Samuel_Tow

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  1. Strangely, most of my grey reputation comes without a comment. I don't know what to make of that.
  2. Pah-sha-pah-wha?!? Seriously? Walking is in the game?

    *rushes off to update Test*

    Stay tuned!
  3. Quote:
    Originally Posted by je_saist View Post
    question. If the devs gave everything to the players straight off... what would be the point of actually playing the game itself? Or have just that many players forgotten that City of Heroes is a GAME?
    Slippery slope arguments always fail. No-one's asking for everything. People are asking for costume items which have precisely zero practical benefit other than looking cool. As long as they're going to be working on new pieces, I'd rather they didn't work on developing new ways to lock them, or otherwise I would like them to let me unlock them globally. Waiting and working for items once is fun. Working and waiting a few times is passable. On every damn character, it's a chore and nothing.

    Please stop equating costume pieces with "everything" and we won't have to repeat the SAME DAMN ARGUMENT we've been recycling for the last five years. I'm getting tired or repeating myself, and that's saying something coming from me.
  4. Quote:
    Originally Posted by GrinningSpade View Post
    Well walking is on the test server as we speak. So this suggestion can be struck from the list.
    The who of the what now?
  5. Quote:
    Originally Posted by Lucky666 View Post
    Im sorry but this is an action game not hello kitty online adventure. We play super heroes/villains and they don't walk while in action or getting to action. It makes no sense to add it to this type of game and would do nothing for the overall gameplay.
    Heroes don't sit in action either, yet sitting emotes were added specifically on player request. Your argument holds no water.
  6. Samuel_Tow

    Disappointed

    Quote:
    Originally Posted by Lord Mayhem View Post
    Sam, CoV borrowed lots of things from CoH (costume pieces, game engine, powersets, tilesets, etc. - it has since donated a lot of its content back to CoH: all costumes, some powersets, plus tilesets/maps used in Faultline/RWZ content etc.), but the zones and missions were all new - and in terms of the number of contacts/missions I don't think you can say CoV had diddly squat content compared to CoH - I agree with GG in that respect. In fact CoH has so much filler (arcs/TFs with repeat missions, hunts, etc) I'm tempted to argue CoV has more non-TF/SF unique mission content than CoH has.
    Quality doesn't enter into it. Whether or not CoV's missions, arcs or zones are better or not is up for debate, but even if I were agree that they were, the fact remains that CoH had and has significantly more content in terms of quantity. Twice to three times the amount of zones, several times the arcs, most of them several times longer, many times the filler missions. It goes on and on. And, no. CoV did not in the slightest have enough content to bring you through its levels when it came out. It was a game-wide problem, but the game ran out of content for me at level 38.

    Again, better or not, CoV's content is significantly, significantly more scarce, and that's especially true if we count CoV-only content. For the most part, City of Heroes has three zones and a dozen contacts overlapping any 5-level range. CoV's 20-25 range has I think 6, each with one or two 3-mission arcs and only a single zone.

    All I'm saying is that to say CoV had so, so very much and Going Rogue will have almost nothing isn't exactly fair. For one, I've no doubt there will be things to do in Praetoria 20-50. For another, it's not like CoV had that much to compare to. It has a lot now, certainly, but a lot has been added. I don't think Going Rogue would make it as a standalone game, but then I don't believe CoV would have made it as a standalone game, either.
  7. Samuel_Tow

    Disappointed

    Now that's a new one. I got neg-repped with the following message which has me scratching my head:

    Quote:
    The person that neg repped you didn't do so because you disagreed. They did so because they felt you "looked like a tool." I'm doing so because I don't like your tone or view of the rep system.
    My view of the rep system, in that reputation shouldn't be represented by a number in a field, but rather by the opinions others hold for me, is cause for me to get negative reputation that's never actually going to show up anywhere? I mean, I can see the "tone" side of the comment, but giving me negative reputation because I don't feel reputation should matter and I'm not showing mine... Doesn't seem to follow. Can someone explain this to me? Or is that because of my airing my reputation?

    I'm sorry, stranger, but I just don't follow.
  8. Samuel_Tow

    Disappointed

    Quote:
    Originally Posted by Bright Shadow View Post
    Opinions have no room in debates.
    I apologise for quote-snipping, but I'd like to interject here. If you don't involve opinions, it's not a debate. It's proof of thesis. A debate is inherently based not on facts, but on the interpretation of such facts. To expect that a debate has a single, universal solution that it must invariably reach if all parties act properly is unrealistic. Reaching a deadlock where all parties disagree and no party will concede and budge from its opinion is also a perfectly valid conclusion to a debate. As long as it's handled fairly and without malice, I don't see why a debate cannot simply be a statement of opinion and a defence thereof. You don't have to be right as long as you have a point.
  9. Samuel_Tow

    Disappointed

    Quote:
    Originally Posted by Golden Girl View Post
    I'm not so sure you should be hoping for that - GR is an expansion, not a stand-alone game.
    CoV required enough content to level 1-50 - GR doesn't need that, as players who start off neutral will have to leave Praetoria around level 20, and pick to go blue side or red side.
    There has to be 20-50 content too, for Heroes and Villans to be able to switch sides - but there doesn't need to be as much as the 20-50 CoV content, as there is no 1-50 path in Praetoria.
    Yeah, but look at the other side of the coin - CoV had diddly squat content for a standalone game, and if it weren't for the CoH side of things, CoV would have bombed so hard it'd have move the Earth out of orbit. I was on board with it then, but I realise now how cosmic a mistake it was to try and sell CoV as a standalone game. It just didn't have enough to qualify as one, and it ended up creating the "us vs. them" mentality that was rampant until recently, otherwise known as "the devs hate villains." CoV had about enough content to work as an expansion, but it was our own fault for arguing against an expansion at the time that saw it called an "expansionsalone."
  10. Quote:
    Originally Posted by Obsidius View Post
    The pic was not captured in that condition; it was obviously put through a filter in a photo editing software to stylize it to look like a color pencil sketch. IOW, it was made that way on purpose. Take it or leave it
    Oh... OK, in that case, RUN AWAY!
  11. Personally, I have one GIANT problem with SG bases, and that goes beyond the matters of cost and upkeep. It's the editor. It's just far, FAR too complex, at least for me. I can whip up a cool costume in half an hour to an hour if I don't know what I want, and if I have a good enough idea, I can make one in 5-10 minutes. Creating a large, elaborate, detailed base is the work of days, possibly weeks in our current editor. There's a reason I never got into user-made mods and skins even in games that allowed it - I'm not an artist and I have neither the patience nor the talent to work with tools that are too complex and too difficult.

    But base building is what it is, and I wouldn't dream of touching it. I don't fancy a torches and pitchforks mob outside my door, you see. But if we're ever going to be looking at a larger-scale, "own island" base builder, I'd like it to be a LOT simpler and a LOT easier to use. Let me try and explain what I mean.

    Does anyone remember the old X-Com: Ufo/Ufo: Enemy Unknown game? Rmember how base building went? You essentially had facilities (it's the game which taught me what the word "facility" even meant in English ) all of about the same size to plop down on a grid map, with only the hangar being larger. You didn't choose what was IN those facilities, you just put down square ala Dune: Battle for Arakis. However, when aliens invaded your base, you had a complete level, detailed, ornate, arranged and practically indistinguishable from your average alien base raid, only it was YOUR design, and the layout was as YOU made it. That's something I liked and something I could work with.

    Of course, Ufo designed entirely enclosed bases, whereas if we ever got an "own island" editor, I'd probably make it a cross between that and something like Settlers 2. You'd have some kind of main building that you could build roads out of, and linked to these roads, you could build actual buildings. From the editor's bird's eye view, they'd look like the iconic buildings in your average RTS, but brought down to ground level, they'd actually be whole, enterable buildings like the many bunkers we see around Recluse's Victory and Bloody Bay. Or some might be large underground structures, like the underground Council base in the War Zone (show of hands: how many of you know what I'm talking about?) or something of that nature.

    See, I know some people enjoy complex editors with control over minute detail. I just happen to not be one of them. I tried to like Spore, for instance, and despite it giving me so much freedom, I realised that, lacking the guiding hand of a simpler editor's limitations, my imagination failed to produce and my ability failed to deliver. A lot of my greatest costumes are the products of trial and error, just tabbing through pieces until something catches my eye, because the changes I can make are large and significant. If I don't KNOW what I want to change, it doesn't pay for me to have much detail in it. I happen to believe that a custom editor should have a good balance between freedom and simplicity, not just aim for as much complexity as the system will maintain. Trying to make something decent in Champions Online demonstrated that there IS such a thing as too much customization.

    In essence, an Ufo-style island editor with progressively more land and progressively larger and more, err... "Powerful" buildings becoming available, and eventually with missions around those buildings and that island, is something I would very much like to see.

    And, you know, it doesn't have to be an island. It could be an island, or it could be a piece of land somewhere out in the country, on the side of a mountain, in the desert somewhere, in the middle of a town or city, floating on the ocean, or even underground in a cavernous chamber. Or, hell, even in a Dungeon Keeper style "dig your own hole" environment. As a matter of fact, Dungeon Keeper is how I thought base building would be like, but that's besides the point.

    Such a thing would probably be far, far too much work for any Issue, though, and I doubt it'd ever fly as an expansion, but it's an interesting concept, anyway
  12. Quote:
    Originally Posted by Lucky666 View Post
    More like complete waste of resources and they just tell the rpers what they wanna hear so butts don't get hurt
    So, because you don't want it, that makes it a complete waste of time. Does that mean that, because I don't like PvP, then adding it to the game was a complete waste of time and it should be removed? Please, at least try and be constructive. This doesn't mean you have to agree, but try and say something more than "neener neener."
  13. I agree that proper animations are the key here, but between making them and actually repopulating maps with them, it just seems quite problematic. And again, I don't see the ability to lift and throw cars as really in the realm of ability of anyone other than Super Strength and MAYBE stone melee. I understand that practically everyone in comic books has super strength, but to me at least, it'd seem odd for everyone to be chucking trucks.

    And I actually have to reaffirm my desire for random Propel debris in Hurl. Yes, it would be unrealistic, I admit, but this is a case where I have to summon up the Rule of Cool. Seeing a character chuck a junk car at an enemy is worth looking the other way when he reaches out and pulls it out of the aether. Yes, the asphalt slab makes SLIGHTLY more sense, but it looks SO BAD that I'll take unrealistic over silly any day of the week.

    Actually, a big problem I've had with this that Champions Online demonstrated is that this kind of environmental interaction is quite... Distracting, shall we say. It's a major hassle to go look for the item, pick it up, then go back and find an enemy to chuck it at, when a single-click action would launch a conventional attack, and it's always a question between fighting effectively or going out of your way for a gimmick. I say a gimmick, because even in Champions where it was actually useful, it was still more of a hassle than it was worth, especially since heavy objects weren't as common.

    I would indeed enjoy a bit more environment interaction, but I'm not sure I'd want to enter it into combat, is all.
  14. Quote:
    Originally Posted by Marcian Tobay View Post
    Not until you can imagine someone using:

    Dual Wielded Blades
    Archery
    Assault Rifles
    "And the rest"


    With a straight face. It's for this reason the Developers have openly regretted the Pirate Hook. Any costume piece designed needs to look good in 90%* of the situations a player would naturally put it in for it to be a reasonable request.

    Sorry, but it's not a technically viable option.

    *I do not remember the exact number, but Sexy Jay said they had a rough guesstimate of a percentage that fits in the above statement for costume design.
    I actually think BABs was joking, and in regards to the bizarre shading and the aggressive gamma on that pick, combined with some bottom-of-the-barrel graphics settings and a REALLY crappy jpg quality. Seriously, that pic is scary.

    More specifically, though, I believe the desire for an arm cannon was more a desire for a powerset, rather than for a glove that's an armcannon. I can't say I'm in disagreement with that.
  15. Quote:
    Originally Posted by Techbot Alpha View Post
    Move along, nothing to see here!

    Although...have you looked at some of the Skulls girlfriends? I...wouldn't be at all surprised...y'know? Kinda..yeah...leaving that alone now.

    Damnit Sam!
    Sorry
  16. Samuel_Tow

    Pathetic.

    Quote:
    Originally Posted by NuclearToast View Post
    The irony of the typo is not lost on me.

    But I get the point of the post, and agree whole-heartedly.

    --NT
    Well, I assume "wirting" would have something to do with a smart-mouth kid with a peg leg, wouldn't it?
  17. Quote:
    Originally Posted by Golden Girl View Post
    I think that depends on how he classifies the Resistance - if they're not seen as citizens of Praetoria, then they could be classed as an outside force, so fighting them is more like fighting a war than fighting crime.
    If only the obedient people are allowed to be called citizens of Praetoria, then the resistance wouldn't be a criminal product of that society in Tyrant's eyes.
    Typically, any illegal operative operating within a nation's borders and committing illegal acts is a criminal against this nation, regardless of whether he is a citizen or not, and whether he is operating for his own devices, for a private organisation or for another nation. That's why enemy spies, downed enemy pilots and even occasionally enemy soldiers are convicted as criminals, as happened to the pilot who was shot down over Cuba during the Cuban Missile Crisis.

    I'm not sure where the boundary between a war on crime and a genuine war lies, but I'd say that unless you have an actual, defined nation or state that you are actively at war with, it's still considered a fight against crime. That's why terrorists are considered criminals, rather than prisoners of war. I don't think rebels really count as that.

    *edit*
    Remember - foreign criminals are still criminals all the same.
  18. Samuel_Tow

    Disappointed

    Quote:
    Originally Posted by Bright Shadow View Post
    Also, just FYI, Crayon Physics is a game that looks like drawings of a 6 year old, and it's still so incredibly fun, at least for me. But it's still a video game. And it's still art.
    Crayon Physics had a good idea, but between looking like a 6-year-old's crayon drawing (that's not a good thing in ANY context) and being a bit awkward in certain aspects, I just couldn't get behind it. That, and I've lost my taste for "pointless fun" these days. But it's still a marvellous concept, a creative idea and a decent game.
  19. Quote:
    Originally Posted by GrinningSpade View Post
    While hyperswim ain't that bad either, hyperrunning over water sounds much more heroic. If possible without to much effort then it would be a neat thing.
    Actually, after reading this post, I came across these two BABs posts that seem to be on the subject. It doesn't seem promising at this time.
  20. Quote:
    Originally Posted by Techbot Alpha View Post
    Although I get sick of people asking for new zones, especially Hero Side. Why? Because most of the old zones Suck. With a capital S. The contacts suck, the door missions are poor, the general gad-about is horrible. Redside this isn't so much of an issue. They had more experience by that time. GR will be setting the new bar...so why not revamp the stuff that is in dire need of a revamp?
    The old zones don't such, what's in them (or often, what ISN'T in them but really should) sucks. Hazard zones are children of an outmoded train of thought, that "if you build it, they will come," an idea that the bulk of what people do in an MMO is just randomly hunt in the world, and if there are hazard zones with larger spawns, people will naturally hunt in them. Truth be told, in practically EVERY other MMO I've played, that has been the status quo, but what people do here is missions, and zones that lack missions entirely lack a purpose for their existence.

    That, and the older content is just showing its age. An obvious lack of care for actual storytelling over "basic quests" as found in most other MMOs is blatantly evident, when a lot of missions come down to "go there, do that, good boy." Newer content, though it exists over roughly the same bones, has made a concentrated effort to hide the underlying subsystems and try to present the experience as a story draped over the mechanics, rather than as mechanics with a verbal excuse. I personally hold Faultline and subsequent content to do a good job of it, with CoV being about so-so on the matter. Going Rogue seems to be going even farther in this direction, enjoying not just more elaborate missions where mechanics get lost in the narrative, but a sense of location that first started with CoV. When you're told to go to an Aeon Tech facility, for instance, you can pretty much expect to either be sent to Aeon City in Cap or to the Aeon Corp building in Grandville. If you're saving a museum in Paragon City, it may be in an office building, a warehouse, an apartment building or Lord knows what else.

    Generally, older story arcs have much weaker narrative, much less interesting encounters, much less meaningful locations and much, much, MUCH more needless filler. The zones themselves are just fine, we just need more and better things to do with them.
  21. Quote:
    Originally Posted by Flint_Grim View Post
    The Talsorian sheild was really worth the wait. The fact that even when it is closed it still stays on the costume only makes it cooler. I am all for having to earn some gear.

    I have an ice blaster that I dream of putting an arm cannon on (something like what Vandle rocks). I fear this day will never come, but a guy can dream.

    Good GOD! What graphics settings is this on?
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    he rite of passion to the gang.
    I don't think you meant to say what you ended up saying. And if you did... Ew!
  23. Samuel_Tow

    Pathetic.

    Quote:
    Originally Posted by Carnifax View Post
    Yep, this is pretty much true. Esepcially with the new costly upgrades. You *can* go without stamina, if you're careful. But it can really, really hurt you in tough fights, you can easily end up fighting with a bunch of resummoned but unupgradable pets due to End costs. Plus they do tend to have higher Support Set End costs than their Corrupter/Controller/Defender counterparts.
    Mind you, I didn't say they need Stamina, and I have a level 50 Mercs/Traps Mastermind who runs all three Leadership toggles to prove it He doesn't use Stamina or Inventions, and he still does just fine. It can be done with proper planning and care, and it's not actually all that hard. I'm just saying that they're not an AT which inherently gets a free pass on endurance use. They actually use quite a lot when it comes down to that.
  24. Samuel_Tow

    PermaPets

    The cardinal rules of pets are as follows:

    Henchmen are permanent. No exceptions.

    Pets in control sets are permanent. No exceptions.

    Any other pets in any other sets are temporary. No exceptions.

    Mind you, there's no such thing as ACTUALLY permanent. "Permanent" pets just have a duration of 99999 seconds, which comes up to about 27 hours.

    *edit*
    Actually, come to think of it, there ARE exceptions:

    The soul from Soul Extraction is a an actual henchman which obeys henchman commands, but it is temporary and fades away after about two or three minutes.

    Gang War is a summon from a Henchman set, but they are actually pets, not henchmen, and are also temporary.

    Phantom Army decoys are summons from a control set, but they are still temporary, and on a rather short timer, as are the Creeper Vines, I believe.

    So there are exceptions, but for the most part, the rules hold true.
  25. Enough with this unlockable crap, please. Pardon my word choice, but it's really starting to drive me up the wall. Unless you want to enable costume unlocks to be account-wide, then the LESS unlockable weapons we have, the better.

    Now, the "more weapons" sentiment I can very much echo. Please, please give us more weapons. But actually GIVE us the weapons, don't slap them on some level 35+ content or behind a terrible grind.