Samuel_Tow

Forum Cartel
  • Posts

    14730
  • Joined

  1. Quote:
    Originally Posted by FredrikSvanberg View Post
    The mission is stupid but the worst part is that the mission briefing makes it seem like the generators are your goal. You should actually try to find and rescue the journalist hostage before the generators are destroyed. If you save her the mission completes.
    It does? I thought I was supposed to wipe the spawns around the generators, as well. And isn't Silver Mantis an objective, as well?

    Well, even if that was it, I wouldn't have been able to do that, anyway. I know where she is (or was the last few times), but I barely had time to look where I was jumping before the mission failed. I doubt I'd have had enough time to escort a hostage through half the map.

    Really, I'd save a mission drop for it, but... Entering the mission is actually faster than dropping it a lot of the time. Which is kind of funny.
  2. Quote:
    Originally Posted by Lucky666 View Post
    back in the old difficulty setting if I recall correct if there was an AV that scaled to an EB that EB would still con red and if the diff was any higher then heroic purple. Now you say a yellow conning EB is not enough of a challenge when its at least at least 2 levels lower then it should, I hate to be blunt but well duh
    First of all, that's not what I'm saying at all. I'm saying that that elite boss did not feel like an elite boss at all. It felt like a boss. I'd beaten a LOT of bosses up to that point, and Hro went down exactly like a boss. He should NOT be scaling down into a boss. He should have been tougher, because both Sefu and WMD were the SAME level as him, yet were significantly harder. What am I not explaining right here?

    Also, EBs always conned the same as bosses. An even con EB would be orange and a +1 EB would be red, just as a boss would be. I've fought enough EBs to know, and I've never seen a patch that made them con higher than a boss. Also, I checked Hro's level. He was not two levels below me, he was only ONE level below me. I've fought -1 EBs before, and NONE of them were this weak. Not even Dr. Vahzilok.

    Let me repeat: The problem wasn't that Hro was too easy, the problem was that he was not an EB in anything but class, unlike all the other EBs I fought before or since.
  3. Remember that mission from the Dark Watcher where you go to the WSPDR building in Cap Au Diable to save four generators? That one with the Mole Machines and Silver Mantis? You know, the one that FAILS AT THE DROP OF A HAT?!? THAT MISSION!

    What the hell, man? I just tried this mission, and do you know how long it took me to fail it? 30 seconds. If that. And I'm playing at -1. It went like.

    "Where's the generator? There's a generator! Oh, it's broken! Where's the generator! There's a generator! Hurry! Oh, they broke it before I even got there! Where's the generator? There's a generator! Hurry! Oh, it's almost... Oh, they broke it! Where's the generator? MISSION FAILED!"

    Literally that. In 30 seconds, I got to see one generator destroyed before I even found it, one generator destroyed in the distance, one generator destroyed as soon as I got to it, and one generator destroyed off-camera. What are these things made out of? Tissue paper and cream sugar? And why were they under such stupendously heavy attack? The mission ended so quickly that I managed to generate only a few spastic memories, but one of the memories was of THREE Fake Nemesis and a whole paltoon of soldiers fighting one generator, destroying it just as I landed next to it. Why? And why are they starting their attack before I can even SEE the damn thing?

    This mission is just stupid. OK, the premise is actually good and interesting - protect the generators so the WSPDR reporters can get the truth out. Points for that. But the generators have something like half a hit point and are attacked by what looks like all the Nemesis Soldiers in North America, resulting in instant-destruction, often before I even get a chance to SEE the thing, much less think about intervening. And that's with me rushing to the location as soon as I loaded. I didn't delay at all. About the only "delay" I had was spotting Silver Mantis sitting at the red map marker, but even that was only a passing glance.

    I've noticed a lot of... Odd spawn behaviour recently. Spawns and encounters will trigger as soon as I load into an instance, even if they're half-way across the map. They'll play their dialogue, even start their fights LONG before I'm even close enough to see their speech bubbles. Generally it's OK, though. Hostages aren't in danger until I rescue them (ironic, huh?) and NPCs that fight are never mission-important. Well... That is, except protection objectives. When your protection objective triggers while you're half an instance away, that can be kind of problematic. I used to fail to save Dr. Shelly Percy's lab a lot because of this, and Romulus the Warshade always broke the Rikti Teck before I could even see him. But even then, these encounters at least took some time to play out. The objectives were breakable, but they weren't so damn fragile. These generators feel like they're made out of unstable molecules or something. So much as look at them the wrong way and they blow up in a violent explosion that can send you flying over Aeon City.

    From what I just saw, this mission is now completely unbeatable. And I must admit, that's a step down from what it was before, and I didn't think that was possible. I mean, it IS one of the most annoying, aggravating missions in the entire game, after all, but apparently it could get worse. Imagine that.
  4. Quote:
    Originally Posted by Captain_Photon View Post
    The problem there is that a bokutō is, by definition, a sword made of wood - the name literally means "wooden sword" - and is expected to be wielded in exactly the same way as the metal slashy-slashy version. The great samurai Miyamoto Musashi (1584?-1645) killed more than one of his dueling opponents that way during his career. The animations, as it were, are the same. If you were to take a bokutō and wield it like (e.g.) a War Mace, you would very much be Doing It Wrong.
    And again, a wooden sword is still a sword, and though it's a stretch, I can see it as an option for a slashing sword set. It may not be a sword in terms of function (it doesn't cut), but if it looks like a sword, swings like a sword and looks like it can cut, it's "sword enough."

    By comparison, an Escrima stick (or a club or a baseball bat, or a golf stick, etc.) is most decidedly NOT a sword. It doesn't look like a sword, it doesn't really swing like a sword, and there's no way in hell you can convince me it looks like it can cut. It's not a sword, and it has no business being in a sword set. Just in the same way as an axe doesn't belong in a sword set, a stick doesn't belong there, either.

    Really, in my eyes it comes down to an "if it looks like a duck and it quacks like a duck" argument. A wooden sword is a duck. A wooden club isn't.
  5. Quote:
    Originally Posted by Lazarus View Post
    I wonder if it may be related to the same bug that pops up in Darrin Wade's arc where Sigil and Kadabra Kill are always classified as Hero even if you have AVs = no and Bosses = no. There is something odd about fighting an even level "Hero" who cons red yet goes down as easily as a LT.
    With I10 and the Rikti War Zone remake, the game began "lying" a little bit. Before, we had very specific classes of enemies, each a representation of the underlying mechanic driving the enemy. Now... Not so much. I just rescued a traitor Nemesis soldier who was of a class "Traitor," and then there's WMD, who is always classed as "hero," but varies between classes depending on if she's with you or against you.

    Kadabra Kill and Sigil are always shown as "Hero," but they are not Hero/AV class. They're regular bosses, and they con as such. They aren't even elite bosses. They're just regular bosses with fancy names for their class.

    I'm not sure if that's what happened to my Hro, but I don't see why a genuine purple-triangle AV would scale down into a boss, yet be classed as an elite boss...
  6. I just want to keep sets with "sword" and "blade" in the name using swords and/or bladed weapons. I'm willing to accept weapons that, in real life, don't cut but in-game sort of look like they do. I cannot, however, accept a weapon which CLEARLY doesn't cut put into a sword set and being stabbed through a man's chest. If it doesn't have a blade, it has no place being in a set about Dual Blades.

    And why do they need to be, really? You already have a variety of basing sets, including a bashing weapon set. Why not put them in there? Why try bastardize sets that clearly don't fit the bill? It's like picking Assault Rifle and then asking for slingshots to be added as a weapon variant. I'm not against that as an attack set, but it has no business being jackhammered into Assault Rifle.

    Ask for new sets, by all means. But let's try to give the sets that already exist some meaning in being separate, defined sets.
  7. Quote:
    Originally Posted by Lucky666 View Post
    he was conning yellow to you did you really expect something else? and if so was the build you were on completely gimped?

    Seriously a yellow conning EB and you expected a challenge?
    Yeah, I did. I subsequently fought Sefu Tendaji and even god damn WMD and they took SIGNIFICANTLY more beating to go down. Listen, I know people here like to beat their chests about how they eat AVs for breakfast and ask for seconds, but there is such a thing as an elite boss who goes down easier than an elite boss should. Whether an elite boss of that level is easy, hard or just funky isn't important. What's important is how easy he should go down, and Hro went down a LOT easier than he should have.
  8. Quote:
    Originally Posted by Archon099 View Post
    Personally I think it would be a great idea to move stealth out of a tanker's primary set into the pool version for those classes. This would cause melee class stealth moves the same functionality they already have without limiting the scope of the power set. An Energy Aura brute could easily take Concealment: Stealth and replace his Energy Cloak with a duplicate version. A DA tank could easily grab Stealth too, and get his +perception and immobilize protection from another power in his current set, like his other two mez protection toggles.
    In the same train of thought that says Cloak of Shadows and Energy Cloak are useful, I can easily claim that they SHOULDN'T be available to every secondary. They're powers from their respective armour sets, which are in turn balanced around having these powers. Just dispensing them to everybody doesn't strike me as a good idea, particularly since I don't subscribe to the notion that the sets that have them are better off without them so adding them to every set wouldn't be problematic. Pool stealth comes with limitations for exactly this reason - so that not every powerset would have access to unsuppressing, non-slowing stealth.

    As far as Tanker Gauntlet goes, it's one of the reasons why I gave up on Tankers long ago. Any AT built with an inherent that needs a team to work or is only useful to a team is not an AT I can justify playing.
  9. Quote:
    Originally Posted by Archon099 View Post
    Add more options in the pools.

    Pools have 4 options each. Patron/Epic Pools have been increased to provide more functionality, but not the normal pools.

    For example:

    Teleport:
    1. Recall Friend (Lvl 6)
    2. Teleport Foe (Lvl 6)
    3. Warp Strike (Lvl 6)
    4. Teleport (Lvl 14)
    5. Team Teleport (Lvl 20)
    6. Rift Jumping (Lvl 20)
    I actually agree with you (for a change ) in that expanding the regular pools like they expanded Epic pools is a good idea. I'm not sure I agree with your options for Teleportation, though, and not because I don't like what you have. On the contrary, I think your additions are pretty cool. But there's something I've always wanted to see and just never existed in the game. Something of a "blink" short-range teleportation ability that's very fast.

    See, here's the thing with Teleport - each activation costs a LOT, travels long-distance (it doesn't have to, but it usually does) and takes AGES to animate. If I want to teleport, I have to slowly puff up my chest, wait a while before I fade away, then reappear and be frozen in place for four seconds. That's FOR-FRIKKIN'-EVER in my calendar. I want something faster.

    Enter "Blink." This is an INSTANT travel teleport, as in it has no animation time and it has no recovery time. You literally blink between locations with just a glowy effect and you're ready to fight. This sort of power (though unwieldy to use thanks to the teleport reticle) would offer AMAZING utility. So amazing, in fact, that I'd SEVERELY limit its range. 10-15 feet at most. No travelling around with it. This is strictly a combat move.

    I still think a power like this would be some of the most cinematic ways to fight if used regularly. Pop in, lay down a few punches, pop out of the caltrops, lay down a few more punches, bling out of the Burn patch and essentially move around the field much more freely. I'm not sure if I want to give it a low or a high cost and if I want to give it a shortish or a longish recharge, but the very idea is something I've always wanted to see.
  10. Quote:
    Originally Posted by BBQ_Pork View Post
    Since both it and the other Vet Reward Power options seem to be able to operate outside of the player's Damage buffs, and almost the only time you use it is when faced by CoT Spectrals who DeBuff your ToHit, I would be perfectly happy if it could ignore ToHit DeBuffs laid upon the player. Even if it stayed Single-Target.

    TLDR version: Make it more reliable.
    I don't think there's any way for a power to ignore to-hit debuffs. The only thing it can do is be auto-hit by not having a to-hit check, but I doubt a power with a solid hit like that would ever be made auto-hit. I suppose it could be coded to be auto-hit, but only the NPC-dependent special damage be left guaranteed, with the actual Lethal damage proccing at 75% or some such.

    The other problem is that the axe targets undead, many of which are resistant to physical damage. I guess the Banished Pantheon might be weak to Lethal, but just about everything the Circle has is resistant to lethal damage.
  11. Quote:
    Originally Posted by Shadow State View Post
    Its not the "Only Affecting Self" that make a character unaffected by others, otherwise the -def on rest would be pointless, and no attack would ever be able to get through personal force field.
    Personal Forcefield is not an intangibility power, it's a defence power. Intangibility is not based around defence, even though certain NPCs will use high-defence powers which return an "Unaffected" miss message. Regular detention powers do not allow ANY effect, positive, negative, autohit or whatever, to affect the intangible character. And, yes, you can easily rest inside a Detention field and there's not a damn thing the person who detained you can do about it. Dropping out of detention field while you're resting is an obvious danger, but its defence debuff doesn't make you hittable when you're intangible.

    And, no, you can't rest while in Personal Forcefield. Rest simply deactivates the bubble the same way Combat Jumping deactivates Super Jump.
  12. Samuel_Tow

    hospital upgrade

    Quote:
    Originally Posted by BlueRaptor View Post
    No, the points is, after whatever they did to ease it, it was never enough.
    It will never be convenient enough for a lot of people, with or without inspiration vendors in hospitals. They'll just demand yet another step on top of those then, so I'd rather try to slow it down here already.
    Sliding scale arguments fail every time. And trust me, I've failed along with a few. You can make a sliding scale argument about ANYTHING. You can make a sliding scale argument about how raising the speed limit on freeways by one mph will lead to global nuclear war. You can!

    You can make a sliding scale argument about anything, which makes the argument meaningless. Just like no amount of new convenience will ever be enough for some people, so ANY new added convenience will be too much for some people. We can't just die out of exposure pondering like a new-age Buridan's Donkey, we HAVE to make a decision, and it will have to be one way or the other.

    You can make a sliding scale argument about anything, but you shouldn't really make one about anything. That's where good judgement comes in, and you can't decree acts of good judgement in abstract. We can't look at this and wonder if ANY added utility is good, or if ANY added utility would be too much. We need to look at whether THIS is too much, and I don't believe it is.

    P.S.
    Using a TinyURL link because the Wikipedia article is called "Buridan's ***" and that censors the link, making it inoperable otherwise.
  13. Samuel_Tow

    hospital upgrade

    Quote:
    Originally Posted by GrinningSpade View Post
    I understand your frustrations in this. But right now Pocket D, AE buildings or contacts are not far away. For that matter, neither is the superbase where you can get inspirations AND buffs so you can defeat that EB.
    "Go to your base" is about as terrible an argument as get a team. Suppose I don't have one? And I don't. Only a handful of characters of mine have access to a SG base with... Well, anything. The rest are either out of a SG or in a SG where I haven't bothered to man a base by myself. I don't have one, so going to my base is not an option. Going to Pocket D isn't really an option when my mission is on the butt end of Independence Port. Or in Croatoa, you know. No Pocket D, no Architect. Or in Striga Island. Or in the Hollows.

    What does it take away to have these things? Are you honestly saying that someone will pick to do contact missions over paper missions hinging on "I can buy inspirations?" Because there is no way I can buy that, and I don't know how anyone could say it with a straight face.
  14. Hasn't happened to me in years. I'm afraid I just know everything.
  15. Quote:
    Originally Posted by Mirai View Post
    But as you imply, not the AVs. They would reduce to PToD EBs, but no further. If I could get them all to drop to bosses in the standard missions, I would be in mission heaven. Well, except for the hazard zone hunting missions and the multiple simultaneous glowie click missions, but difficulty settings won't help with those.
    While I can see where you're coming from and I've seen you post about it before, I'm not sure I'd want to go quite that far. I just fought a surprisingly weak Hro yesterday, and it was downright anti-climactic. I'm not against having the occasional tough battle, as long as it's occasional, and EBs pop up just rarely enough for that to be only occasional. Well, Maria Jenkins notwithstanding.

    And I still hope someone can clue me in why my Hro'Dthoz was so surprisingly weak and why he didn't summon his Assault Suit on -1x3 no bosses no AVs. He didn't feel like an EB fight, he felt like a boss fight.
  16. Quote:
    Originally Posted by Dersk View Post
    Perhaps this is a difference in terminology, but there is a wide variety of accomplishments a comic book character can achieve that are neither save-the-world-epic nor as mundane as delivering a pizza.

    A lot of the arcs I see start off with relatively mundane things... looking for someone that's missing, looking for several someones that are missing, looking for a particular villain, or knocking skulls to find out some information. Often these types of missions turn into more damatic stories where, supposedly, the fate of the city or even the world is at risk, but it doesn't have to be that way.
    Well, most of those start out mundane, but they end up being epic, anyway. If you're sent to patrol the streets, but you end up stumbling onto an ancient secret, say, and the follow the clues to some major impending event, then that's just good writing. But if you're sent to patrol the streets in three different zones, you do so and that's it, pat on the back, thank you very much... That's not interesting. That's a job. It's about as interesting as sitting in on a bus driver doing his rounds.
  17. Quote:
    Originally Posted by Sin_Stalker View Post
    Follow the logic though. You can't just simply stop there. For it to remain logical follow it through all the way.

    So the next part is why do they not want bats and such, doing lethal damage?
    The game doesn't have to be realistic, but it HAS to follow its internal logic for it to make sense and not be a friggin' mess. And internal logic dictates that "lethal" damage represents cutting and piercing damage. And you can't cut and pierce with a baseball bat in such a way as to make it look anything other than quite silly. For the most part, the game does quite well keeping to its internal logic.
  18. Quote:
    Originally Posted by Sin_Stalker View Post
    Good question. I can't think of a single one either. It's always resistance to lethal/smashing. Not one or the other.
    This is not even remotely true. Very, very few things actually have resistance to both smashing and lethal damage. Most of the "metal" targets are resistant to just lethal. Robots of all kings, for instance, are highly resistant to lethal damage (by 50%, in fact), but are actually vulnerable to smashing damage (by at least -20%). Granted Crey Tanks and Rikti armoured soldiers ARE resistant to smashing and lethal, but anywhere you see a robot or generally a hard target, it's resistant to lethal, weak to smashing. Clockwork and Column robots, especially, as well as the Devouring Earth rock creatures. Hell, Mastermind Robots are weak to smashing but strong against lethal and a few other damage types.

    Few things, however, are weak to lethal. Carnies are in their entirety by -20%, which makes a big difference, and they have no such vulnerability to smashing damage. Devouring Earth walking trees and I think mushrooms are weak to lethal damage, but are strong against smashing, probably on the pretext that while it's easy to cut a soft plant, beating it isn't as effective. Generally speaking, soft targets ought to be weak to lethal damage, but very few of them actually are. Again, Carnies, walking plants and I THINK possibly the Knives of Artemis. And that's it.

    Either way, smashing resistance is found on vastly different enemies from lethal resistance, for the most part. That's why I'm actually AGAINST adding variable-damage sets in the game - enemy resistances are so obscure, inconsistent and difficult to keep track of even WITH the Power Analyser that it's just more trouble than it's worth. Not that that's relevant to this thread, but I'm just appending it as an example.
  19. Quote:
    Originally Posted by Nightphall View Post
    I guess I like a mixture of street-level and global-level adventures. Not cosmic, however.....I leave that to others.
    Hmm... See, that's an interesting angle, especially for this game. Power progression being as fairly linear as it is in City of Heroes, you move out of beat-level street crime fairly early on, move up through organised crime, paramilitary criminals and end up at just below cosmic level power, with aliens, other-dimensional gods, giant robots, arcane magic and so on and so forth. I have never, ever been able to justify why a character who is able to go toe-to-toe with a frikkin' Kronos Titan and win hands-down is ever going to so much as blink in an encounter with a street crook. Even super-powered crooks don't cut it against a level-capped character, because a crook would have to be SO powerful in order to challenge a powerful player character, that he'd simply either elevate himself out of that league, or otherwise draw a lot of heat and get beaten down.

    In fact, for my flagship characters, I tend to give them street-level crime as a vacation. You know, to take a break from fighting gods and super robots, they get to walk around and pick on helpless weaklings while simultaneously doing a bit of good. It's win/win. I especially have a lot of fun with a particular female character, whom I've made intentionally pretty attractive, and will paint her getting cornered in dark alleys by bad men. The twist? She's a super-strong, invulnerable cyborg who could snap these people in half like toothpicks, so this is completely meaningless to her. Like, below the level of a minor distraction. That's the sort of response I envision street level crime eliciting in someone who just beat up the strongest villain in an entire alternate dimension and saved the strongest hero of ours: meh.
  20. Huh... Here's something odd - do EBs scale down lower than their own class? I didn't see an option for that, but I remember hearing EBs scaling down into elite bosses. Here's why I'm asking:

    I just faced Hro'Dtohz (I HATE that name!), who is normally an AV, and something was... Off. Now, I've always made sure my AVs scaled down into elite bosses, and I've fought Hro as an elite boss several times. He is TOUGH, and it's a nail-bitingly hard battle (that always ends with me cheating via Unstoppable and such). This time it wasn't. I'm running at -1x3, so Hro is yellow to me (-1 to me, conning two levels above it, so yellow) and listed as an elite boss. I checked. Except, he was squishy. Hro is a power-armour Rikti, so he is highly resistant to Lethal damage, which is all I do, so he should have been a slow, grinding fight. But he wasn't. I took him down in around 5-10 hits. I got a couple of lucky criticals, sure, but that can't have been enough to pwn an elite boss.

    Now, I checked, and he was listed as having 5000 hit points or thereabout. OK, so it may have been a bit more than 10 hits, but nothing even remotely like what an actual elite boss should take to defeat. He was a very easy kill, kind of like had scaled down into a regular boss. I thought he might have, which is why I checked, but his rank said elite boss and his health seemed to be about right for one. But he didn't hit like an elite boss and he certainly didn't take hit like one. And, worse of all, that Rikti Assault Suit that ambushes you didn't show up at all. I went looking for it, but I don't think the thing spawned to begin with. All I got was a couple of scaled-down Homeland Commandos that I cut into ribbons with a sideways glance.

    So what gives? Did my EB covertly scale down into a boss? Why would he? He wasn't an EB to begin with, he was a scaled-down AV. And why would he scale into a boss, anyway? I didn't see an option for EBs to scale down. I gotta' say, I wanted the game easier, but having the "big fight" at the end of a long arc, supposedly against a super soldier, being a pushover goes a little farther than I'd intended to. I'd like to keep my EBs into EBs if I can.
  21. Quote:
    Originally Posted by EU_Damz View Post
    Lets take your hacking into the riktis computer example. Would you as a player object to defending the area from abushes while an ally/another player "hacks into the system"? Or would you feel that it would need a little more flavour to it to help justify a world saviour there? [sorry about my spelling by the way, very tired here]
    Well, to put it simply, all actors are equal before the action itself If hacking/repairing that computer is meaningful, then I can justify an entire half-hour fight around it (though that might be pushing it). If it's just helpful (just a little more comfort) then I'd leave that with either a short scene and a quick fix.

    That's just it - I don't mind the "less epic" encounters, but I like to keep them as minimal as possible. For instance, out of three seasons, 20 episodes each of Avatar: The Last Airbender, I can deal with the few needless filler episodes there are. That's as opposed to something like Dragonball Z, where over HALF the series is pointless, meaningless filler and the real action ends up dragging on and on and on because of it.

    Once in a while yes, but they just grate too fast for my tastes.
  22. Quote:
    Originally Posted by Captain_Photon View Post
    Also, I don't think "coming onto" means what you think it means.
    I meant to say "coming at you." Have I mentioned English is not my first language recently?
  23. Quote:
    Originally Posted by EU_Damz View Post
    While i do agree with you samuel that doing a mission such as saving a persons caravan wouldnt be that exciting, i personally would find training troops for a battle in the war to be very exciting / a good filler. Obviously we do need quite a few of the epic arcs to make us feel like the main guy once in a while, but bringing down a hero a peg or two surely wouldnt hurt would it?
    Actually, one of the reasons I enjoy heroes as a concept and their execution in this game is that they AREN'T mundane in the slightest. Then again, I don't think I have a single hero with a secret identity, and I don't have more than a few with a life other than being heroes, exactly because I see the "being a hero" as being their life. It's not a part-time job led in addition to a civilian life, hidden or otherwise, it's part of who they are.

    I like the fact that a hero could be eating his lunch when aliens bust down the wall and start shooting the place up. Or that a hero could arrive at a front like where everyone's ducking behind sandbags and in trenches, hiding from enemy fire while the hero will vault out of the foxhole and run headlong into enemy fire. I like the fact that epic, incredible stories ARE their lives, rather than an exception in them. It's not realistic and, frankly, not even all that glamorous when it's happening to you, but to me, that's what makes them interesting.

    There's nothing I hate more in a series about super-powered people than "a day at the beach" episode where nothing happens. Unless physical danger and tension are replaced with an equally intense emotional or psychological counterpart, it's just not interesting to me. I don't care about Peter Parker, the photographer and his crappy life. I'm sorry, I know that sounds pretty shallow, but I don't. It serves its purpose as part of his experience as a super hero, but absent that super hero experience, it's just not interesting.

    This extends to super activities which are just not epic enough. Yes, technically fixing the alien super-computer which turned out to have a bug in it is rather very super, as is training the special forces, it's just not something that can hold my interest for very long, because that's maintenance. It's about as interesting as watching a hero eat his lunch when aliens DON'T bust down the wall and start shooting up the place. It has its place, just not as the focus of a story.

    I, personally, find interest in meaning. If an event isn't very meaningful, it's not very interesting. Make an uninteresting event too long or involving or put too many of these in and I start wondering "Why am I watching this? It's not interesting."

    *edit*
    Obviously, to each their own. This is what's interesting to me.
  24. Quote:
    Originally Posted by Madadh View Post
    While I agreed with a lot of your comments, I think this one is just factually wrong, at least in most places. I can't prove it at present, but I believe if there is a step between warning and conventional firearms, it's only beanbag rounds/tasers or some other system designed to be non-lethal. If a police officer starts using a weapon designed to be lethal, they aren't just likely, but expected to be shooting dead center body. Limb shots? Not by professional law enforcers.
    This is odd. Being that I'm not a policeman, I don't know, but absolutely every documentary I've seen has had trained policemen talk about limb shots and make that a point. I'm not sure where beanbags enter the picture, given that this isn't a strike team entering a room, it's a policeman when a civilian becomes threatening. Say someone's coming onto a cop with a pipe. Is the policeman really going to go from verbal warning to two shots, centre-mass?
  25. Personally, I view "less epic" stories as a major waste of time, consigned to such filler episodes or levels designed to just pad out a series or a game. "Oh, no! The caravan tipped into the river and giant frogs ate my iron ore! Go to the lake and kill giant frogs to get me my ore back!" I'm dead serious here, this is a real mission from a real MMO. And it's also a real waste of my time. While I'm glad that Some Guy in Some Village got his shipment on schedule this time, I can't help but think "So what? Is that it?"

    Less epic stories are akin to pressing ten buttons to open ten doors along the same hallway, getting you to play ten times as long, when pressing one button to open them all at once would have been better. It's the same as finding a battery, a cable, a gas tank, a wrench and a spark plug to be able to use a car when simply finding the keys would have been just as dramatic, but much faster. It's as wasteful as fighting as fighting the same boss four times before you're allowed to fight him a fifth and final time. It's as uninteresting as being part of a major war, yet spending the majority of it taking points, organising supplies, training troops and dealing with raiders, when you could be fighting epic battles that could decide the outcome of the entire war.

    Frankly, it's like War of the Worlds - an entire movie about stuff no-one cares about while all the interesting sci-fi takes place off-camera

    I play games to get away from the mundane boredom and hardship of everyday like. I log on to be the hero, to do something epic and memorable and to be great for a change. I'd like all the boring, mundane stuff to happen off-camera when I'm not here, so that I can get right to the adventure. Less epic is just less interesting.