Samuel_Tow

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  1. Quote:
    Originally Posted by Biowraith View Post
    I'd pick the one that matched the Name-AT-Level combo of the team leader. My experiences in that other game (not to mention in this game with the punctuation workarounds) tell me I'm not actually going to bump into multiples of the same name terribly often, so the chances of multiples with the same name, level *and* AT are remote. Although personally I'd probably have just taken the couple seconds to check the global anyway, it's just it'd rarely turn out to actually be necessary in that particular scenario.
    Whether or not conflicts occur often, this is still more complication FOR ME, while giving me exactly nothing that I want or need. As long as the system is presented in this way, I'm not going to be convinced it's a good thing. Perhaps it doesn't bother you, but it's a step down from what we have for absolutely no return, from where I'm looking.

    Think of it this way - so many people complain that you have to log out all the way out to the log-in screen and retype your password just to switch characters. I DON'T CARE, because it's a trivial amount of effort, yet it was pretty much confirmed we'd be given the option to log out straight to character select. Is it a big thing? No, not really. But it slashes one needless irritation for some people while affecting MY game precisely none.

    All these explanations that, well I could just check out his global, or I could just remember his AT and powersets, or just remember his name colour, or remember what his costume looked like, or remember where I can find him and so on and so forth... They do nothing for me. It's fine the way it is now, and I'm going to require substantial convincing before I'll agree to inconvenience myself over THAT.
  2. Quote:
    Originally Posted by NuclearToast View Post
    Assassin's Creed 2...
    Wait, what?
  3. Quote:
    Originally Posted by GlaziusF View Post
    Implementation requires the work of a whole lot of people who aren't the lead designer. The lead designer needs to compromise between the ideas they have and the capability of everyone to implement them before launch/extend the game after launch.

    You're assuming that they don't have interesting ideas just because they can't implement them. I don't believe that assumption is valid.

    Because seriously, who's going to talk to someone about something they've made and say "oh, here are all these really cool things I thought up that aren't in it"?
    I'm starting to feel like you're intentionally misreading me and injecting tangents just so that you can contradict what I'm saying. Let me see if I can reword this:

    I don't care what ideas they have interesting ideas IN THEIR HEADS, I care if they have interesting ideas IN THEIR GAMES. And they don't. And I assume they don't have interesting ideas in their game because I didn't see any interesting ideas in any of their trailers. Only derivative work. It is completely and utterly irrelevant what kind of great ideas people have when I don't see them, which is why when I say "they don't have great ideas" I mean "they don't have great ideas THAT I CAN SEE." I took that to be obvious from my wording, but it needed to be said.

    My grief with MMO designers isn't that they, as people and artists are uncreative, but that the GAMES they make are uncreative, uninteresting and derivative. And that is a valid complaint.

    Quote:
    "By and large what everyone always focuses on is just that - traversing a landscape while avoiding or destroying obstacles. Super Mario Bros. has done a good job implementing that, certainly, but I guess my question is: is that the ONLY way to implement it? Is making a Mario clone the only way to make an action game?"

    That's what I'm reading when I read that, Sam. Sonic is a Mario clone who goes really fast, has a "coin"-based health bar, and RUNS THROUGH LOOPS YEEEEEAAAAAAH. Banjo-Kazooie is a Mario clone with powerups that are intrinsic rather than transitory. Halo is a Mario clone in the first person with regenerating health and a greater variety of projectiles. Et cetera.
    Granted. And how many Mario clones do we see TODAY? I'm talking about clones of the old Mario Bros game. We get new Sonic games, but they are most certainly not clones of that, not as of Sonic Adventure, at the very least, and I suspect since even before that. And, really, making the argument that "Halo is a Mario clone, only not really" borders on hypocrisy. Mario Brothers was a successful game back in its day, and it spawned an array of clones and derivative games. That was then, this is now, and those games ARE NO LONGER BEING MADE.

    But the original Mario Bros game was made in 1983. Today is 2009, so that's a lifespan of 26 years until today, but how long was it before the series evolved and moved onto other things? EverQuest was released in 1999. That's 10 years ago now. How long until we break out of its mould and start making other kinds of MMOs that can't trace their game mechanics way back to then? But then, StarCraft 2 is just Mario Borthers, but without any of the Mario Brothers stuff, so I don't know...

    Quote:
    Crafting and auction houses are both reflective of a desire to put a large assortment of gear into the game, to cater to peoples' desire to explore/enhance a specific aspect of the game/their character, and at the same time distribute that gear randomly. Auction houses let people trade gear with each other through a central intermediary. (Have you ever been in an MMO with "player shops", and seen hundreds of them clogging a town, with half the titles being variations on "lol"?) Crafting lets people produce specific gear from more generally dropped components.
    And "gear" is the only way to achieve this? Even in worlds and settings where "gear" doesn't even apply? I'm not going to per-point quote all of these, but really - I'm tired of gear, loot, items, drops, etc, etc. If THAT is all an MMO is going to be, then why would I want to buy it and play it, when I have exactly that in the bazillion other MMOs that have come out already? Let me put it simply - why play Lord of the Rings Online when I can play WoW? Why play Aion when I can play Lineage II? Why play 9Dragons when I can play EQ?

    On the other hand, despite all the bad things I have to say about it, the question of "Why play Champions when I can play City of Heroes?" DOES have a meaningful answer. For an unashamed WoW-clone as Champions is, it still manages to cram plenty of innovative ideas into the game. Innovative enough to get even ME to admit I'd really, really want to see them. Granted, the implementation of a lot of those is embarrassing, but they are innovative and interesting all the same. BioWare are going the opposite direction - instead of making the game eccentric, they make it more story-driven, something which MMOs most decidedly are not. Ask most WoW players what a Naxramas is and they'll shrug their shoulders, because their MMO mould has them reading a quest's objectives and absolutely nothing more.

    Easy solutions to common problems does not make those solutions good, and they get worse and worse as time moves on. Once upon a time just having a virtual world to simply BE in was mind-boggling to people. Now, making an MMO that's JUST a virtual world with no quests or missions to do in it would have you laughed out of the union. Things change. They have to.
  4. Quote:
    Originally Posted by Biowraith View Post
    Not really trying to argue a point here, and it's utterly tangental to the thread, but is that really how people run? Is chat used that heavily in making combat decisions? This seems really alien to me; the first I'd know of Awesome Man's death would be the rapidly declining health next to his name (and AT icon), I'd notice that way before anything he said in chat. Similarly I'd pretty much never flee just because someone, anyone, chatted "Run!" - that's a judgement I'd make myself based on the state of the team, which enemies are present, how we've done so far, etc etc. To be honest, I usually don't see what people have been saying until the battle is over.
    Characters get hurt into the red and die all the time. I've seen both Tankers and Scrappers spend the majority of their lives in the red, and you're very much there half the time just by virtue of being Dark Armour. That, and if someone dies, their AT icon is replaced by a skull and crossbones, so I can't tell which one of them died. And it's even more funny when they're the same AT. Which Tanker am I buffing now? Joe Random who's tanking Reichsman or Joe Random who's tanking the AV that just got freed? I see in chat "[team] Joe Random: Where the hell are my buffs?!?" Who's that coming from?

    And, yeah, I tend to listen to what people say. If the toughest bugger on the team who never dies even when we wipe says run, I RUN! It's kind of like the old saying. "I'm a bomb technician. If you see me running, try to keep up."

    Quote:
    (re: the final, unquoted paragraph: I'd get Cat Boy to ask Cat Girl to send a tell and use the right click->invite method, while for char swap I'd use the same method I use now: make a mental note of the team leader's name (only *really* remembering the first few letters and the general shape of the name) and level/AT, then after swapping use /search to find them and send a tell letting them know I've swapped chars and am ready for invite; both have somewhat become habit due to all the badly spelled names, excessive symbols, I-vs-L substituting, unreliable narrators, etc)
    Except, how can Cat Girl send you a tell when there are five people called "I M Awesome" on right now? Do you give her your global before she logs out? Does he? And, OK, you remembered the name of your team when you were switching. He's "Team Leader Dude." You run a search for "Team" and get Team Leader Dude@SkullSkull223, Team Leader Dude@I M Weasel, Team Leader Dude@Team Leader Dude and Team Player@JoJo. Who do you send the tell to?

    The point of having names is so you can address someone by name without having to describe him. If you have to constantly address people like "Sir Punchalot the Scrapper, not the Tanker" then why bother with names at all? Yeah, people end up with colleagues and classmates with the same name as them all the time, and inevitably the solution is via nicknames between friends. But with strangers? It becomes a vision of Linkara's review of Superman at Earth's End: "You, Hitler! And, er... You... Other Hitler!"
  5. Quote:
    Originally Posted by Dispari View Post
    Yes. And every magic user worships and deals with magical deities, and every tech user injects themselves with nanites and throws grenades every time they attack. Don't put too much faith in enhancements. You'd be hard-pressed to make them make sense most of the time on just about ANY character.
    I'm not sure if I like putting on 15 gauntlets more than implanting 17 eyes into my skull.
  6. That was in response to the "I doubt all naturals are like that" line. They're not. Yes, all naturals are expected to train, but not all of them will train in "Back Alley Crippling Blow" (an name which raised a few eyebrows) or "Military Sprint." They train, just not necessarily in the military or in a dojo. They could have "Increased Tentacle Strength" and "Super Transparency" and so forth.

    Point is, the Natural enhancements are designed for humans, which not all naturals are.
  7. Quote:
    Originally Posted by BlueBattler View Post
    It'd be like Santa trying to hit the dating scene
    Have you ever even BEEN on the Internet? Please don't make me get myself perma-banned.
  8. Quote:
    Originally Posted by KingSnake View Post
    I play on Triumph, and have ever since the start. TW2, and TW2.1 go through spells of hyper activity and hyper INactivity. I'll admit lately it seems deader on the channels, but i still see tons of people running around. I'm thinking it's got more to do with SG's and globle friends setting up teams, and not needing a public channel quite as much more then it is a lower population. And frankly, if i were so incline to be more of a leader type, i'm sure i can't put together most any non shard TF i wanted with alittle effort. I just don't like leading.
    The other part of this is that natural churn ensures that any STATIC source of teaming like a SG or a private global channel will only ever get deader. The people you know leave, yet more people join, only you don't know them and they aren't in your channels. For the longest time, my team screen was completely inactive, because the people I met back in 2004 have all left. A while ago I was invited to a SG and their community, however, and I found plenty of cool people who are on a lot of the time, whom I would never have known even existed.

    So, yeah, I can't disagree with people who say "My SG is DEAD!" or "My favourite global channels are all empty!" or "My friends all left!" It's natural, but these resources always diminish even with a stable, or indeed even with an increasing population. You can't expect the game to always have lots of THE SAME people in it, but you CAN expect it to have lots of people per se.
  9. Quote:
    Originally Posted by Cuppa_LLX View Post
    if you go by the enhacments all Naturals are Tibitan munks trained by army sargents. There is nothing else by military training and monk chi mastery in natural. I doubt all naturals are like that.
    Like, say, Peacebringers.
  10. Samuel_Tow

    Ninja Running

    Quote:
    Originally Posted by Luminara View Post
    No, Sam. Geysers do not apply constant force, there is no invisible column which is carrying you, there is nothing to strafe off of. Geysers give you one push, like KB or Repel, to send you flying, and that's it. You can strafe all you like, you don't fall simply because you were moving around. You can miss your landing by overshooting or strafing too far in the wrong direction due to having more control with CJ, but you don't slide off of an invisible disc or whatever you're implying.
    You completely misunderstood what I meant, so let me reword it.

    If you jump off a Geyser with no powers active and you hold Forward, Backward, Left or Right, not a lot happens. You steer, but that's it. If you jump off a Geyser with Combat Jumping on and press no buttons, nothing happens. You sail as expected. If you jump off a Geyser with Combat Jumping running and hold Back, Left or Right, YOU WILL FALL SHORT. Every single time, on every single jump, without fail. I've tried it many, many times, I've fallen off more times than I can count, and if you'd like me to, I can demonstrate in-game.

    *slight correction*
    Holding Forward with Combat Jumping on will indeed not slow you down when jumping off a Geyser, but so much as even TOUCHING a direction other than forward WILL make you stop on a dime, as will holding down Forward when not looking straight ahead in the direction of travel. As long as push in the direction of the jump with Combat Jumping on, it seems to actually help. The MOMENT you deviate from that direction, and it slows you down to its own speed.

    Quote:
    Jumping is not flying in arcs, it's jumping. Just like you do in real life. You don't control your speed when you're coming down, only when you're going up.
    OK, that makes no sense. Jumping in this game is nothing like jumping in real life. Falling may be, but jumping most decidedly is not. In real life, you jump with an initial velocity which bleeds off as you go up, describing a parabola. In this game, the speed of ascent is constant up until the last few feet, describing an ascent LINE that's straight for the most part, which is actually more similar to the arc of an object ascending via constant thrust.
  11. Quote:
    Originally Posted by Slashman View Post
    Ok...I'm willing to admit I may be fuzzy on this, but what examples do we have before the Well of a large number of people who have gotten their powers by freak accidents of science or by being mutants? Who are the large numbers of super powered heroes who have been around before the Well?
    According to Sister Psyche, there were no mutants before the splitting of the atom in whatever year that was. That is what caused ALL mutants to exist. I take solace in thinking she doesn't know what the hell she's talking about, but it's in her explanation. Positron believes that technology is more than just, you know, technology. You're not just smart enough to know stuff, you're linked with all the other technologists and have the super power to bend technology to your will or some such nonsense. Which would have made ancient humans all super heroes, what with all the technological inventions since the dawn of time. But, of course, Tarikoss says humans invented magic and Tielekku learned it from them, while War Witch says Tielekku invented magic and taught it to the humans, so obviously one of them has to be wrong. If one of the Origin of Powers arc contacts is wrong, then it puts ALL of them under suspicion.

    Basically, if you believe the contacts, the opening of the box covers EVERYONE. Even people who don't actually HAVE super powers. If you dismiss the contacts, you basically ignore the storyline. And, frankly, it is so out of place in this game that I've chosen to just pretend it isn't even there.

    Quote:
    Actually yes you did say the same thing...and I somehow missed or misread it. So I was wrong to imply that you didn't have that view.
    Fair enough.

    Quote:
    Oddly enough, when someone like Nethergoat uses this exact same 'tone' in his arguments, no one seems to call him insolent. It must be a forum quirk. Regardless, it is difficult to convey true emotion through a forum post.
    I've called Neathergoat insolent so many times and I've done the same thing to him enough to where I suspect we just learned to get along and not step on each other's toes. He could, of course, drop by and totally contradict me.

    Quote:
    Their 'terrible writing mistake' in terms of the Well of Furies explanation was seemingly used as a backbone for powerset proliferation. That means it was used to open up more powers for more characters so that more character concepts could be accommodated. No one lost...everyone gained something.

    I'm curious to know what you think they could do with it if they actually DID take it seriously?
    They didn't NEED an explanation for powerset proliferation any more than they need an explanation for why we have unlockable weapons. It wasn't necessary, and while I appreciate the little care and attention that goes into these things, I'd rather they weren't as disruptive as ret-conning the backstories of half your playerbase. To say that the explanation was used to open more powersets is entirely backwards, as well. Powerset proliferation was a business decision first and foremost, with the Origin of Powers arc used as an explanation for it. The arc didn't spawn the proliferation. The proliferation spawned the arc.

    And what they could do if they took the arc seriously is start giving us horribly one-sided origin stories that our characters are forced to take as "great powers" fiddle with the origins at their source. They could put us through an arc that depowers us, write descriptions that define how our powers work (and get it wrong every time) or even limit our costume selection, or at the very least limit new costumes to specific origins. Bad ideas all around, yet all plausible with a serious reading of the meaning of the origins.

    It's better that we are able to ignore it if we want. If you like the story, then by all means, write off of it. They're your characters and you're free to do with them as you please. As long as the arc stays ignorable and it doesn't try to write over MY characters, I will have no complaint. Really, though, I just hate railroading writing that assumes. So, so many entry messages suck like this.

    "You crack your knuckles and slick back your hair." Err... I don't have hair. Or knuckles.

    "You feel so sad for the poor girl." No I don't! She deserved it!

    "You don't want the full wrath of Arachnos on your head." Yes I do! They couldn't hurt me for 40 levels, they can't hurt me now! Curse you, bad writing!

    "It smells like Trolls. You hate the smell of Trolls!" I do? That's news to me. I always felt they smelled like roses and butterflies.

    See, THIS is what I want none of. I've said this to more than a few Architect writers - whenever you start a sentence with "You think" or "You feel" or "You probably," just stop, backspace over it and re-write. Write YOUR story, don't assume to be writing for other people.
  12. Quote:
    Originally Posted by UnSub View Post
    1) Speech bubbles generally show who says what. A portait of each character on your team could be displayed next to the name. Colour coding of the same names in chat (obviously not green and red!). There are ways.
    None of those make sense. Speech bubbles are only meaningful if you spot who they come from (or even have them on), which isn't always the case in the heat of battle. For the most part, I'm the one who charges ahead, so all the chat comes up behind my back. That, and I can't actually read half the speech bubbles I see, because someone thought black letters on a dark blue background looked so cool.

    You can't attach a meaningful portrait of a character in the team screen, lest you want to balloon the screen to several times its height. Pics the size of buff icons are too small to make a difference.

    Colour-coding the names is always an option... Except it doesn't work. I've had Individual Name Colours turned on for years, and outside of my own name, I can never remember what colour anyone's name is. Global names are a bit easier to remember after a while, but character names are plain impossible. And that's WITH unique naming. Never you mind that unique name colours could, and often do, produce incredibly similar colours, like a whole team of people with names that are different shades of purple. Yeah, great.

    The point of having a name at all is so you can tell one person apart from the other, which non-unique names don't help with.

    2) There can be confirmations to check you are getting the right person - right lvl, right AT, right powersets, whatever. It could also default to prioritise friend lists, or the person you last spoke to with that charname.[/quote]

    In other words, massive complications for those of us who are just fine with unique player names for the sake of getting other people their pet peeve. I have a really hard time imagining how you'd sell that idea. Any time you make a change that affects only a portion of the player base, you really need to ensure it doesn't adversely affect the REST of us. Because nothing sucks more than forcing me to jump through hoops for a benefit I neither wanted nor needed.

    3) Right now, the only way to tell two people apart IS their global. Characters can change names and people can change characters rapidly - that lvl 50 Scrapper can change into a lvl 42 Controller in the space of 60 seconds, so you track the global name to keep tabs on the player. There are also variations on a theme that run very close - hello to all those people with Boudacea or Dark Angel variations - so that even unique names can end up looking fairly generic.[/quote]

    That assumes we only ever team with friends and that's it. That isn't the case, not even for a recluse like me. Sometimes you're on a team with perfect strangers and you need to tell THEM apart. Is the Awesome Man that just died Awesome Man, the incredibly competent tanker, meaning you should run for your life, or Awesome Man, the incredibly lame Blaster, meaning nobody cares? Or when Awesome Man says "Run!" was it the Tanker who knows you're getting overwhelmed, or the Blaster who rushed ahead, ran into too many enemies and panicked?

    Or how about this. I invite Cat Boy to my team while I'm building up for a TF and he will only join if I bring his friend along. "Please invite Cat Girl, too." OK, fine and dandy. /invite Cat Girl. YE GADS am I going to shoot an invite to a million people! Or suppose Cat Boy realises he's too low and wants to switch to his Tanker. "OK, I'll be back in a minute. Please invite Cat Man." How? Do I wait for him to arrive back to the location, possibly crossing the whole game world? Do I ask him to send me a tell? How would he do that? Relogging wipes your chat tabs clean.

    Remember, some of us don't like to make Global Friends with every tom, dick and harry we team with, and don't enjoy giving out our globals at the drop of a hat. Yes, other people can find out my global if they REALLY need to, but I'd rather they didn't need to do that. I'd rather I didn't have to communicate with strangers via my global.
  13. Quote:
    Originally Posted by GlaziusF View Post
    Here's something to think about, Sam.

    All the innovation you admire so much - you're not admiring the new ideas. You're admiring the ability of the dev team to make them "real", to put them before you to see and experience in a way close to how they thought them up.
    The only response I have here is that while, yes, what matters is implementation, and not just abstract idea, the truth is that you if you DON'T have an idea, you have nothing to implement. Yes, you can try and fail. But there is no way to succeed without trying. You can have a good idea and fail to make anything good out of it, but I have a very hard time imagining having NO idea whatsoever and NO goal in design and coming up with something great. It's theoretically possible, but highly unlikely.

    And as long as MMO designers plain and simple lack interesting ideas, nothing will ever change.

    Quote:
    As for what an MMO is? A shared social space where players can explore/defeat the world/other players. Everything else is fungible.
    We seem to keep coming back to this. I've read all the posts, and some talk about immersion, others about social interaction and still others about story, but by and large what everyone always focuses on is just that - a shared social space. WoW has done a good job implementing that, certainly, but I guess my question is is that the ONLY way to implement it? Is making a WoW clone the only way to make an MMO? Should MMO developers be designing their game by taking WoW's framework and then writing their game around that, even if it doesn't fit? Is THAT what makes an MMO? Because if the MMO market is to be believed, that, only that and nothing but that is what an MMO is or could be.

    I don't actually have a good idea how things could be made differently. I have suspicions and theories, but outside of actually lacking the funds, team and skill to design an MMO, I actually don't have a good enough idea of how it could be done differently. Yet I can't help but think that it CAN be done differently, and that when it is, it might make for a truly interesting game. At least when it's done differently and manages to succeed.

    I'm just getting tired of MMOs essentially repackaging the same base game over and over again.
  14. Quote:
    Originally Posted by Captain_Photon View Post
    I dunno, I don't see the need for a whole separate power here. I've had reasonable success using regular Teleport in combat, thanks to the lshift+lmouse bind. It's especially good for popping around those big multi-level office building rooms. If anything, I'd like the hover time to be cut, not increased, but then what I really dislike about it isn't that I'm hovering, it's that I'm unable to move. If you're, say, teleporting around with Hover turned on anyway, it's just irritating.
    Regular Teleport is SLOOOOOOOW. Even without the Hover, it's still a 2-second animation. That's hardly quick no matter how you look at it. I'm looking for something that has a 0 second animation and allows rapid repositioning now, not after you're done waving your hands. I don't even need an animation for it, just a sprite effect.
  15. Quote:
    Originally Posted by Necrotron View Post
    When they were first introduced, fly poses were randomly selected. This is because there was not, and still is not, any way for flight animations (or any travel power animations) to be customised per-player. It has to be one version of Fly and one animation of Fly for everyone, until Paragon make the necessary code to get that working.
    More specifically, one animation per power. We already have powers that alter movement animations, but those are still static to the power that does it. You can't make Sprint do the Ninja Run and not have everyone else's Sprint do the Ninja Run, for instance.
  16. Quote:
    Originally Posted by lionheart_fr View Post
    This right here. In fact, I often choose my "origin" based on the primary enemies, not on whether it is the "actual" origin of my character. A few of my Natural characters would be considered Tech by most players, but I didn't particularly want every Tech character to have Clockworks as their prime enemy group.

    I never choose Science Hero side, even for Science-based characters, because I despise the Vahzilok and avoid them as much as possible.

    That's what's great about CoH; we have a framework in which to paint our own pictures. We can use the parts we want and rewrite the rest for ourselves with our own imaginations.
    This is exactly why the Origin of Powers arc caught me completely by surprise. Origins are not meaningful, and we've been picking them partly at random, partly for convenience, partly incorrectly, but every time without restriction. Whether or not the quality of writing is good or not (and outside the story of Magic, I'd vote "not"), the real question is "why?" Why mess with origins? Why try to write them into the game when they haven't had a clear meaning... Very much ever? Why try to define what they mean in such oddly absolute ways when they don't mean very much anything at all?

    This is really odd to me. It's like sticking the words "toon" or "mob" in character dialogue (in fact, the Inventions tutorial had one of the teachers talk about "mobs" for a while), in that it's just out of place in the actual game. Security/Threat levels vs. Combat Levels are sort of an acceptable fudge, but our archetypes or origins have never been terribly meaningful. Granted, we have the various "meaningful acronym" organisations, but even those are only very loosely defined as to the heroes they take care of. Basically, anyone who can work with Azuria goes to MAGI, anyone who knows his way around a computer goes to DATA and so forth.

    Certain things are just best left undefined. Like, say, Inventions. They're just generic enhancements that work for all origins and only define what they DO, not what they ARE. How is this Invention: Damage making your rifle bullets hit harder? Err... Stronger alloy! Sure, why not. That sort of thing.
  17. Quote:
    Originally Posted by Electric-Knight View Post
    The point is there are names out there that some would like and are not being used, but are locked up by never-to-be-used-again trial accounts, inactive accounts and all.
    Being cut off at level 6 is not so good.
    The history of the name purges contradicts this. Names were purged the first time when the limit was 35 and below. LOTS of names. But hardly any of them were actually taken. No-one wanted them. The bulk of the names actually TAKEN, as opposed to just tagged to be freed, were on characters level 6 and below. That's why the purge is targeting that boundary now. It wasn't arbitrarily chosen. That's what the data showed.

    Again, let me say this again: there aren't nearly as many "good" names tied up in characters susceptible to purges as people think. That's what all of the purges done so far have shown.
  18. Quote:
    Originally Posted by Arcanaville View Post
    But you're saying that because someone describes a game first in conventional MMO terms in a marketing setting that automatically means it was designed that way, and that's not true.

    To put it another way. If I was given unlimited resources and time to make the most innovative MMO I could conceive of, and I had access to state of the art technology to deploy it on, *I* would probably describe that game *first* in terms of all the elements of the game that were foundationally similar to other MMOs, and *then* contrast that with all of the new features the game had that were different (and hopefully superior) to current MMOs. I find it interesting that you'd have written me off in the first fifteen seconds of my description, especially because even knowing that, I wouldn't change the way I would describe my game.
    Well, I didn't exactly write CrimeCraft off over that comment in the first 30 seconds of the game. I made it up to about the half-way point in the video, at which point I realised there was very likely no substance behind big words and got tired of the shoddy presentation. If I have to be quite honest, I half-wrote-off the game just upon reading its title. If you thought Dungeon Siege was a blatant genre popularity grab (and MY GOD was it one), reading "CrimeCraft" just made my eyes roll out of my head.

    But you do make a good point. Just selling a game as... Well, that, doesn't necessarily mean that's ALL there is to it. But I came into the game with low expectations, and the actual gameplay had me scratching my head, so it's a combination of a lot of things. Probably more than I realise. Let me put it like this: I've seen the same bold words coming from EVERY MMO I've tried, and I've seen what they have to deliver. Namely, nothing at all. So it's not a game marketing itself as a paint-by-numbers MMO that bothers me (not entirely) so much as the fact that that seemed to be IT.

    One thing I HATE in game development is this sort of backwards planning. "OK, we need an MMO, we need a market, we need a bank, we need PvP, we need crafting... OK, now what setting are we going to but it in?" I literally HATE EA for this. They stick random timesinks into their games both to sell them as quasi-RPGs and to fill up some space and pad out some game time without having to spend money on actually making quality products. And I've lost all faith in MMOs that are just that, just one more collection of market, mailbox, crafting tool and PvP with some setting randomly thrown together.

    In fact, that extends beyond MMOs. I hate ANY GAME put together like this, and having seen a plethora of Russian copycat games, that can extend to any genre. Even the Oniblade I keep praising here and there is a "two button masher" copycat of a bunch of popular genres and has nothing to offer to anyone who has more than two braincells. But it has pretty lights and a girl in a thong, which tends to shut down large portions of my brain while I play it.

    Quote:
    Maybe its less that you care about mentioning MMO foundational concepts, and more that its the specific ones the person mentioned that you don't like. That's a completely different issue.
    Not entirely the specific elements so much as the fact that he made an incredibly crappy job of selling his game overall. Maybe I was bothered by the complete lack of a few things I thought ought to be there, making me think "Not another one of THOSE!" but even so, the poor show of that walkthrough coloured my perception of everything in it.
  19. Quote:
    Originally Posted by Slashman View Post
    You have a narrow view of magic. Not everyone who uses magic is necessarily superpowered. If these people used magic solely by study and rituals and mixing of potions but themselves were not magical beings, then I think they stand outside of what the Well of Furies incident is referring to.
    You have a narrow view of what the scope of the Origin of Powers arc applies over. Either that, or it applies to absolutely nothing, because people have been getting powers the same way since the opening of the box as they have before it, and it seems disingenuous to claim it is because of the opening of the box NOW when it wasn't before. Remember Daedalus? He's a tech hero in Roman Europe.

    Quote:
    Oddly enough, I don't see them policing people's bios for exact canon compliance. You are still free to write your characters' origins as you see fit. If they aren't coming down on the girl whose toon claims to be Lord Recluse's second cousin, once removed and who had Statesman's love-child, then I have no idea why you'd even care this much.
    Oddly enough, I said the same thing, and I'd appreciate if you quote my points in their entirety if you plan to contradict me, lest we end up saying the same thing. No, they do not enforce it, and it's pretty much the only redeeming quality of the storyline. Yes, the only good part of this storyline is that I can pretend it doesn't exist and make my characters the way I want them anyway.

    Quote:
    So maybe it doesn't mesh with Samuel Tow's idea of a perfect superhero universe. My reply is: So what??
    So your attempts at dismissive insolence via an intentional misreading of my post do not befit you. I just know the word "insolence" is going to get me into trouble, but it means what I want to say. Talking down to me like I'm some thick-headed yahoo does not serve to make a good argument, and if you're going to handle yourself that way from here on out, just let me know and I'll admit defeat right now.

    *edit*
    Quote:
    And this right here is the problem I'm having with your argument. Your issue is that you want to be able to tell the people who hold the rights to the lore of the game what they can and cannot mean because it doesn't fit in with your ideas of how their universe should be.
    Just to be clear - no I do not intend, nor feel I have the authority, to mandate how the developers run and develop their game. But if you'd actually read what you quoted, you'd have noted I called it "bad writing." Last I checked, I was well within my rights, and dare I say, within my competence as a consumer, to call a piece of lore as I see it - bad, bad writing and a very poor idea. It's hardly the only one, but it's potentially the worst in terms of the implications it could hold for player concepts if anyone actually took it seriously. They are in control of the game and can feel free to do with it as they please, but as long as I'm in control of my wallet and my keyboard, I'm also free to state my opinions of their decisions, as is the purpose of this forum.
  20. Samuel_Tow

    New ATs please

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    EDIT: Ok it occurs to me I should add an example. You mention a Pet/Blast AT. Masterminds currently have an absolutely awful ranged damage modifier (they do about half Blaster damage). The problem is that if you make it with the current damage modifier it's pretty much useless compared to a regular Mastermind since the extra damage from the blast set would be useless when compared to the extra damage and mitigation of a buff set. Conversely if you upped the damage modifier then you run the risk of creating a class which has more damage than a blaster (mastermind + pets) and better survivability (bodyguard mode). You could nerf the pet's damage and increase the damage modifier but I can't really see that working out to well. A large part of being a mastermind is controlling the pets for maximum damage, if they don't do much damage why bother having them?
    That's kind of a loaded argument, though. What's the point of having Scrappers, Brutes AND Tankers when they share the exact same powersets for the most part, under that logic? The answer is that their AT modifiers plus their inherents make the ATs sufficiently diverse. It's all well and good to guess how hard balancing such a thing would be, but we shouldn't really make the final step and claim it would be impossible or pointless, because ultimately neither I nor you are actually responsible for the balance of the thing.

    And you very much could not make a Mastermind set with just a single pet any more so than you could make a Stalker set without an Assassin's Strike. All the Mastermind sets have a very rigidly designed structure, with only the henchmen being different between them. Well, that and a single power. But each Mastermind set has three summons, three attacks, two upgrades and one "other" power. It's what a "Henchman" set is.

    The question with new ATs doesn't come down to filling in any imaginary roles (seriously, let's get away from the tank, healer, damage dealer trio), but rather about creating character frameworks that are new and interesting to play. There are still a lot of these left to add, should the developers be so inclined.
  21. Samuel_Tow

    Ninja Running

    Quote:
    Originally Posted by Dispari View Post
    Preferably something everyone has, like Sprint powers. I'd hate for them to add a cool run I want, only to hear it's exclusive to SS.
    Preferably, yes. Ideally, I'd want to see this as customization for our BASE animations. The ones we do when no toggles are on and no powers are active on us. Something I, myself, have been asking for for years.
  22. Quote:
    Originally Posted by Slashman View Post
    The stuff you describe is pretty much all magic based. I'm not arguing that beings with power didn't exist before the Well of Furies incident, I'm arguing how common place they were. How often did Joe Normal accidentally eat a quarter pound of radioactive isotopes and instead of perishing in a gruesome way, suddenly find he has the ability to shoot energy beams from his toes.
    Magic is one of the five "origins" written on the Cimeroran tablets, aside the sixth one tagged "incarnate." If it existed in spades (the Oranbegans were a nation where ever man, woman and child were able sorcerers, so it did), then by definition large gatherings of super-powered people existed prior to opening the box.

    What's more, I believe it was someone in the Midnighters' club who said that such a gathering of super powered folk as we see today hasn't happened since Cimerora, which is a large part of why we go there.

    Lastly, trying to explain why people gain powers via some sort of magical force pushing them to do so is plain and simple atrociously bad writing. It takes all of people's complicated, pre-planned ideas, kicks them in the nuts and tells them "No, you're all wrong. See, THIS is why you have powers." Which, if it were actually enforce and thank God it's not, would be a catastrophic move to pull on people with five years of character prehistory. I do NOT want to have a Council retocn done to my characters against my will.

    And again, it's absurd to tie this into some random event whenever, considering how many heroes and villains are not from this Earth. Plenty, PLENTY of them are from other planets, other dimensions, other plains of existence, other timelines awaking from a thousand-year slumber. As I said to a friend of mine recently, if there were Men in Black in Paragon City, they'd all die from overworking within a day.

    The Origin of Powers is yet another example of "The Hamidon is a what what of what?"
  23. Quote:
    Originally Posted by Kitsune9tails View Post
    In order to have an innovative MMO (or tv show, or comic book, or movie, etc), you basically have to have one main thing:

    Money from a source that is more interested in seeing the project realized than in making a profit.

    MMOs are made of the same thing as most other things: money molecules.
    To a large extent, I have to agree. Making a game that's not like the others IS a gamble, which goes kind of against guaranteeing a stable return. By the same token, however, taking that gamble and scoring a hit can, and often does, bring significantly more profit than just bringing our a guaranteed-return mediocre title. As you said, sometimes you make it big and spawn not just a great game, but waves of copycats and lasting fame, as well.

    But this isn't really so much what I hope for with a new game. I'd love to be able to play the next big thing before it becomes the next big thing, obviously, but my problem is actually the opposite. I don't need every new game to reinvent the wheel and blow my socks off, but it DOES bother me when a genre stagnates so much that every new game is pretty much a remake of every old game. At this point, I start wondering why I even bother to buy new games if they won't actually have anything new in them.

    That's kind of the fine point at which I abandoned the Need for Speed series. The original was great, 2 was better, Hot Pursuit was amazing, but High Stakes was crap. Porche Unleashed was... Well, Porche, and Hot Pursuit 2 was too little, too late. Underground, the reinvention of the series is the only thing which stopped it from going down the drain, and it was a GREAT game, but then Underground 2 wasn't as good. Most Wanted is probably the pinnacle of the Need for Speed franchise, adding still more amazing innovation to the series, but it's only gone downhill from there. Pro Street was blah, Undercovere was utter crap as per EA's "conveyor belt game factory" practice in later years, and I haven't even felt like bothering with Shift. Why? It's a remake of Pro Street and Grand Turismo has had that covered for years. Basically, EA are killing their own franchise by flooding the market with uninspired, derivative, crappy games with no innovation and, worse still, without actually building on what the previous games had.

    Outside of WoW, that's exactly what I see in MMOs these days. Stagnation, mediocrity, derivative work and complete and utter lack of imagination. Which is staggering, considering it has hit even MMOs outside the Fantasy genre. The Star Wars MMO looks promising, but to be honest, I expected Champions to be promising too, so my expectations are no longer as high. We're seeing more and more new MMOs being developed, and literally DOZENS of "free" to play MMOs shoved in our faces, yet new ideas seem at an all time low. Hordes of new games and barely a handful of new ideas between them is never good for a genre.

    To end, I will admit that there are certain things crucial to an MMO in order for it to BE an MMO. However, a lot the things people put in that category aren't actually integral to an MMO at all, and to some extent aren't even needed but for people expecting them. I guess if we want to go back to the car analogy, which aspects of an MMO are the wheels, the chassis and the windshield, and which are the cupholder, the stereo and the seat warmer?
  24. Quote:
    Originally Posted by Moderator 08 View Post
    To crush your enemies on the field of battle, to see them driven before you, and to hear the lamentations of their women...


    Oh wait, what question are we answering again?
    I love our forums so much
  25. Quote:
    Originally Posted by Kitsune9tails View Post
    Reading the forums.
    I always thought his hair simply got stuck to the inside of his helmet.