Samuel_Tow

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  1. Quote:
    Originally Posted by Leo_G View Post
    I thought we already covered that, Sam. The proper phrase is: No, not in my opinion.

    That is to say, I think Battle Axe doesn't look so bad with the animations except for perhaps a select few weapons. But Broadsword just looks bad *period*, to me.
    I tend to give as much regard as I receive. And while I'm perfectly willing to agree to disagree with you (and I do ), when I see a post to the effect of "this sucks" aimed towards something I like, my response tends to be "No, it does not."

    On Broadsword, I have to say that it is by FAR my favourite powerset in the entire game. Some powers from some sets I might like more than some powers in Broadsword, but in terms of feel and look, I would accept no substitute. Broadsword is a brutal, inelegant set that emphasises raw hitting power and explosive pillar-of-pain damage, and unlike its cousins War Mace and Battle Axe, it has by far the greatest weapon length, making the swings feel even harder. This is what I enjoy about it, and I have to say - none of the other sword, or indeed melee sets come even close to the same feel. Even Super Strength pales in comparison,

    I hope it's understandable that I might not take it well to suggest that it sucks.
  2. Quote:
    Originally Posted by BrandX View Post
    Admittedly, my idea (parring with bullets...not the healing bullet) would not work in the real world. But in a world of superheroes. It could easily.
    It's not a question of realism, it's a question of looking good, and I just don't see this looking good without a hand wave massive enough to start a hurricane. I suppose you could just say you're doing this by building up defence as a secondary effect, but I rather doubt the set's going to have any more secondary effects besides its rumoured variable damage types.

    Again, I don't dislike the idea, I just don't think there's a good way to implement it into the game. I actually like it a lot as a concept
  3. Quote:
    Originally Posted by Silver_Lobo View Post
    why do i have to justifey time for making this idea possible? Who are you? Are you a dev in disguise?
    Let me turn that around for a second - who are YOU? Far as I can see, the original idea was posted by Perfect Pain, and you are not Perfect Pain. Are you by any chance her equally whiny, passive-agressive husband or her sock pupper?

    Quote:
    thanks for reading it over and keeping such an open mind, hope you can find something in your life to make you happy besides shredding other peoples idea's.
    Let's see... Cry me a river?
  4. Quote:
    Originally Posted by Angello View Post
    The big difference though is that 'blast' sets are all basically the same concept (shoot stuff out of your hands) and that most of the new custom weapons actually look BAD paired with these animations.
    No, they very much do not.

    As far as getting animation for customization for Battle Axe, Broadsword or War Mace, or indeed any weapon set, is fairly slim, since they already have customization in the form of custom weapons. That's why they got nothing with power customization when it came out.

    I am most certainly not in the slightest against adding new animations for these sets, but I cannot agree with your argument as to why it's imperative.
  5. Quote:
    Originally Posted by synthozoic View Post
    Well, in a situation like that--and I'll agree that it's not a contrived one--I guess it sucks. If you start with the perfect name first before everything else, and sadly, it's a common concept and likely to be taken, well, that unavoidably sucks. Don't really have anything to suggest in this case aside from searching around for servers where it isn't taken already.
    If you start with a name that absolutely, positively cannot be changed, then you start with a name check, have it return a false and end before you really started. There is, however, nothing that can be done about this, as the premise behind choosing a name implies the act of choosing, and if you've already chosen, you deal with what you have. I've had a few that were like that, and some I've gotten, some I haven't. It is what it is.

    Practically speaking, even a "set" name can be altered, however. Not by changing the name itself, but by changing how it appears, which part shows up, or if it includes a moniker or a callsign. I couldn't get Sam or Samuel, which is what my namesake character has only ever been called, so I threw in his completely irrelevant last name which I came up only for the sake of completeness. It's still his name, though.
  6. Samuel_Tow

    Takin' A Break

    Quote:
    Originally Posted by Chase_Arcanum View Post
    1) I level so fast that I outlevel a contact before I complete its arc... and am stuck facing lower-level goons that are no challenge.
    I keep seeing this, and I have to ask: why not just up your difficulty? I understand some people enjoy playing in +over nine thousand, but even if we assume +1xSomething is normal for the lower levels, you can still go up four levels from that, and I have a really hard time believing an arc in the 10-20 range can take you up 4 levels and still keep going. Even if you kill everything along the way. Yeah, if you get trapped not playing it for a while and shooting up a bunch of levels off other people's missions, then I can see that, but it's a problem with all arcs in general, not just lower-level ones, and has been a problem for as long as the game has existed.

    I outlevel my arcs a lot of the time. Hell, some of the longer ones I may end up outlevelling twice. It's always as simple as just upping enemy levels, and for the most part, it's like nothing's wrong at all. I mean, the option is there. Why not use it?

    Quote:
    Originally Posted by Chase_Arcanum View Post
    PP, you and I are in agreement there, but I fear we'd be in the minority.

    I say let's apply the "giant monster code" to all baddies in in the "public" zones
    I've gone at great length about why I hate this, so let me just reply with the following: There is no chance in hell that I'm going to accept being defeated by a bunch of Hellions when I'm level 30+ without me cancelling my account within five minutes of this happening. Old enemies becoming pushovers is the cornerstone of the feeling of progress the game has.
  7. Samuel_Tow

    Takin' A Break

    Quote:
    Originally Posted by Slashman View Post
    And the devs applied an XP increase once. Then again, plus more level smoothing. And THEN they dumped Patrol XP on top of all that.
    Because no-one ever asked for that? And no-one ever cheered when it happened? Or is that another one of those "Yeah, but that's just YOU!" arguments that I seem to pick up like a velcro kitty rolling around in cotton sweaters?

    Quote:
    It's not about missing contacts. It's about progressing to the next contact and finding that you can't get missions from him/her. Or that he/she only gives a one off mission. Or that you get a string of those before you hit a contact that can finally give you some arcs you can settle in and play.
    I thought I already agreed that low-level zones need to have their level ranges readjusted. You have a good point and I plead no contest, but this is not something that is incompatible with a faster experience gain.

    Quote:
    The Hollows didn't always exist. Temp travel powers didn't exist when the Hollows first appeared. And having a badly designed zone, in terms of navigating through areas with no decent gaps between enemy groups was a purposeful and misguided design decision. It was made with the assumption that you'd always get a group together and fight your way through to whatever door objective you had. It was a stupid zone design that they have only recently made an effort to fix...and now that's a moot point because of travel powers at level 5.
    That's assuming temporary travel powers at level 5 were introduced to help with the Hollows, and I will throw you a party if you can find official confirmation that that and only that was the case. Specifically since they popped up in City of Villains before they showed up in City of Heroes. As far as I've seen and as far as I can tell, they were added because people were ******** that it took too long to get anywhere, so the developers decided to throw them a bone. This is a move to which the reshuffling of the Hollows has precisely no relevance. JUST better travel did not make up for it being a terrible zone, and it being a better zone didn't help people travel in other zones.

    These are two solutions, but they are not aimed at solving the same root problem, in the same that putting oil and gas in your car both help it go, but in pretty much vastly different ways, and one doesn't really cover for the other.

    Quote:
    That's nonsense. Apart from random enemy spawns, what fun things to see and do do you come across in Perez. Most people hate the forest maze of death. There is no advantage to exploring that death trap apart from maybe getting an exploration badge.

    I'm talking about adding things to zones like missions from NPCs in passing. Where taking down mobs leads to clues that can give you mini arcs to pursue. I'm talking about where going through a zone gives you something to do besides fight random mobs for LESS XP than you would get if you were in an instanced mission.
    Erm... Are you asking for things to SEE or things to DO? Because what you're describing here is NOT things to see in any definition of the word I'm aware of. Things to see would imply scenery that's there for you to see it if you can find it, and not specifically designed to actually DO anything. And of that, there is plenty, even in Perez Park. There's the famous little bridge, the little pier and a lot of frankly spooky locations hidden in there. You don't do anything there, but they're just scenery. They're there to be seen.

    I can't disagree with more things to do in the overworld, as I've suggested ideas about them, myself, but that's not a failing of zone design, it's a failing of mission design, which isn't really relevant in the slightest to altering or not altering a zone's geometry design. Places to put such encounters in existing zone are plenty. We don't need new places added for this. Stuff them in a tunnel, in a back alley, underground or on a rooftop. There is enough to choose from.

    Quote:
    That's interesting, considering you've argued with me vehemently that you don't find architect arcs and missions to be anything great and that you weren't very impressed with what it was turning out. You've changed your mind now, I take it? You've found those special arcs that have changed your perspective?
    "Outdoing the developers" doesn't assume that what I've seen in the Architect is great, it just means it's better. In the same way that I don't need to run faster than the bear, I just need to run faster than YOU. I hold a few specific story arcs in very high regard, but I can count the number of them on the fingers one one hand, and even them I value more for their overall implications than for their direct writing. Everything else in the game is pretty much, to quote Yahtzee: "Enemies over there. Kill they ***." And it's not even very well masked the majority of the time, especially in older content. The very point of my argument is that the developers could do a LOT better, and that they should actually put some more effort into those missions and clues, and possibly hire a professional writer to write these things. I keep hearing there is one, but I see no evidence for such a person in it in any of the recent content that we've seen.

    The fact that players can outdo the developers in terms of content while facing all the serious limitations of the Architect isn't so much a praise for the players that do that. It's a criticism of the developers. One only hopes Going Rogues will change my opinion, but it would have to take a big step forward before that happens.

    And even then, the architect has appropriately a zillion crappy arcs in the architect to every half-decent one, so even if there are diamond in the rough out there, I don't feel like diving face-first into the toilet to fish them out.
  8. You know, I caught an interesting argument back in the thread - money sinks that basically have you investing money into an activity that doesn't produce money worsens the problem, as the people likely to engage in these aren't the ones that want more money, and the people who want more money are out earning money instead.

    So how about the simplest, oldest form of "money sink" in the world - paying for convenience? I discussed that when we were talking about "exclusive" rewards from preorders, in that someone who paid for the preorder got to play with whatever "thing" it came with, while normal people could get the same thing a year later. In this case, having paid had no physical benefit, but it had the benefit of convenience, hence paying money for practically nothing.

    I'm not sure what that would translate to in-game, and I'd be VERY careful not to make those of a lower Inf bracket feel like second-class citizens (as I'm among them, among other things), but there ought to be SOMETHING. The Market is a good example of this, in that he who wants something the most will pay the most for it, but since that Inf goes from player to player, it is not being sunk. (A limited number of) extra Market slots might not be a terrible idea, or perhaps some kind of utility travel power, like a million-per-use mission teleporter, just to throw a few ideas out there. Such a power would be needlessly costly to someone who's not wiping his *** with money, if you'll pardon my language, but it would at the same time be a utility to people with disposable income. And yet again, those of us who actually have the original Mission Teleporter get to use the power free of charge, just not all the time.
  9. Quote:
    Originally Posted by Zamuel View Post
    Improving AI doesn't necessarily mean implementing over aggro. Longbow Eagles actively move around, most snipers attempt to find their max range...
    Yeah, and it infuriates me every time they do that. Smart AI is not always better AI, and plenty of games have proven. In fact, more often than not, smart AI is annoying AI.

    As for what's broken... The entire status effects system, as far as I'm concerned. Imagine a combat system where you could only ever kill enemies in one hit and they had no medium stage between full health and dead. That's kind of how it is. Things are either held or they're not, and the difference between something which is held and something which has resisted a hold is all of 1 unit of mag, the smallest subdivision mag comes in. That means large-scale control is either too strong if it's allowed to keep everyone held, or too weak if it isn't. Where damage builds up, control effects do not.

    That, and you really ought to be able to turn an enemy to stone or freeze him in ice PERMANENTLY, counting for a defeat, as we've seen happen countless times in other games, movies and, yes, even comic books. Instead, what we have is a binary system sometimes works and sometimes it doesn't.
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    I'm sorry, but I simply don't know what you're talking about. Under a perspective projection transformation: points map to points, and straight lines map to straight lines. Parallel lines which are perpendicular to the viewing direction will map to parallel lines along the projection surface, but other parallel lines will map to straight lines which converge to some point, which may or may not be within the screen area.
    OK, right down to it, it looks terrible with a very wide angle. A spherical perspective looks odd with a very wide angle, but you can still tell what the heck is going on out in the corners. We already have an example of what I'm talking about in that photo we saw, but I currently don't have access to a game that has enough FoV to show you what I mean about the flat perspective.

    Ah, there we go. Basically, a very high FoV with a flat perspective does this. Centre seems to move farther away (it's actually just smaller) and the bulk of the screen is filled with distorted garbage that's good for little more than seeing if something's moving in it. High FoV with a spherical perspective, by comparison, does this. It's still funky, but every location you look at is consistent within itself and could, conceivably, serve as if you were looking in that direction.

    I'll have to do the math on this one, but I'm not terribly convinced a spherical perspective strictly needs a specific viewing direction.
  11. Quote:
    Originally Posted by Bloodspeaker View Post
    Also, color me a bit baffled... but what's wrong with a non-English name? Great conversation starters there.
    It's hard to find a decent one. We're not a nation of meaningful names, which is to say our names have meanings that haven't been in the language for a thousand years. Picking a word from my language (even when I can transcribe it at all) makes me feels just... Odd to use it. In fact, I secretly snicker to myself every time I read Star Trek Online shortened to STO, because in my language that means "one hundred" and it's just funny in certain contexts.

    I HAVE, however, picked names out of the more interesting Slav and other Europen name pools, producing one Yaroslav Murumets, a combination of this guy and this guy. And it sounds cool

    Pity my fellow countrymen suck at coming up with decent names.
  12. Quote:
    Originally Posted by Tonality View Post
    Agreed. I still can't figure out why a Generic Accuracy vendors for 100k while a purple vendors for 5k. I hope I haven't vendored a purple.
    Yeah, how about no. Let's not cut into MY income because someone else has far too much, please. I've never seen more than about 50 million in one place, I don't play the market, I don't have aspirations of purples... I just want to buy up my commons and be done with it. And it costs to have them RIGHT NOW without busting my *** collecting and crafting on my own.

    Again, if you want to introduce time sinks, make sure to cut those that have too much money to sink, but not hurt those who don't.
  13. Quote:
    Originally Posted by LittleDavid View Post
    I'd just like to say, if a Mutant super booster pack ever includes weasel/ferret/mongoose animalistic parts, I totally call dibs on making a Claws/Willpower Scrapper called Rikti Tikki Tavi.
    Considering the original name of the Rikti came out of (I don't remember names) of of the developers asking another one of them to make something out of "Rikki Tikki Tavi," you're on to something.
  14. Quote:
    Originally Posted by Sharker_Quint View Post
    did everyone forget that these were given out for a reason. i forget exactly but i think it had something to do with the transfer tool or character copy tool not working for a while.
    I thought the reason was because the game was dying and they were letting people transfer off the servers which would soon be closed?
  15. I'm just going to restate what I've said many times before - adding PvE rewards to the PvP game is a mistake, because it just pisses people off and does nothing to promote PvP. It's the symptom of a flawed idea that you need "just more people" for PvP to be fun, ignoring the fact that you need not just more people, but more INTERESTED people. You get interested people, as well as more people interested, but putting tasks in PvP which are relevant to the act of PvP itself. This gets people to participate, not just exist within the same shared space as people looking for PvP.

    Let me put it very simply - trying to get people not interested in PvP into PvP zones to fragged by people interested in PvP is a mistake. It adds nothing to the "challenge" everyone claims to want out of the thing, and it pisses off the victims at the same time, who vow to never return in their own right.

    Basically, it's the act of putting a reward associated with one action behind an action wholly unassociated with it. The result is that you get a lot of people who want the reward but hate the activity, and an equally many people who want the activity, but don't care about the reward. And that's not a good use of resources. Far as I'm concerned, any action should provide rewards associated with the action itself.
  16. While I can't really fault the idea at its root, it doesn't strike me as something that would be as much symbolic of handguns unless you had super speed or super reflexes to count. They're guns, after all, and while you use them in funny ways, they're still guns... That can make bullets rain from the sky...

    Basically, one of the usual uses for a sword, at least in fiction, is to parry with, so it makes sense for them to shoehorn a parry in there somewhere, even if it doesn't make sense. A typical use for a handgun, however, is not to shoot down other people's bullets, and I've honestly not seen that outside of Mythbusters or that comical scene in The Shadow. Granted, it's in anime, but even THEN it's fairly rare. You might see ninja hitting each other's throwing knives in mid air, but for bullets, it's fairly rare.

    I can't say I'm against something to the effect of suppressing fire, but really - this isn't the domain of handguns. It would be the domain of Assault Rife, if Assault Rifle were anything like an assault rifle. The thing with swords is that when you activate Parry, you parry while doing it, so it can kind of work. If you use a gun to do that, you do what? Shoot off into the air, hurting no-one but being magically protected for the next 10 seconds? And protected from what? Parry stops melee attacks and lethal attacks, which is basically bullets, swords and arrows, plus whatever comes in melee, like fists, clubs and claws. What would bullets stop? They can't stop anything ranged, since it doesn't always make sense, and limiting them to just lethal attacks seems odd, since they ought to be able to stop rocks flung at you, at the very least.

    It's an interesting concept, but I just don't see it as applicable.
  17. Quote:
    Originally Posted by Fleeting Whisper View Post
    But unless I'm reading your previous post wrong (and I'm beginning to think it may have been a typo in the first place), you've claimed that the length of the line segment A'B' is equal to the x-coordinate of the original point P. Which, frankly, can only be possible in two cases: P lies on the z-axis, or O and P are both infinitely far from the plane.
    It probably was a typo, as I might have missed an apostrophe (prime notation) somewhere. I'll look later.

    The A'B' segment (is that what it's called? ) is equal to the x' (x prime) coordinate as plotted on the viewing plane by the viewing plane's separate coordinate system. Essentially, it's the coordinates of the image of the point as counted by the 2D viewing plane's 2D coordinate system.

    This is basically a way for me to calculate a bunch of numbers, then excise the viewing plane out of 3D space entirely disregard anything about this 3D space, and just present the image picture by itself with only the data it holds on its own. Essentially, I want to "print out" the viewing plane on a separate medium as one would save a bitmap or a jpeg.

    Quote:
    Of course changing the FOV will distort the projection. Changing the FOV changes the calculations used for the projection. That's why FOV is only changed when distortions are intended. But given a constant FOV, there's no warping.
    I don't think I'm explaining this well. When I say distortion, I mean that the way the image looks in the corners of the screen is strange, unrealistic and unbelievable, and that cropping just, say, the top-right corner of the screen would look awful. Doing this on a spherical model... Won't, as you can crop out any section and it will look normal within itself.
  18. Samuel_Tow

    Takin' A Break

    Quote:
    Originally Posted by Slashman View Post
    Count me in on that as well. When we, the players, were pointing out content gaps in the leveling process, we really only wanted more content to fill those gaps. There was no public outcry of slow leveling. Power levelers will always find ways to do it faster.

    Wrong prescription for the problem there. Then they added Patrol XP on top of that. We didn't need that as well.
    You musta' been reading different forums from me, then, because where I was I kept seeing thread after thread about the boring grind and slow levelling and how it sucked. Experience increases were done by player request, and I dare say as a result of player research, displaying analysis of the scope of experience increase with levels that could best be described as "schizophrenic." We got a levelling boost not a few months after this was posted.

    And, really, they gave you the option to turn off your experience if you level up too fast. Far as I'm concerned, levelling in the 40s is still too boring slow. Not impenetrable like it used to be, mind you, but then I don't expect a character to last me a year like it was back when I had to burn myself out three times over just to get to the damn end. I am not prepared to be convinced that a levelling speed is too fast. If I miss contacts, I'll pick them up next time around. Or in Ouro. Or I'll disable my experience.

    Quote:
    That's exactly what happened. Travel powers used to be something you looked forward to at 14. And while I am just as guilty as the next guy of using the temp powers, I can't help but feel that something got lost along the way. Making zones a bit easier to navigate and putting fun things to see and do along the way would just have made for a better solution.
    I don't know if that's nostalgia speaking, but as far as I remember, there was never a time when people enjoyed jogging through the Hollows and exposited about how much fun it was to not have a travel power. I don't remember anyone ever looking forward to a travel power with glee (outside of genuinely new players) so much as looking forward to a travel power with a grunt and a snark about how much it sucks to not have one. Even I, who enjoy running around the place, will only go as far as to say that "it's not so bad." I will stop just short of trying to claim it's good, because spastic enemy level fluctuations from useless grey to impossible purple makes such treks increasingly pointless as you level up.

    Additionally, asking for "fun things to see" to be put into the zones is... Kind of missing the forest for the trees. There ARE plenty of fun things to see in the zones already, and people who've taken the time to explore can give you a full list. Suffice it to say that even the inside of Perez Park, despite being essentially a generic jungle, still has plenty of interesting things to see in it.

    Quote:
    I keep saying that the Mission Architect came at the wrong time. We didn't need player created content, because that content is limited by the scope of all the dev created content in the game. It can't exceed it in any way aside from story content. It can only tell a different story. The core game needed upgrading first and foremost before you attempt to let people show off what they made. Because unless you look very closely, you're going to see the exact same thing you've been seeing for the past 5 years, story aside.

    That is, someone who was a past player of this game coming back and looking at someone playing MA stuff will not truly see anything different apart from custom enemies. And even those enemies won't have different powers than what we have in the game...just powers mixed from what we all know.
    The point of the Architect was to let people tell their own stories. And unless you are incapable of writing or reading, the current system does nothing to stop you from doing just that. And if you are a good enough writer (and many are), there's nothing stopping you from outdoing the developer content which, quite frankly, does not seem to have been written by a professional in the majority of cases. That's the beauty of the Architect - it gives you the ability to outdo the developers in the one aspect that has no practical entry cost - writing. And I happen to think that good writing and good scripting is what makes an arc or a mission good, not custom enemies or annoying game mechanics.

    If anything, some of the best arcs I've played have proven that you don't need fancy game mechanics to do it. They've shown this by avoiding any of the "eccentric" and annoying objectives like manual escorts, running bosses and needless kill-alls.
  19. Samuel_Tow

    Takin' A Break

    Quote:
    Originally Posted by Chase_Arcanum View Post
    I've been stressing the starter zones because it's most apparent there. Too many stories outleveled before you complete them. Too many contacts you visit just to be given another contact name. Too much waste.
    What's wrong with outlevelled content? The whole design principle of the game was to create more content than anyone could do on a single playthrough, so as to foster replayability. There WAS no such thing in the old days, because you ran through all the contacts and you STILL ran out. This is no longer the case, and I feel that's a GOOD thing. Granted, contacts or content that you can never even GET to, such as the second Family arc in Port Oaks (I've never seen it, myself) is a problem, but it's hardly the fault of levelling OR the fault of tight level ranges. Granted, I wouldn't mind contacts being given wider berth in levels, but that can't be all we're talking about.
  20. Samuel_Tow

    Takin' A Break

    Quote:
    Originally Posted by konshu View Post
    No story arcs in the Shard?

    I'm not sure how you're breaking it down, but the game has the following contacts for missions at Firebase Zulu and Cascade Archipelago:

    General Hammond
    Dr. Boyd
    Lt. Volkov
    Dr. Huxley
    Lt. Col. Flynn

    Granted, the stories on these arcs are very thin, so maybe you were judging against them for that.
    Those are not story arcs. Those are a grand total of less than 10 missions repeated infinitely, which makes them a much more scattered, much more limited, crappier version of the newspaper/scanner. Which... Is a scary thought, come to think of it. And, seriously, outside of the now-defunct Kora farms, when have you ever heard anyone express the desire to go grind Rularuu in all of one infinitely looping mission? At least Volkov has Nemesis mixed in there...
  21. Quote:
    Originally Posted by Bloodspeaker View Post
    My point being, I suppose (possibly subconscious), if you're stuck for an idea, ask a friend or three. Trust me, my friends and I pick each other's brains and give ideas away all the time. The more stuff you find that you genuinely like (rather than merely being willing to accept), the more you can check for availability and end up enjoy playing.
    That generally only works if your friends speak English, though, and many of mine don't There's always the friends I've made over the 'net, of course, but that takes... Days, typically, just because of how slow forums work.
  22. Quote:
    Originally Posted by Fleeting Whisper View Post
    Did you consider 'insensate'? Among other meanings, it means 'without senses'
    I didn't think of that. But then, I didn't claim I was very smart. Quite the opposite, in fact. I basically fell over backwards into my name As well, "insensate" strikes me as more appropriate for a man.
  23. Quote:
    Originally Posted by Arcanaville View Post
    That, and the fact that it was a separate game, with separate content, and required a separate purchase, and shared no overlap with CoH. Initially, CoV was an extension of CoH in about the same sense that Star Trek Online is an expansion of Champions Online.
    No overlap with City of Heroes, huh? As in, you didn't require the exact same client with the exact same game? And didn't overlap completely in PvP zones? City of Villains was called an "expansionalone" by the very developers making it for a reason. It was an expansion masquerading as a standalone. It was an expansion to City of Heroes in the same way that Opposing Force was an expansion to Half-Life. It was an addon to the same base game using the same base software that gave you an extra full-length campaign. It was not "another game" in pretty much any sense of the word that isn't purely technical. And that's the thing - City of Villains is a standalone in technicalities only. In actual practice, it is an expansion, and as we both know, the developers finally admitted that at around the time of the NC buyout.
  24. Quote:
    Originally Posted by Garielle View Post
    The reason I say ABOUT 10% is that it is actually 5% of the asking price + 5% of the final price. If they are the same, it comes out to 10%, if the original asking price is lower though, it can be somewhat less than 10%.
    Not quite. It's always 10%, because you have your 5% deposit returned to you in full before a 10% tax on the final sale price is taken. In practice, instead of your deposit being returned to you, it's deducted from your tax. Let me explain.

    Say you list an item for 1000 and pay 50 as deposit (5% out of 1000). Some kind soul buys this off you for 100 000, however. So you have this 50 "returned" to you, e.i. deduced from the tax, and you get slapped with a tax of 10 000 (10% out of 100 000). In practice, you pay 9950 (10 000 - 50), and you never have your 50 returned to you, so you still end up paying 10 000. It just gives you an ugly number for tax because it rarely matches. The most you can get burned by is 2 INF because when tax or deposit are calculated, they are rounded up on a fraction, so you can be taxed an extra 1 on deposit and an extra 1 on tax.

    As far as influence sinks go... Yes and no. No, because I honestly don't want more mechanics designed to sink my money into the aether. Yes, because... Well, let me buy ready-made Common inventions straight off the rack for some ludicrous price and I'll do it. Currently, I buy 40s for around 300 000 a pop and 50s for around 500 000 a piece off the Market. I'd gladly pay this same amount to the game if it meant not having to worry about availability and greedy bastards.
  25. Quote:
    Originally Posted by Scythus View Post
    How could you forget? It's the number one reason why he's a villain and not a hero.
    Except there's pretty fat suggestion all over the place that there may be no curse and that he's just evil on the inside, but unable to admit it to himself as is typical of self-righteous villains. Arbiter Daos lays the same suspicions it in almost those exact words.