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Quote:To note: nothing has ever been able to affect the width of a cone's arc in the history of the game. Even back when we had cone range enhancements, all those did was boost the cone range, leaving the arc as it was. But as you note, a higher cone range does mean more area, and it does mean a wider are of effect by virtue of the the arc widening the farther away it moves from the player.Boost Range does boost the area covered by a cone, just by virtue of increasing its range - the degree of the arc stays the same, but as the cone is pushed further out from you, the furthest end of it has a wider spread - that, plus the additional range, makes it cover a much larger area than usual.
It's kind of a problem that Boost Range doesn't affect PBAoE powers, though. That way, it seriously favours cone-heavy Blasters like Assault Rifle (like THAT needed more AoE). -
See, now THAT actually gives the thread a point.
What's not good about Masterminds, in order of appearance:
*Micromanagement. While it's completely possible to just run around in Bodyguard and do nothing, an able Mastermind requires henchmen controls, for which a decent interface simply doesn't exist in the game. This requires Mastermind binds, which cross over into advanced player category. On the other hand, any yahoo can grab a Scrapper and kill things indiscriminately, just like I did when I first started playing.
*Damage multiplication. A Mastermind has a very large pool of total hit points, but because he's dragging around a whole mob with him, he can suffer damage much faster. This makes AoE attacks incredibly dangerous on a Mastermind (seven times more dangerous to a high-level one), making enemies with heavy AoE damage a significant threat.
*Reliance on AI. Mastermind performance relies on the performance of the AI-controlled henchmen, which even as good as it is now, is still notoriously bad. Even Controllers don't have as much to worry about in this regard, as they have fewer pets with fewer powers over which they have less control. Mastermind henchmen need to be controlled, and they don't always listen. Pet attack preferences are still problematic, pet aggro is unreliable and their refusal to respond when hit with Avoid effects can be lethal.
*Enemy strength multiplication. Some enemies draw power from players surrounding them. The more the players, the stronger the enemy. Bone Daddies use Soul Drain, Behemoths use Invincibility, and Nictus Romulus' healing Nictus heals off players in its (HUGE) range. A team of players is rarely big enough to make THAT much of a difference, but even a single Mastermind brings with him six extra targets for draining. A couple of Masterminds on a team can make a Behemoth unhittable and the healing Nictus unkillable.
And that's just off-hand. -
Isn't the Internet a strange place? I make an off-hand comment about something I've seen, and eventually a kind forum poster I'm only going to name if he/she wishes to be named steps up and outright vies me the link to the exact thing I was talking about. Sweet! Thanks!

Once again, City of Heroes delivers in completely unexpected ways. -
Quote:That's probably because Equilibrium (and its sequel, but what is the ever) is the only movie which actually has characters do something with their pistols above just shooting them from a stationary or running position. The science behind the movie is total crap, of course, but so what? It's not about science, it's about people shooting each other dead and looking cool doing itEquilibrium is the movie that always sticks to my mind when thinking about that power set


I did a little look at other games and movies which featured dual pistols, and I have to say that, yes, all of them focus mostly on just shooting the things Lara Croft style. Devil May Cry has a few interesting attacks with them, but for the most part, it' still just shooting guns. Oniblade has those super-awesome gublades which are a sort of double-barelled revolver with a huge blade in the middle, but the few pistol attacks are essentially shoot, shoot faster, shoot exploding bullets, shoot bullets in a cone, shoot bullets that ricochet, all done from the same standing pose. Advent Rising has some of gaming's most impressive guns which, combined with the game's system of acrobatics, end up being used on the move in a BIG way, yet still in what is essentially a point-and-shoot way. Still, shooting at your enemies while corkscrewing through the air is cooler than most other applications. Max Payne has his trusty dual Beretas, but this is probably the worst incarnation of dual handguns I've seen, because it doesn't look good and doesn't work with Max's style of dives and slow motion. On the other hand, the special reload mechanic in Max Payne 2's bullet mode makes them well worth it.
Giant paragraph over and to recap - most movies and games that have characters use dual pistols have them do, essentially, one thing with them - point and shoot. If you're going to make a full powerset with at least 7 attacks, you're going to need something more than just that. Enter Equilibrium, and whether or not the movie was good, the gunplay was creative. -
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Quote:Too early to complain, you say? Hmm...Still, it's a bit early to complain, since we can hope there are alternate animations for the attacks and none of them except the nuke were that excessive.
Dual Pistols is a powerset that, from my perspective, fills in the role of a flashy gunslinger/gunkata artist. It's not there to represent a serious, reserved soldier or curt mercenary who just happens to be using two handguns instead of a rifle. As such, making it anything BUT flashy does a disservice to the kinds of concepts which most call for a set like this.Quote:I'll agree that generally, it's best to make a character to match the animations, but the animations should probably try to accomodate concepts that are likely to want to use those powersets, like villainous gangsters. -
What is the point of this? I mean, I've made largely pointless threads, myself, but this comes down to "Masterminds are cool!" Err... Yes, they are. So? I mean is this going somewhere?
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Quote:That's not a good analogy. If we go with a game as a novel, the cover is equal to the main menu screen. What graphics are equal to is style of writing, spelling and vocabulary. You can have the most amazing story in the world, rife with interesting plot twists, engaging moral questions and great creativity, but if it feels like it was written by an illiterate first-grader on a mobile phone in-between classes, all of that doesn't matter.In the abstract sense than they're a diversionary entertainment, yes.
But if we think of a the game as a novel (another form of diversionary entertainment), graphics are the cover. They have no impact on the quality of the prose or how engaging the story being told is.
I'd prefer more energy be spent on the inside of the book than the outside, while understanding the need for 'rack appeal' to attract potential readers.
Simply put, if I can't stand to look at a game, it doesn't matter what the game is actually about. By comparison, I can play a game with exceptional graphics even if it's quite bad without batting an eye much. Why would I play any of the Need For Speed games, otherwise? -
Quote:See, as I said before, it IS possible to fudge it by providing underwater alternatives to overland powers. The problem with that is that most, if not ALL powers, would need to have new graphics added to them. And not just new colours, I mean brand new sprite effects, models and, sometimes, even animations. A smoke grenade in air creates a rapidly-expanding, rising cloud of smoke. An ink-grenade in water creates a slower-moving blotch of ink which expands via omni-directional tendrils and tends to float in place, slowly sinking over time. Just slapping smoke as you see in air into an underwater environment is a GREAT way to make it feel like a suspiciously blue cave. You need new graphics, and those have been at a premium.I'll take this point by point.
Just spin the OTHER way.
Simple. Use the ones you designed for underwater combat(for instance replacing smoke grenades with ink grenades). Same for any other technical equipment or weapons you use.
Use Heavy Water for your ice powers.
Augment them with underwater flares. And other fire abilities still give off a lot of heat.
Alright. Control plants of the sea instead of bringing down land-based greenery, put your chemical doses in pouches, use an underwater microphone(go with a high-end model), train in a swimming pool before using your martial arts or weapon prowess in a real aquatic battle.
As for the problem of breathing underwater...
I'm Batman. I can breathe in space.
Again - if it can be made to look right, with powers having the proper animations, then I can't really argue against it since this is my problem. However, that's a big IF. -
Quote:No effects kills the sounds of powers, as well. I wouldn't be opposed to a no-sound option for powers, but since they fade, why is that a problem?I find some of the sound effects on toggle armour powers to be highly annoying. Could we get a no sound option for powersets.
I deleted my Energy Arua brute because Energy Cloak makes a droning noise like a WW2 bomber engines when running - since I didn't want to bomb Dresden I was left with delete to make room for a non-annoying armour set.
The whiring blizzard sounds from ice can get old fast too.
And here I thought we were going to talk about character-specific sound customization, like the sound of footsteps. Though, the HeroCon video suggests that that might be rectified. -
Hide has a different sort of balancing mechanic - it makes you invisible and makes it impossible to transport certain hostages, among other things. It's true that most Stalkers will keep Hide on almost all the time, but all of them will have reasons to turn it off at some point. If it weren't for that, I'd make it either part of the Inherent or make it a passive power granted at level 1.
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Personally, I hope not, but then I'm biassed.
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Quote:You contradict yourself with these two statements. What you said is exactly what doom is made out of - the notion that it looks really bad when, as a point of fact, we know absolutely nothing. This is no different than walking into a custom car being built while the mechanics are showing off all the cool suspension bits and saying that from the looks of it, this car won't have any bodywork done at all. I mean look at it! It's just a chassis!I'm not picking up on a lot of doom, but rather a lot of "this looks great, but hopefully there is a lot more".
With the information so far I'd say it is about 30-40% of what CoV brought to the table. If you can take full advantage of the graphical updates then maybe 50%+. Great start no doubt.
You are looking at a sneak peak of a badly unfinished product. You CANNOT make an estimate as to how much more will or will not be in it. Stop trying to. -
I apologise for skipping most of the thread, but it's grown to four pages (at 20 posts per page) and that's just too much to read in the morning. So...
Quote:I snipped up the original post down to the points I want to respond to.WHo DOES NOT want a fancy gun set? I have been looking forward to dual pistols forever, Thinking that they would be an expanded version of the mastermind pistols powers.
Granted, "vanilla" animations arent as fancy, but they allow for a MUCH larger range of characters. THis is actually why i prefer alot of the older less fancy costume options as well.
But the animations? No thanks. Why is this so hard to do in MMO's. Its not a terribly hard concept. If i have a gun set, i really only want one thing from it: to shoot. I realize that it might be a bit boring, but if i wanted something fancy, I would have picked a fancy set.
I don't know if you're the ONLY person who wants a non-fancy handguns set, but I'd wager a bet you're in the minority. As you said yourself, plain animations are boring, and there are really only so many ways to shoot a gun before you start repeating the same animation over and over again. Trust me, I LOVE Broadsword as much as the next guy - it's my very most favourite set. But even I can tell you that it has redundant, boring attacks to a large extent. Unlike dual handguns, Broadsword sells on being direct and brutal, so simple, powerful strikes are its thing, but even then, there are only so many strikes you can make before you HAVE to improvise. We have 7 attack powers and only four primary directions we can attack in, so we end up repeating ourselves, such as Hack being the same thing as Head Splitter, only without a step forward.
Personally, I'd say the Mastermind handguns set is about the upper limit of what you can do with handguns before it becomes boring. Shoot one gun, shoot both guns, shoot both guns a lot. What else is there to add? Shoot one gun a lot? Shoot one gun very slowly? It becomes redundant and very, very uninteresting. Hell, look at Assault Rifle. It's about the most boring set we have in the game in terms of animations. Each attack is essentially "shoot the rifle." And even that isn't quite as boring as that, varying ammunitions a LOT between attacks. Personally, I'm glad dual handguns aren't made to be an Assault Rifle clone, with a few regular attacks and a bunch of custom ammo.
See, here's the thing - in almost any situation where open fighting is involved, handguns are always inferior to larger firearms in terms of power, but superior to them in terms of agility. There's no reason, thematically, to have a handgun set that's slow and uninteresting, because it's like a rifle set, only worse. The advantage of handguns is that it's easier to move around with them as one-handed weapons than it is to move around with a large two-handed omnigun. Hence, they are faster.
Personally, I find the new handgun set to be a LOT better than what I was expecting it to be. I expected, as you did, that they'd simply recycle the frankly not very impressive Mastermind attacks. Instead, they went with something a lot closer to how I played Advent Rising. Originally I started by relying on large weapons, like assault rifles and rocket launchers, but as the game progressed and I gained more and more supernatural powers (like slowing down time and jump flips to make Neo red with envy), I relied on weapons less and less, and the SLOOOOOWNESS with which larger weapons were drawn was becoming a problem. So, instead, I abandoned large weapons and instead went with pistols which were drawn almost instantly in any situation. And it was awesome!
Let me share one parting sentiment - I LOVE handguns more than any other weapon type exactly because they are so agile. But I like handguns not for their realism, but rather for the absurdity of what they can become in the hands of an imaginative artist. Advent Rising, again, has a few of note. Such as "90 calibre, armour-piercing concussive rounds" fired out of a handgun that can shoot about 9 rounds per SECOND and can be dual-wielded. Or a handgun powered by cold fusion which shoots raw energy and can shoot GRENADES and can, of course, be dual-wielded. Or the Seeker handgun, which can fire rounds that bounce between up to five targets each at the cost of five rounds per shot, shoot at about 4 rounds per second, hit like a train on each bounce AND be dual-wielded. I don't think I've seen a game where you could use nothing but handguns and sew so much carnage.
In fact, Advent Rising transformed my view of what dual handgun combat could be like. Before, my view of what it was like came from Devil May Cry and Oniblade (I should talk about gunblades at some point), which essentially had you shooting and shooting and shooting at an enemy until you brought it down, with damage inferior to your oversized sword. Essentially, it would be pop-pop-pop one down pop-pop-pop two down etc. In advent rising, it's more like bambambambambam 15 people down. I could literally squeeze the entire magazines of two handguns in less than a second and lay waste to an entire platoon. THAT is what I want my handgun fighter to be like. I loved Advent Rising for it, even if I had to save ammo a lot. Dive in via forward-flying corkscrew, unload two handguns into a platoon of aliens, land in a super-cool pose and reload both handguns by spinning them in your hands behind your back. It doesn't get more impressive than. It's like having an A10 Warthog strafe them, only it's one guy doing that.
THAT is what I want to see. -
I've reamed on City of Heroes a lot recently, to the point where I'm sure some people started wondering "Well what the hell are you still doing there if you hate the game, then?" The truth, though, is that I don't hate the game. In fact, without a doubt I can say that, for me, this is easily the best game ever. In fact, it's so good that I take certain things for granted (like that it runs O.o), and it's only when I try some other game, especially another MMO that I think back to my time here and realise "Wow... I had it pretty good back there. What am I even doing trying out other games?"
I want to talk about customer support for a while. I know people love to hate our own and keep on inventing new reasons why, but you know what? You people go to hell! Certainly I've had to wait for an hour for a GM to show up and certainly I've had problems that weren't fixed, but at least every time I had people at least try to help me. Trying Dungeon Fighter Online a few days ago, this could not have been farther from the case.
It looked like a good game, and it was free to play (or rather, "free" to play), so I tried it. Downloaded, installed, updated (for three frikkin hours at 10KB/s), ran the game and promptly got a runtime error. "The application cause the Runtime to terminate in an unexpected manner. Please contact the application's developers for further information." And so I did. I filed a support ticket as I would here, quoted my error and waited. Their response? "We're sorry, but the game is not supported outside the US for the moment. Look for another version." Up yours! I'm not gonna' wait for another version! If you can't be arsed to help me, I'm can't be arsed to play your game!
This then reminded me of all the good experiences I've had with our own support team, even if people would have you believe they're the worst. The most recent example I remember is filing a ticket that the Microsoft Language Bar crashed my game when I tried to use it, which made typing in Bulgarian impossible. I filed a ticket and got a response to the effect of "Well, the game is only supported in English so you shouldn't be trying to do that, but let's see if we can't solve your problem anyway." After a few back-and-forth attempts, they ended up unable to help me after all, but you know what? They tried, and that counts for a LOT. I asked for help with something that wasn't supported at all and STILL customer support tried to help me. That counts for a LOT in my book. And, even better, no more than two-three months down the line, I tried using my Microsoft Language Bar and it no longer crashed my game. It's fixed now, and whether or not my filing a ticket about it made a difference, I'm still glad I did, and I'm still impressed with how they treated me.
And this isn't the first time I've had a GM nice enough to go out of his way on my account. I mean, think about it - how many times have we summoned GMs to help us find that one last enemy on a map? That isn't a customer support problem, not technically, but they would still help us every time. Find the last glowie or enemy, and either teleport that to us, or teleport us to it. I've had a GM come get me out of the trench behind the Terra Volta reactor where you can't get out without some form of vertical travel. I've had a GM finish my mission and give me my reward when it's bugged.
And now, we even have Arbiter Kim, who prowls the forums looking for bugs to forward to the development team. To say I am happy and impressed is an understatement. People rag on customer support so much, but I, personally, am incredibly impressed with them, and very impressed with the general communication we have with our development team. Where else can you go up to a developer, state a bug, and see it fixed a while later?
It's a pity I never truly appreciate that when I try another game and find so much lacking. -
To avoid helping make this into one of those threads where everyone comes to post yet no-one ever reads, I'd like to discuss the core issue at hand before I delve into what ratio my characters are.
What is the definition we are using for Rogues and Vigilantes? I saw the Hero Con movie, and the explanation given was very sparse, brief and illustrative, not at all the kind of comprehensive definition one could use to make an easy assessment. The reason I ask is that I did a quick mental scan of how many of my characters have clear alignments and which have rogue alignments, and the answer was "I don't know. It depends."
We all know that "not really villains" and "not really heroes" are basically the same thing, though slightly leaning in different directions, and the only reason we have two is to retain some semblance of the duality of choice. The differences between Rogues and Vigilantes are subtle and relative, as it should be, but I'd say it's a mistake to say the differences between a Rogue and a Villain or a Vigilante and a Hero are clear at all.
I can say one thing for certain - the majority of my villains are villains all the way. They are evil by choice and evil by conviction, simply because that which makes a compelling villain is that villain's ability to take on evil and still make it compelling and believable. I espouse the opinion that evil is not a disease or a curse, but rather a choice that has to be made willingly, consciously and with great conviction. As such, my characters are either clear villains who, even if they do redeeming things, are still quite clearly evil, or they work for a character who fits the bill.
On the hero side of things, I'm not sure I have any classic, "I do it because it's right!" heroes. They all have their own agendas, their own demons and their own rather unforgiving approaches to solving problems. But at the same time, most if not all of them also have an incredibly strong conviction in doing the right thing, protecting the innocents and opposing the evil. I've made it a point to give each and every one of them some very specific, very convincing reason why they are heroes, if not it their bio field, then at least in terms of their character design.
I don't enjoy characters who are ultimately just grey, because those aren't interesting to me. For a character to be interesting and worth exploring, they have to stand for something. Standing for nothing at all is just "meh" in a very big way. Characters need to amount to something, to either be part of something big or be in the process of creating something big. A character whose life amounts to nothing other than seeing one more day doesn't move me, because that character does not shape events. Why would he? He doesn't stand for anything, so he has no reason to bother. It's when characters are pushed out of their comfort zone that things get truly interesting.
I'll try and think of a few new characters who may skirt the line a little more, but I doubt I'll come up with anything. -
This is what it comes down to for me. There has to be a reason to turn off sprint (it doesn't suppress, after all), because if there isn't one, I'd suggest axing it out of the game and just giving everyone either a base run speed increase, or a constantly-running passive run speed buff at level 1. Toggles are powers that need to have a reason to be turned off, and for most toggles, that reason is cost. Without cost, they don't need to be toggles.
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They added swimmable water in the new Cimeroran maps when they introduced those. I didn't think to mention it as I figured that was common knowledge by now. This swimmable water is evidence enough, to me at least, that having an underwater zone in City of Heroes is anywhere between a LONG way away and never.
The one good thing about the water is the visual effects. Draw distance drops significantly, fog changes colour to bluish (Why is water always drawn in Nuka Cola Quantum blue? It's not blue, it's clear!). I think there may or may bot be a distortion effect. The problem is that this draw distance and fog change extends above water, as well, so if you're swimming near the surface, the air above looks really thick and blue. If you manage to force your camera out of the water, it's even more bizarre. But when you're completely under, it looks pretty good.
The rest, though, is bad. You swim, yes, but in name only. In practice, you run along the bottom while emoting a swim. And it's not a particularly good swim, either. Our old swimming animation is terrible, it runs in fits and starts, it doesn't rotate well and it's designed for swimming at the surface. It doesn't pan vertically, either - you're always stuck in a horizontal swimming orientation, because you're not swimming at all. You're running on the bottom. Hell, you can JUMP. I've not tested how powers work underwater, because I've never thought to pull the Cimeroran Traitors, dive after them and try. I DO know, however, that they run - literally run - along the bottom when they move around.
This isn't water. It's a blue-tinted hole. And water isn't even blue! -
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Quote:The human mind's potential is only as infinite as the human mind's imagination, which isn't anything even remotely like infinite. It only feels infinite because people keep coming up with things we could never have conceived of, making it seem infinite because we feel we're close to infinite, ourselves. But that's humanity's bloated ego. We're great, and anything greater than us must be the greatest thing ever.Yes, you forgot that the human mind has infinite potential. Big gap in your argument there.
The human mind's potential is just great enough to outpace the human mind's rather limited imagination, and that's hardly unlimited. -
Quote:Except we already HAVE those zones, and as long as they're made and in the game, I'd rather have them than not have them. They may not be a smart investment, but they're an investment that's made and irreversible. Instead of complaining about it, I choose to enjoy it, because I really DO prefer redundant zones. I know, practically speaking, we won't get any more of them, but that doesn't mean I don't enjoy the concept of them, and where they already exist, I revel in it.See to me this doesn't make an logical sense.
I'd rather NOT have them make new zones that are empty and devoid of content. To me that is AN EPIC waste of time. Hence why I despise the shadow shard with a passion and would rather push hot pokers into my eyes than EVER visit that useless waste of space. -
Am I the only one who keeps scratching his head at all the doom and thinking "They announced this for release in Q2 2010. They probably have something else to make in the next 6-8 months." I mean, seriously, do you people expect the developers to spend months on end twiddling their thumbs, just delaying the release of what they already showed to be ready for no good reason?
Seriously, where is this notion that if the movie didn't show it, it won't be in the expansion coming from? We don't know almost anything, how do we know what WON'T be in it with such certainty? -
Quote:I actually think that might be more problem of communication. I suspect the faction-binding and "new stuff" will go up to around level 20, after which you settle into doing more missions in Praetoria the same way you do them in City of Heroes and City of Villains. Of course, it could also mean "We've made them up to level 20 so far." Or it could just mean "We realise the 1-20 game is pretty bad, so we're focusing on remaking that. The upper level game doesn't need this much innovation."I'm completely sure Praetoria will have more content than lvl 1-20.
It'd be insane to create a whole expansion and world just for those couple of first levels, that you can breeze thru in a day. All that work in creating environments, maps, enemy groups, named bosses, missions etc etc, that you can experience for a couple of days max per character?
No, I don't think so.
Especially when they're doing high-level praetorian heroes and villains to battle against. Those are clearly meant to be dealt with in a lvl 40+ mission chain or a TF.
Either way, we're speculating over one single bullet point.
There are a few concept still left unattainable. Things like Summon/Melee, Assault/Defence and so forth. You could KIND OF fudge that with existing ATs, but never quite fully, and there are a few powerset designs we just don't have. I once had an idea about a range/melee single-target primary with a defence/AoE secondary that, obviously, never went anywhere, but there are still a few ATs that can be made and be brand new. I'm not sure we can think up a full five decent ones, but I'm sure we can get five such that at least a couple work for everyone.Quote:Same goes for Archetypes. The basic ones (the archetypical ones, if you will) are already there. What is left is just combos or permutations of pre-existing AT's. Which doesn't sound that good. You can basically create whatever you want with the AT's available now, and new stuff devs can add as new power pools. -
Quote:Which is odd, because Hordelings have had that tongue attack since I6, which solves a lot of the most difficult problems with such a thing, which is distance and accuracy.Probably because BaB has implied as much before. Prolly never said anything like those exact words, but it was implied that that particular type of movement would be difficult to animate.
And, really, I don't recall BABs ever mentioning whips would be impossible. A lot of PLAYERS said that, but if BABs said anything at all (and I don't recall him commenting on it), it was more to the effect of "Won't happen. Too much work. Forget about it." Then again, I haven't seen a discussion about that since around I9-I10. -
Quote:Well, yeah, but Carnies are weak to Lethal damage by 20%.My level 50 AR/EM blaster just did 602.39 points of lethal damage against a lvl 50 Harlequin Juggler, using Assault + BU + Sniper Rifle. My Sniper Rifle power is only 5 slotted, with 5 Sting of the Manticores, one of which is a toxic proc, which was not included in the previous attack on the Carnie minion. Most of the time when it does fire off, the minion is already dead. But it helps against lethal resistant mobs, like Malta. That when the proc comes into play. And quite frankly, thats when you need it.


