pistols just have a nice looking attack, that does exactly the same thing mechanic wise and it's just called "Deflecting Shot".
    Let me put the question like this, then: What do you deflect with this? You can't deflect everything for a variety of reasons, but what, then? Parry deflects lethal attacks to cover swords, bullets and arrows, and it deflects melee attacks to cover non-physical swords and blunt weapons. I can't see bullets deflect melee attacks AT ALL, myself, and it seems a little odd to let them deflect all ranged attacks, partly because it's weaker than Parry and partly because that'll have you deflecting thoughts

    Yet again, I like your concept, but I have a hard time seeing it fit into the system.
  20. Quote:
    Originally Posted by Leo_G View Post
    And half that equates to fancying the damage of the set, not the animations of the set. I've already mentioned before why I don't like how the set looks but I'll save it and just say it stems from the *weak* animation of its strongest attack, Headsplitter. The weapon doesn't look like it has weight, the little 'stomp out with the leading foot' is just comical and you don't swing a sword as if the counter weight is on the point of the weapon! If you're really slicing, why the 'hey' would you even stop the attack mid swing!? It's atrocious!
    I just disagree. Of all the powers in the game, Broadsword's animations look the strongest to my eye. I may be no expert, and the pillar of pain certainly helps, but I'll take Broadsword over Super Strength any day. In fact, I've done just that for at least one character.

    As far as Head Splitter goes, I believe the "stop" animation is intended to display it sticking into your intended target, rather than cleaving through. Personally, I'd prefer a version that swung all the way through, like what Hack does while flying, but even what we have isn't bad. And again, I love the animation when done with a long weapon. A giant woman wielding the stupidly oversized Legacy Broadsword is practically life-altering
  21. Quote:
    Originally Posted by Techbot Alpha View Post
    Pretty much everyone knows about Shadow Cysts. If you dont, quick run-down; Shadow Cysts are the same crystals that spawn in the ITF. They appear randomly for any team that has a Kheldian in it, or a team which has a member that HAS teamed with a Kheldian within a certain number of hours (cant exactly recall)
    Technically, they spawn on a TEAM that has had a Kheldian on it pretty much at any point since its creation. A team "belongs" to whoever has the star and is passed on to whoever gets it when the leader leaves. The team as an entity exists until it's left with only one person on it and that person logs out or joins someone else's team. A person leaving the team will no longer be associated with it, but even if it's just two people, the other person who didn't quit will still inherit the team and whatever else was on it.

    Easy example of an old bug Zombra and I ran across a while back to illustrate this: I'm the team leader, he's the only member. He force-selects his mission by entering it, then quits the team (we'd agreed to separate from before) and I go do my own mission. Mid-way through mine, I get a Mission Complete message. It wasn't mine, since my mission is still going, and he proceeds to complain for a good 10 minutes that he can't complete his. Turns out his was already completed, but he didn't get his Mission Complete message that I received instead. Why me? Well, the mission he started had his name on it, but "belonged" to the team I inherited because it was started while he was still on it. Because I "owned" the mission and he was "just sort of there," I got the mission complete message and he got nothing.

    That's more or less how these things work, and it's useful to remember when dealing with Kheldians and their "consequences."

    As for the topic at hand, I don't know. I've never, ever seen a genuine Cyst, so I can't speak about that.
  22. I tried to get through the survey, but I had to give up on page one as my input wouldn't have been valid with how many answers I had to make up. Asking me to choose between City of Heroes and City of Villains when I do my best to split my time evenly between the two does not have a good answer, nor does asking me to pick my "main" archetype, since I make no distinction between the ones I enjoy playing. Being able to choose an "all of the above" option would allow me to continue with the survey.
  23. Frankly, I enjoyed the fact that my characters were DONE. It gave me a sense of closure. I just know that this new thing, whatever it is, is going to attempt to make progress infinite, or at least such a pain in the *** that I'm never going to bother finishing even one, thus robbing me of my sense of closure unless I pretend it doesn't exist. And if I pretend a few more parts of the game don't exist I might as well stop playing altogether.

    So, fear: kind of. Excitement: ZERO. Don't care about end game, never have, never will. Far as I'm concerned, "end game" is where the game ends and I start over.
  24. Samuel_Tow

    Takin' A Break

    Quote:
    Originally Posted by Slashman View Post
    I will still stand by the fact that leveling faster so you see less content, is not an appropriate substitute for adding more content. If leveling was indeed too slow then I'm fine with correcting it.
    I'm not aware of it being a solution to lack of content. I always perceived it as a solution to a barbaric levelling curve that left many blue-balled with long stretches of diddly squat but rerunning old missions. I know I'm in this camp, myself. I remember grinding missions for a full 8-hour day just to get from 44 to 45. And what did I get for my efforts? Three more slots which, by that point, I may or may not have even needed. This is not a good levelling speed, not in any way like what I would describe as good. When the game runs me through what no-one can deny is pretty repetitive content and keeps me from seeing anything new and interesting for days, and indeed weeks on end in the old days, I call for a fix based on that alone. It could have had a zillion hours of content and I'd still have called for an increase in levelling speed, because it was too damn slow.

    Quote:
    If leveling is too slow in some places and some level ranges, then correct that and that alone where appropriate.
    Isn't that what happened, though? They fixed, I believe, around 10-20, where the biggest schizophrenia was taking place and certain levels felt like brick walls, and they fixed 35-50 where the levelling speed fell on it *** and ground to a halt. That's where the big problems were, that's where the fixes went.

    Quote:
    I wonder if people would ***** as much if mission doors didn't take you needlessly to the opposite end of the zone that you were in, but instead gradually got farther away as you got into a new zone and started working for a contact. I think a lot of that is also messy design. Sending me as a level 2 hero to the opposite end of Galaxy or Atlas where I have to dodge level 5 and 6 goons is really dumb! It doesn't make me feel heroic to have to sneak past purple spawns. And I can only imagine how much fun it is for newbs who don't really have a handle on the con system yet.
    We have precedent to judge from. If City of Heroes suffered from arbitrary runaround, City of Villains most decidedly did not. All missions were in the same zone, most were nearby, and few had much travel to do to them. People still complained to no end, and the complaints were as various as the fish in the sea. People wanted travel powers. There was no one specific problem they wanted to fix with travel powers, and I'm convinced that there was not and IS not a problem that out and out REQUIRES travel powers to fix. People just want travel powers because people just want travel powers. That's why the temporary travel powers were given - because people asked for them. Not because there was any specific problem that they were intended to fix, even if they ended up fixing a few anyway. It was a player request that got fulfilled when a free reward slot opened up with the introduction of Mayhem missions.

    Quote:
    One solution solves a problem in a specific place and situation. While the other has an impact globally. That's been my point from the beginning. I'm wary of applying global solutions(like travel powers for all at level 5) before looking at why people are finding travel to be a problem. Maybe the issue is that zone design and story arc doors are messed up and need fixing.
    And again, that's assuming that travel powers were solely intended as a solution to the problem of people finding travel to be a problem. As far as I've seen, people only see travel as a problem in comparison to travel powers as the better alternative. Why walk when you can ride? And why not ride when you COULD ride? That's a lot like the complaints we're hearing now about why, to drag out an old meme, a casual player can't completely purple out his Warshade. Why does he even want to? Well, it's there. Why would he NOT?

    If we assumed that temporary travel powers were intended to solve some kind of problem with travelling pre-level 14, then I could conceivably concede to your point, but it'd take quite a bit to convince me that that assumption has merit. I just don't see it.

    Quote:
    I can agree with that. It also depends on what the devs want to accomplish with a zone 'revamp'. Maybe they want to give the 'new zone experience' wherever possible. Although I can see that taking more time and resources, it usually turns out to be for the better.
    A specifically mention butcher notwithstanding, yes, it very much does usually turn out for the better. Except for when it turn out to not happen at all, because revamping a new zone is as much trouble as making a new one, so why bother? That's the point - if we can't see zone retouches because it takes too much effort, then can we at least see SOMETHING happen to them that doesn't take as much effort? My weariness of them ruining their own designs aside, I can't really refuse a full-scale redesign, but the chances of this happening to a good half a dozen zones can best be described as "When pigs fly through a frozen hell during a blue moon." And I'd sooner have old Hazard zones redone half-way than not redone at all, as that would at least give us another zone to play with.

    Quote:
    I'm looking for wow factor stuff. Like Adam Miller's work on NWN and NWN2. Or like the guys who made Mechwarrior out of the Crysis engine. So yeah, there are some nice stories in MA. Like the Do it yourself Moonbase project. I love that. But in the end...it doesn't offer me anything much that I can't get from playing regular dev content.
    Here's the problem with that - from about the time of the Rikti Invasion, we have gotten almost no new content in the game, save for a few missions here and there. And even a lot of that is terrible. I don't know who wrote Montague's dialogue, but he or she should have been given more time to do it than over a lunch break. I understand that we got several major systems in the meantime, and that we're basically stockpiling our new content in Going Rogue right now, but I can't escape the feeling that asking for pure masterpieces every time harms the overall game as just not a lot happens in it. Not every mission needs unique maps and enemies, and a few less MINDBOGGLING arcs might do the game some good.

    I'm certainly going to hold the developers to a pretty high standard overall, but for the sake of just having more content, I can live with one masterpiece and a good bit of decent work, specifically over two very short masterpieces. Not everything has to be the arc of the covenant with thunder and lighting on the side. In fact, looking at old content, Operation World Wide Red uses absolutely nothing other than generic off-the-shelf instances and stock enemies, with the possible exclusion of the Kronos Titan, and it still manages to be a damn good arc just on the strength of its writing.

    I'd like to see more arcs, and while I DO want them to be great, I don't want them to be so great they never get made to begin with. A bird in the hand is worth two in the bush, as it were.
  25. Quote:
    Originally Posted by Umbral View Post
    The other variety of inf sink that you bring up, the convenience cost inf sink, is present in game to some degree (purchasable travel powers), though, I agree that it could deal with a price increase to actually make it a real inf sink. A mission teleporter (or teleporter with access to all zones) with no cooldown and a 100-250k inf cost would work wonders (I think that 1 mill is probably a bit steep to see much use): cheap enough that people will buy multiples and not see using one as a waste but expensive enough to actually drain a noticeable sum from the economy, not to mention that it exists exclusively to provide a convenience rather than a practical increase to effectiveness.
    I picked the price mostly based on "Why not make it a cool million?" so I'm not really set on it It seemed expensive enough to where someone who's loose with their millions could possibly consider this, while someone who's kind of short won't, but isn't going to suffer too badly for it. The price is negotiable, but I look at it this way - if someone can drop a hundred million on a recipe more or less on a whim, he's getting 100 uses for the teleport power, which is... Pretty much more than you're really ever going to need. But again - whatever works. I'm just glad the concept doesn't seem to be horribly flawed in some way