Samuel_Tow

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  1. Quote:
    Originally Posted by Nethergoat View Post
    This I don't get...it's like watching a terrible movie because you like the set design, or reading an awful book because the font captivates you.
    Sure. Final Fantasy: The Spirits Within is a terrible movie. That much is a fact. But I'll still watch it because I like visual aesthetic of it. Say what you want about Square Enix, but the one thing they've always done right, at least in my book, is pretty much just what you described - set design. Not only were this movie's visuals revolutionary for its time, being one of the first CGI movies to focus on actual adult biological humans, but its technology informed so much of the 21st century's vision of the future. The holographic interfaces that movie pioneered have been cropping up in so many other works of fiction right down to Mass Effect. I'd watch that movie just to look at it, because for as uncanny valley as people claim it is, I still like it.

    Actually, I feel the same way about that HORRIBLE Final Fantasy VII: Advent Children movie. I'm honestly not sure if that one even has a plot, but DAMN if the fights scenes in there don't make me smile. They're absurd, they're bizarre, they're logic-defying, but they LOOK amazing, at least to my sensibilities. And I'd honestly watch that movie again, but it's... Kind of a vehicle for Cloud Strife to the detriment of his companions whom I've seen to be quite capable in their own rights. Tifa - a fan favourte - has one scene getting her *** kicked and one scene tossing Cloud against, erm... A blue dragon of some sort. I get the feeling it was intended to be either Bahamut or the "weapon," but I can't tell, with the plot being as dense as it is. And yeah, I watched it with subtitles.

    Granted, that's more "visuals over plot" in terms of debate, but to me, plot is to a movie what gameplay is to a game - it's why it's made, with the rest being pop corn. But like a game, JUST plot isn't really worth much. Ghost in the Shell 2, for instance, has enough plot to fill a novel, but it's one of the dullest, most boring movie to feature a half-hour cold room conversation and and a triple-wake-up dream sequence within the same run time. I'm sure the plot was great, but I lost patience about half-way through so the latter part of the movie I sort of glazed over glassy-eyed, with little understanding. It had something to do with what it means to be alive and the future of humanity and that whole laundry list every pretentious anime seems compelled to drag around and exposit about several times. I'd have watched it for the beautiful animation, but most of that was spend animating people standing around gormless and talking to each other. Oh, joy.

    Oh, I actually have an example of the reverse! One of my oldest characters - Crash - is based around two old animes I'd seen at the time - Battle Angel Alita and Armitage III: Poly Matrix. Both of those movies have... Honestly, really crap animation. Armitage is just mostly incompetent and Alita seems to have been rushed. At the same time, both of these movies served to tell the same basic story of mechanical life form struggling to find its own identity and personality and, like Pinocchio, become a real person. These managed to inspire me to such an extent that probably what is my all-time favourite character is a direct descendent of those plots. Even though both movies are ugly as sin, I appreciate them for the fiction they present, which manages to inspire in a big way.

    Quote:
    Originally Posted by Nethergoat View Post
    Games are their gameplay.
    That's a very one-sided way to look at them. Yes, as a basic concept, a "game" is something you interact with the computer in order to "play." But that's far and away not the only reason a person might buy a game. For instance, I stopped "playing" City of Heroes back in 2004, when I realised what the game's true strength was and where the bulk of its staying power resided: Character creation. Some time towards the end of 2004, I started playing with City of Heroes in much the same way as I played with my Batman and Robo Cop action figure (that said "Drugs are trouble!" when you pressed a button on its chest) way back when I was a little kid. Only this time, I didn't have to pretend-fight and make sound effects with my mouth and essentially smack toys together with my hands. Here was an actual, honest-to-God game which took my imagination and made it a reality.

    For... God, years now, I've never really been that bothered by what I do in City of Heroes, specifically. So long as it's not a pain in the *** to do and it involves fighting, anything will suffice. What matters to me is seeing the characters I design throw down on camera in front of me. I can't draw for ****, so this is really the only way I'm ever going to see these people on-screen in a game, and I love every minute of it. Well, every minute of action, anyway. And in-between fights, I try to immerse myself in the game's plot and story, not because of some Venturian quest for Shakespearian writing, but because the game constantly feeds me little seeds of ideas that I can then take and develop into my own.

    Hell, the concept of alternate dimensions is something I'd never have become so accustomed to if it weren't for City of Heroes doing such a good job of integrating into a consistent storyline. And that one, single line of text you get from a Tech Naylor mission entry pop-up about the Shard - "It's like being inside the mind of a god!" was enough to earn me several new characters just from the idea I got out of this.

    A game with great gameplay can entertain. A game with great storytelling can inspire and enrich. That's been my experience, at least.
  2. Quote:
    Originally Posted by Nethergoat View Post
    Oh, nonsense Sam- I love and appreciate RP.
    But I realize RP is infinitely malleable, whereas a game world is massively more static.

    In other words, RP can easily adapt to whatever the game world throws at it, while the opposite is flatly impossible.
    OK, I see what you mean, and I see I misunderstood your position. I can definitely see your stance on it, and I agree that you can spin anything into any story because, in the end, it's all just fiction. That's why I started writing, myself - because fiction really isn't limited to matters of practicality unless you want it to be.

    That said, though, this is less about what can and can't be done as much as what would have made for a better story. Yes, I can see how you can argue the same as I argued for the Statesman but replace him with anything else. You'd lose his iconic status, but you could probably tell a similar story with Positron. The thing, though, is that you COULD have told it with the Statesman, and now you can't. And I firmly believe that telling it with Jack's creation would have been superior to telling it with Matt's creation.

    I still feel like you hold no opinion on the specific matter of the Statesman's demise, though, which I conclude from your comments to the effect that it might as well have been anyone else. And I honestly don't believe that killing him made for a better story than keeping him would have. Maybe that's just because the SSA1 was mishandled like Team Ninja giving Samus Aran a voice and the Statesman's Death plot angle didn't have to suck if it were told properly. I don't know, I just feel that the Statesman could have been put to better use, narratively, than to serve as fertilizer.

    Quote:
    Originally Posted by Nethergoat View Post
    When in doubt, side with good game design.
    While I'll give you that that's a good rule of thumb, I don't think it should be universal argument. I've played a great many games that I played for the story DESPITE gameplay being pretty much crap. I need go no further than the Soul Reaver side of the Legacy of Kain series. All three games (including Defiance) have amazing voice actors and tangled but very interesting plots that I play in much the same way as I watch a movie. Which is just as well because gameplay in those games is crap, and it somehow manages to become WORSE with each sequel. It's very rare indeed that I'd enjoy so much a game that's so fundamentally broken, annoying and generally punishing to play, but these games deliver for story alone.

    There are also a number of games that I've played squarely for the visual design and style... I played them because they looked good. NCsoft's Lineage II may well be the worst game I've ever played, and the reason I keep trying to like it (and failing miserably) is because I simply just LOVE that game's Orc designs. In fact, all-caps "LOVE" is an understatement, considering this game more or less informed one of my major aesthetic choices for female characters and served as the basis of inspiration for Xanta. Have you seen what I ask for in EVERY costume request thread? That's where it started. Right now, Xanta is probably one of my favourite characters, and the only one I have artwork for. All of this in easily my least favourite game I've ever played.

    Inversely, I've dumped games that had great gameplay but shoddy art design and especially bad stories. For instance, the original Hard Truck: Apocalypse is a deeply flawed game that's more or less alone in its genre, but it's a decent game. The game's sequel, however, has a story that's not worth a crap, and so is the far inferior game. Both games have essentially the same gameplay, with the sequel even having more stuff, but its story is just repugnant and really not worth playing through a second time. And for as many people try to get me to give it a shot, I just hate how Guild Wars 2 looks.

    This actually bleeds over into my characters, as well. By FAR my longest-running and most favourite are the ones with the best and most involving story. I'm sure you've seen me post about Kim till my fingers bleed, and this character went from being a throwaway on the doorstep of deletion to one of my all-time favourite characters, all because I wrote a story about her. Frankly, the most I ever really want out of an RPG's gameplay is for it to stop getting in my way and asking me to jump through hoops in order to do what I came to do anyway - have a cool-looking characters kick *** and go through a story which will eventually inspire me to write my own.

    It's also why I'm getting ******* sick of the literal quagmire of plotless "retro" indie games that offer nothing BUT gameplay, with no story and aesthetics that even the NES would have been ashamed of.

    Quote:
    Originally Posted by Nethergoat View Post
    My arguments are founded on something besides endless pull quotes from TV Tropes, so I take exception to this baseless character assassination!!1
    OK, this was based on a misreading of your post and was, upon reflection, a bit of a low-blow. I retract my statement.
  3. Quote:
    Originally Posted by Nethergoat View Post
    It's a variation on my comment that RP must necessarily take a back seat to good game design- as long as they're getting the mechanics right, lore is largely irrelevant. They can make Fusionette the 'face of the game', provided I keep enjoying my in-game time.
    Please understand that I don't say this in a malicious way, but I need to say it: If that's how you feel, then you really have no place holding an opinion the RP aspect of the game. I get not caring about the lore-side of the game. You're hardly alone in this. But you've consistently suggested that no argument about anything lore-related is valid because... Well, you don't care about lore and so it doesn't matter one way or another.

    Again, if you're not interested in the lore, that's fine. I don't care about PvP and that's not going to change. But by the same token, I'm not going to go into a discussion on PvP mechanics and strategies and suggest nothing anyone has said important because PvE comes first so what happens to PvP doesn't matter. They could turn it off entirely for all I care. I don't PvP, so I have no place holding opinions on what's best for PvP, beyond explaining what might get me to be involved.

    You're really just channelling Venture on this one, anyway - the story is crap, everything about it is crap, nothing matters because everything is crap so why are we still discussing it? You may not care, but I hope it's pretty evident that some of us still do.

    Quote:
    Originally Posted by Nethergoat View Post
    Oh great, now Sam's gonna be picketing the AE building demanding his resignation!
    Oh, I was pretty well aware that Doc Aeon (the developer) wrote a lot of the new content. There's a reason the "Dr. Aeon hasn't figured out how to kill off the player character... Yet." going around for a while. I'm hoping the big kill of the Statesman will reign the man in somewhat so he can stop killing off secondary characters like the Praetorian Dr. Vahzilok and Cleo and pretty much everyone else who came from Praetoria, as well as stop stuffing people in fridges like what happened with Katie Hannon. Sure, those might not be on his plate (I wouldn't know), but they carry the same cannon fodder named character feel to them as the SSA1.
  4. Samuel_Tow

    Sharks Fin

    Quote:
    Originally Posted by Zyphoid View Post
    The pic Leo posted was amazing and just they way I would like to see something like this done. This is a costume set that I could get excited and giddy over.
    What's funny about that pic is it got ME interested in shark-themed characters. When it comes to animal characters, there are two things I can never get - fish and birds. Characters styled after them are just weird to me, if for no reason that the source animal is so far removed from my own species. Yet Leo's pic got me excited over the possibility of a DECENT shark set, and I didn't think that was possible.

    That just goes to show that it's really not so much a question of thematic as it is a question of the quality and passion of a piece of art. Hell, for as much as I dislike bird characters, Kung Fu Panda 2's Shen (the peacock bad guy) actually sold me on the concept. The movie was just that good, and I'm convinced City of Heroes can be just that good, as well.
  5. Samuel_Tow

    Sharks Fin

    Quote:
    Originally Posted by Charcoal_EU View Post
    The old Monstrous pieces make perfect sense if one assumes that whoever made them was aiming for "B movie monster". They were added with the launch of CoV, no ?
    The pieces are quite limited as a result. And instead of using them as they were meant, most people used them as "poor man's animal people" because the real thing was not available. And still isn't, beyond Heads.
    That's what I mean when I say they feel "off." The Monstrous pieces seem more designed to ape "rubber suit alien" monster flick than they are designed to depict actual animal characters. Then came the Animal Pack, which while it had a decent selection of animal parts, it went too far in the other direction. That is to say, the Animal Pack pieces are designed to create realistic-looking animals which just so happen to walk on two legs. This is never more evident than with the animal heads, which just look like a stuffed prop animal head stuck on a person's neck. I'm not saying they look bad - stuffed animals often look "more realistic" than the real thing - but I'm saying they're pure animal parts, rather than anthropomorphic parts.

    Anthropomorphism, defined as the attribution of human-like characteristics to animals and inanimate objects, is something City of Heroes has always lacked, for the simple fact that we've never an artist sit down and work on the subject. It's either pure humans with a few props or pure animals that walk on two legs with nothing, really, in-between. The fact that we can't have animal heads with human hair is, I think, the most striking example. I'm not sure how many of these there are in comic books, but they were all over the kind of cartoons I grew up with, from things like the Swat Kats to the Ninja Turtles to pretty much half the stuff Disney ever made, and especially Jungle Book/Tailspin. It's not inherently horrible or niche.

    For my part, I intend to keep lobbying for more of this middle ground and see what comes of it. Shark heads, I'd say, are a good starting point because you really can't make a shark head on a human body look good unless you take liberties with what a "shark head" constitutes.
  6. Quote:
    Originally Posted by Zyphoid View Post
    He was developed in the comics, and in the novels, guess what....he was jerk in those too.
    A jerk can still be an icon and an example if he does the right deeds, and a jerk can most definitely be a yardstick to compare ourselves against. Linkara once said that you should only kill a character if you can tell more stories with the character dead than you can with the character alive, and I don't believe this is the case with the Statesman. Killing him is just squandering all of the backstory and player reactions he has attained over the levels. Instead of making something out of these, be they positive or negative, we've just tossed them aside. And as much as we're pushing Positron and Not Penny Yin, they will simply never have the same kind of weight the Statesman did.

    I mean, seriously. The guy took a nuke to the back of the head and walked it off. He took down a Rikti saucer by himself. Love him or hate him, he was THE premier hero of Primal Earth, and he would have done far more good as a supporting character in the Incarnate system than he will when he's dead. In death, the Statesman's about as meaningful as Atlas or Talos or Galaxy Girl. We all know they existed, but they don't really have any impact on our gameplay. The Statesman could have been used for so much more, instead he was discarded.

    And what eats the most is the Statesman didn't die because it would make for a better story. He was killed because Jack Emmert made him. And don't get me started on Sister Psyche, who seems to have been killed so Penny Yin can replace her. I struggle to imagine a WORSE way to introduce a new character, to be honest.

    Quote:
    Originally Posted by Zyphoid View Post
    That and one single costume item...the sash.
    I honestly think you should let up about that sash. It's one costume item, and it's not worth holding a grudge over.
  7. I, myself, am not all that bothered by ripoff characters, honestly. I consider them to be low-borw, but that's neither here nor there. What concerns me is some people's wanton disregard for rules who claim that just because they consider a rule to be "stupid," it shouldn't apply to them. I have a teaching profession, so that might be colouring my perception more than a little, but I see no circumstances where I will put up with this.

    Make a mistake, get a slap on the wrist, that's fine. It happens to everybody. But I can't condone mocking the rules and doing whatever you like. The GMs' authority SHOULD be absolute, as far as I'm concerned.
  8. Quote:
    Originally Posted by Miakis View Post
    But on the whole I don't have the issue as much, as my characters to end upw ith more 'real' names than 'super' names.
    Mine tend to end up with more "fantastical" names. Unless the character is specifically a regular human granted powers in some way (and I have a small handful of those), then he or she will be called something like Lurian, T'Lerth, Morten, Iprit or Tirin. Those are both easier to get and make me feel like I came up with something of my own.
  9. Samuel_Tow

    Sharks Fin

    Quote:
    Originally Posted by Tenzhi View Post
    A few of those look rather dog-like.
    Some look like foxes, yes, but I'm working with a VERY limited pool of source material that's just that right balance of decent artwork and actual shark, as opposed to human given a toothy smile. The whole pool of reference I had consisted of about 100 pics, half of which were unprintable, with half of what's left being garbage, and half of THAT not being "sharky" enough to post. I got pretty much the only decent heads I had access to, give or take a couple.

    And as for the following "please don't" reaction, I've grown to pretty much expect this every time I post about anthropomorphic characters on this forum. My very first ignore was actually Tokyo trolling over just this subject.
  10. Quote:
    Originally Posted by bpphantom View Post
    In your opinion.
    Only his is right.

    A bit more seriously, the only reason the Statesman came off as a Mary Sue is the writers never did anything with him. He was always just sort of there, being more awesome than the game could depict. All of the Phalanx were. The proper way to give them character development was to do pretty much this - give them character development.

    From the very onset of the Incarnate storyline, the Statesman was painted as weak and left wanting. The Well can control him, but it can't control us. The Statesman was just a regular man when he drank of the well. We are just about at an equal footing with him by level 50, and THEN we start messing with the Well and getting even more power. Considerably more than the Statesman ever had. All of a sudden, he's put of his depth among people with equal power to his own, often even greater, who are not hamstrung by the Well's control. All of a sudden, the world's most powerful hero isn't. All of a sudden, he's reduced to a supporting role because were we're going, he can't follow.

    The best way to "depower" the Statesman is to just shift the power level of the game up and leave him where he is. That way, he still works as an icon to up-and-coming heroes, but he is no longer the unreachable, unmitigated Mary Sue, because towards the end, we do reach and exceed him. BECAUSE the Statesman has been built up as this massive powerhose is exactly why it is so satisfying to surpass his power.

    That can't happen now that he's dead.
  11. Personally, I was gobsmacked I got the name Duriel for an alien insect hive queen come to Earth. I was surprised it wasn't blocked, personally, but I've gone out of my way to make sure I don't lose it.

    I was surprised I got the word Cecity for a name, just because it's a word and I was sure someone would have taken it. Nope. It fit the character at the time, but since I don't like the concept I came up with, I might just end up dumping the name. I'm thinking of rerolling anyway.

    I was more than a little surprised I got Stardiver. I mean, yes, it's two random words mashed together, but the activity it implies is so inspirational I can't believe it was free. Though, in this case, the name becomes inspirational AFTER you get it, so maybe I was just lucky.
  12. I have another suggestion. After doing some work putting pics together for the shark fin thread, I figure I might as well suggest this in the character art thread proper:

    Shark heads!

    But I don't mean just taking the head of a shark lopped off behind the jaw, gluing a funnel to it and sticking it down a human body's neck hole. I've seen other games do that and it looks terrible. Sharks don't have necks or shoulders, so putting a shark head on a human body would require at least some degree of anthropomorphisation. It would require taking some of the features inherent in a shark face, but adapting them to a more human shape. I'm talking about the round protruding snout and the multiple rows of jagged teeth, for instance.

    To demonstrate, I put together the following collage of pics I've found all over the 'net:

  13. Samuel_Tow

    Sharks Fin

    OK, after going through a few places on the 'net, I have a collection of shark heads on my own. Unlike Leo, I can't give you a full-body shot of any of these for a variety of reasons, so instead, I made a collage! Here's what I'm talking about:

  14. Quote:
    Originally Posted by Nethergoat View Post
    they ought to go through and disambiguate the whole system- call Accuracy Accuracy, call Confuse Duration Confuse Duration, etc.
    I think that's the simplest thing to do. Call the enhancements by what they do, then just put their "in character names" in the enhancement description which talks about the made-up logic behind why they enhance my powers. I get my lore fodder, you get descriptive names and everybody wins. I'm in full agreement with you there.
  15. Quote:
    Originally Posted by Memphis_Bill View Post
    Unless you're talking about (potentially) enemy snipers.... no, it doesn't, in most cases. Something I regularly use to good advantage.
    What I'm saying is that enemy ranged attacks are intentionally designed to have a longer range than 80 feet. And even if they didn't, Arcana had a pretty good write-up of the several different ranges past which Blaster damage output decreases. I believe they were 0-40 feet for the most damage, 40-80 for about 2/3 damage and 80-150 for pretty much just snipes. My point is that if you're using a snipe at max range, you have nothing to follow it up with until the enemy closes in, and "hoverblasting" has never been a viable approach.

    About the only thing people have consistently and doggedly defended snipes as being good for in all situations is pulling. I can't really argue with that point, I just wish I didn't have to pay with a power pick and give up what is potentially the single-target attack I NEED to not trail behind in single-target damage (thank you, Assault Rifle, for teaching me this life lesson) for it. I mean, guess you could quite Scrapper Confront as a power that does almost nothing but pull, but at least that's auto-hit and costs no endurance.
  16. Quote:
    Originally Posted by BrandX View Post
    If they put something like that in place, I might just get tempted to start reporting people on the smallest of slights, just to see if they enforce it.
    You should be doing that anyway. I stop to report every copyrighted character I run across, but only once have I seen a person I reported actually broadcast about being genericed. That rule's there for a reason, so reporting possible violators is not something I can wrap my head around seeing as a bad thing. That's what the GMs get paid to do.
  17. Quote:
    Originally Posted by Nethergoat View Post
    I'm the guy who doubles the 'last 5' price when buying salvage because I'd rather overpay wildly than have to re-type a bid, so the 5k didn't bother me.

    I can see why they abandoned those junky things after inventions (after all, so did I), but they really should fix the tooltip thing. If you're going to have them at all, people should be able to see what they do without knowing a trick.
    I don't mind seeing new systems replacing old ones, but that's only when they retain the old functionality. As you're attested yourself, DOs and SOs are cheap and bountiful. They are, as such, not so much "loot" as they are "stats." It's not a question of finding the enhancements, it's a question of optimising what to do with your slots. This gives SOs and DOs a legitimate reason to exist, as the step below the better but more cumbersome Inventions.

    I am, therefore, in complete agreement with you - the system needs to do better. Once upon a time, stores had tooltips, and everything was rainbows and unicorns. It was simple enough to remember which colour means what (and that's not too hard), beyond which you could always check the tooltips to make sure. Without tooltips, you have to resort to the "trick" of getting the enhancement info, which was never ideal.

    What I don't get is why the system was allowed to become considerably WORSE and no-one ever bothered to fix it. It was never nearly this much of a pain.
  18. Quote:
    Originally Posted by Zyphoid View Post
    How do you know it was out of spite? Can you provide a source on that one?
    Matt Miller was recorded as saying this was an attempt to move away from Cryptic Studios, I believe in one of the Ustreams. Whatever the reason that drove them to kill the game's single most recognisable character and the face on every item of promotional material ever made, it certainly wasn't the desire to tell a good story. Which is fitting, considering the abominable story that carried that act forth.
  19. Quote:
    Originally Posted by bpphantom View Post
    So, Infernal comes from Infernal Earth.
    I wish I had a whole dimension named after me.
  20. Permabanning people is a big step I'd rather reserve for serious offenses such as account hacks of other people or gold spam. That said, I'd have no problem with the CS team handing out temp-bans of the three-day and one-week variety for repeat offenders.

    I've also felt that we need a system of "probation." If an account incurs a ban, put it on probation. If the account keeps scoring violations, then after a certain point, go ahead and ban it. And I don't mean just for costume-related violations. Intentional griefing, racist hate-mongering, stalking other players and so forth, have those add up such that they aren't quickly forgotten.

    I don't want NCsoft getting sued like Cryptic did over the Marvel incident, and to avoid this, they need to be seen as extending every effort they can to combat this. People shouldn't be let off with a slap on the wrist if they keep doing this over and over again.

    The really sad thing is that a lot of people really don't have any imagination. I've spoken about the game to a number of people I know, and most of them proceed to ask me "OK, so can I play Iron Man in there?" and get deflated when I say that, no, you can't. I feel some kind of warning needs to exist to catch people's attention at character creation that "You are not allowed to create replicas of any trademarked characters." Putting a vague refusal to accept a trademark name is not enough. Tell the player what he's doing wrong so he doesn't find a way to do it anyway and feign ignorance anyway. I'd say give players a single "warning" violation of copyright where it's just a genericed character, but have the follow-up be an actual temp-ban.
  21. Samuel_Tow

    Sharks Fin

    Quote:
    Originally Posted by Rockshock View Post
    Id also like to see a tights option for shark skin. I dont want a direct Mako clone, but being able to make something a little more slimy and beastial than we can already would be great. Id like things like Frogs, Newts, Toads and Snakes!
    There's already a "scales" texture for tops, bottoms, boots and gloves, and it's even actually glossy. Doesn't that work?
  22. Making Snipes uninterruptible and quicker would be a good start, but I fear it would come with a decrease in damage for the fast version, which would still kill the power's DPA and DPS. Personally, I'd like to see the basic snipe retain its scale damage of 2.76, with the interruptible variant being bumped up to the 3.56 scale of Dominator snipes.

    Generally speaking, snipes just aren't very useduf. They are a very poor use of time, their extreme range is largely useless for actual combat since it puts you out of range of most of your powers, but still within range of enemy ranged attacks. They need CONSIDERABLY better DPA, either through higher damage or through lower animation time, and splitting them in two seems like a good way to achieve both versions. That is, provided current performance is taken to be the base for improvement, rather than the cap of performance.
  23. Samuel_Tow

    Pet AI Potential

    Aside from a few AI quirks, Masterminds generally CAN control their henchmen, it's just that they need to anticipate all the weird ways in which pets behave. It's less directly commanding the henchmen as it is working with them.

    For instance, the "Stay" command is merely a specific instance of the "Go To" command, and as far as I can tell, is only a convenience command so you don't have to pick a location manually. Both goto and stay will overwrite henchmen "intentions," but only for the duration of the movement or, in the case of stay, not at all. Once the henchmen have carried out the command, their internal AI will take over. If they have a target, they will proceed to attack it. If their AI compels them to close in on the target, they will do so. The only way to keep them from moving is to set them to passive.

    Henchmen AI works on commands very similar to what you can give them, which is why Mastermind orders don't seem to get carried out sometimes. Sadly, none of these commands give us control over range, so if a henchmen is adamant about using an attack which he believes he needs to be in melee for, you can't stop him. You don't pick range, you don't pick attack choice. That said, you CAN force the henchman to rechoose his attack by interrupting his orders with your own. I believe a goto command will force the henchman AI to pick an attack all over again, which will usually reset range, at least for a while.

    One notable exception is the Medic from Mercs. The Medic has an AI quirk which makes him think his heal is melee-ranged, causing him to approach his target to use it. The problem is that "his target" is the enemy the Medic is shooting at, so he'll approach enemies to heal allies from range. Have you noticed how despite having a melee range of 7 feet, critters will still run into within 5 feet of you to melee, even if they're already within melee ranged? That's kind of the same thing - where the henchman thinks he needs to be to use a power and where the power requires him to be don't always match.

    The Mercs Medic, however, is also a good example of a character who doesn't use a specific power until a specific condition is met. The Medic doesn't heal unless an ally loses more health than the heal recovers (which can cause problems of its own by letting henchmen get killed when they're "not hurt enough"). If it's the henchmen wanting to use melee attacks that causes them to approach, then it's a case of having to bound the use of those powers to specific circumstances, such as distance to target.

    I'm not saying the Mastermind henchman AI is perfect, but a lot of the time it can be managed. Or, if you don't want to, you can do what I do, which is to let your henchmen go into melee and follow them there. I'm not sure how this works in iTrials, but it seems to work for me in regular content.
  24. Quote:
    Originally Posted by Atilla_The_Pun View Post
    MM henchmen AI is a very sore spot in the MM forum, go check it out. Along with all the other unacknowledged software and conceptual bugs associated with MMs. The list is long and pretty thorough (like KB protection not affecting the henchmen, etc).
    Are we talking about the AI quirk that has primarily ranged henchmen run into melee? Because I've been playing Masterminds since CoV Beta and the only AI quirk which was ever a legitimate problem was henchmen refusing to use the full complement of their powers, such as Spec Ops refusing to use snipe or the Thugs Bruiser refusing to do anything than chuck rocks. Pets occasionally running into melee does not strike me as making Masterminds "impossible" to play, as the MM forum seems to suggest.
  25. I've always been a fan of colour filters in this game, and I do know it supports them. Before they became blue, the red Arachnos vats presented the world seen through them as red-scale negative. I've always wanted to see more sets play with this, even some older sets where powers make sense. Red-scale negative would be cool for IR goggles, for instance.

    With this, I'd like to go for a more abstract approach, For instance, I'd like to see a more abstract colour filter that mimics predator vision, suggesting that this character sees the world in a different way. And when I say "predator vision," I don't just mean the low-grade infra-red used in those movies, I mean all the "modes" the Predator used in the second movie, and more. Have some filters play where certain colours are exaggerated and so forth.

    That said, I'm pretty sure colour filters are full-screen effects, meaning you can't filter out just the background or just specific characters.