Samuel_Tow

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  1. Quote:
    Originally Posted by Golden Girl View Post
    We have quite a few furries here, I think - but the costume creator doesn't encourage them the way the CO one does
    Aside from animated tails and a ripoff of Beast from Beauty and the Beast, it isn't actually all that much better. Trust me, I tried, and the only half-way decent canine face I could find was bald, with a large snout and sabertooth fangs, which didn't allow you to have hair on it. That right there put a stop on my pink, winged bunny girl, which works pretty well here. That, and their monster feet are WORSE than ours, hard as it may be to imagine. They look more like your tibia and fibula have a right angle in them.

    Then again, I heard somewhere that Paragon Studios were hiring an artist to deal with animalistic costume pieces specifically. That gives me a lot of hope for some movement on that front.
  2. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    This would probably allow for exploiting in some form or another unless the secondary damage was minor beyond any reason to exist... "Oh, man, this guy is heavily resistant to energy damage, so I'm going to switch to a costume with a fire sword instead."
    OK, that actually made me like the idea less. I mean, it's good in principle... Until you realise that it puts value on overriding concept. Even if I go with, say, a regular sword in one costume slot, it would be actually detrimental to my performance if I did NOT pick a variety of different swords for my other slots and stuck with the one that the concept demanded.

    Sure, that happens to an extent even now, but at least what powerset you pick, you stick with it through thick and through thin. That, and the developers (I think it was Castle) were very clear on why there was a timer on switching alternate builds and why that was not going to change. This is a much more minor variant, but I still don't see it happening with that kind of on-the-fly utility.
  3. Quote:
    Originally Posted by Golden Girl View Post
    Actually, it'd be come CO - overrun with furries
    If only, if only.
  4. Quote:
    Originally Posted by Cuppa_A61Sun View Post
    imnsho if you can't come up with a new name its simply a case of lazy or not even trying to be creative. Name purging or Vets having priority over others will not change that.
    Well, to play devil's advocate for a minute, there is merit to be found in picking a name and being able to use it immediately. Not everyone is interested in having good, original names (as all the Wolverines will attest), and I can certainly see how someone might just be turned off a character if he can't get the name that pulls it all together.

    I can see that, but within the current system, it's still not as big a problem as people make it out to be. It's certainly not a non-issue, but it is definitely not a showstopper, and I have so far not seen a solution to it that doesn't lead to a dozen other problems, all of which will then plague ME when I have no problems with the naming system now.

    Still, let's not chastise people over unoriginality and stubbornness just because they want a specific name. Wanting that is very understandable. I'm not sure there's a good solution to it, though.
  5. Quote:
    Originally Posted by Sigium View Post
    I really should've put more emphasis on this in my original post; the weapons WOULD take on the characteristics of the element, rather than the default -Def, etc.
    Fire: Additional DoT damage
    Cold: Slow
    Electric: -End, possible sleep or End leech.
    Darkness: -Acc
    Radiation: ... -Attack? I don't know what radiation works with.
    The thing, though is that it's not just secondary effects, it's the whole set's design that revolves around the central concept. Easy comparison - let's look at a Fire/Fire Blaster and an Ice/Ice Baby, err... Blaster. Most Blast sets have a control power in them, but Fire Blast gets Rain of Fire, instead. Most Manipulation sets have support and/or control powers, yet Fire Manipulation has still more damage. Essentially, Fire/Fire has very little support, but a lot of damage output over a large area. By comparison, Ice Blast lacks a Snipe and has not one but TWO holds, and Ice Manipulation has a hold, a sleep, a slow power and knockdown patch, containing relatively little damage otherwise.

    I'm not sure how well that applies to non-elemental weapons, but I'm also not sure changing their design would really work. The different sets have a different dependence on their secondary effects. Broadsword, for instance, tends to cascade-kill defence, which leads to good damage output, but few things have much defence to begin with. On the other hand, Battle Axe does a lot of knockback, providing some serious mitigation. Then there's the problem of switching, say, Broadsword to fire. Not only would it deal more damage overall, and exactly where it's needed (e.i. to the many things resistant to lethal damage), but the extra DoT component could pose a serious problem. For one, Fire sets usually don't include the DoT in DPS and EPS calculations, which tends to boost their output and efficiency significantly when the effect does occur. And at 80% chance, it occurs fairly often.

    Again, it's a mix of keeping things under static balance to give all choices relatively equal merit, and still retaining SOME theme to the weapons, themselves. Because, honestly, the weapon sets are already kind of similar. It's something we went over in the Scythe thread.

    Quote:
    To be honest? I don't know. I suppose that over time, the devs could expand things to melee, like Super Strength and Martial Arts, but it could also include powers for the Assault Rifle... Fire/Ice/Elec bullets?
    I don't know, either. That's why I'm asking. It's someone straightforward with weapons, mainly because they're separated by weapon type. But basic punches? If you take Super Strength and make it use fire, you pretty much have Fiery Melee. The balance is a little different and things may not look exactly the same, but you still end up with a redundant set. And if you turn it into Darkness, you have a faux Dark Melee. Turning it into Energy would make it a lot like Energy Melee.

    And then you have things like Assault Rifle, which wouldn't really make sense to be any other element. Sure, you could alter the bullets and say they're cryo bullets somehow, but what do you do about Flamethrower and Ignite? Or Archery's Explosive Arrow or Blazing Arrow?

    I can kind of see where you're coming from. From what I hear, the original Champions P&P game does things kind of like that - you pick an attack type, and then put an element on it. And, to be honest, if that's how it was designed from the get-go, it might have worked. But right now, we're talking about a very, very serious redesign of the entire system that would render many things obsolete and require a LOT of new art. I'm not sure I could support such a venture just based on how big it is, but even if I did, it seems unlikely you could budge the developers to do such a reimagining.

    And again, I WANT elemental weapons of all kinds. It's not that I don't want this. It just seems to me, though, that just having cosmetic elemental weapons for the existing weapon sets as a compromise is about as far as that'd go.
  6. Quote:
    Originally Posted by Johnny_Velocity View Post
    Being forced to settle is NOT a good thing. And guess what? We're five years into this game. At this point, all potential new players are late to the party. Yet we want new players, don't we? Let's offer something to them besides a thesaurus and a "good luck."
    People were "late to the party" exactly 5 minutes after the game launched. Five years later, nothing has changed. I tried a whole bunch of fairly obvious names back in May of 2004 and they were all taken. Little has changed.

    And, really, you consistently fail to address the problems of usability related to using non-unique names. Forget originality - it's simple utility where this idea utterly fails, and Champions Online is a shining beacon of that failure. I couldn't stand to look at my name in chat, nor read other people's names, because the system they picked to differentiate between same-name players (and you NEED one) sucked. Frankly, I can't imagine one that DOESN'T suck.
  7. Quote:
    Originally Posted by DarkGob View Post
    Also, SPOILER ALERT! There is no utopia. Evil in the world will never fully go away because good is unable to take the steps necessary to do so without violating the principles which make it good (i.e., evil will always win because good is dumb).
    How is that a spoiler? It's more a philosophical idea.
  8. Quote:
    Originally Posted by Moderator 08 View Post
    The new difficulty settings do not correspond exactly to the old difficulty settings. The old difficulty settings worked in a very different manner, and exact replication of the old settings is not possible. This is sad, but unfortunately part of what needed to be done to give players more options in difficulty.

    -Mod08-
    Oh, well. At least we have an answer. Something DID change about spawn rules. I guess I'll have to re-learn what spawns under which conditions. Well, as long as they vary and don't get stuck repeating the same make-up, I'm good either way.
  9. If we're restricting ourselves to heroes, most of mine have a primary occupation unrelated to being a hero. A quest, if you will. To give a few brief examples, if my hero defeated all evil, they would:

    Hide and preferably avoid human contact unless strictly necessary.

    Try to lead a semblance of normal life.

    Run a business without interruptions.
  10. I doubt you're going to see either damage per se, or extra damage from knockback, but I think we could get away with suggesting that enemies spend longer on the ground the farther they are knocked back. It would turn it into a much more desired form of mitigation. Then maybe people will stop complaining about it.
  11. Quote:
    Originally Posted by LordSquigie View Post
    That'd be an interesting path to take, given how many players have a "Troll Girl" character or two. I'm hoping for some more masculine costume options for women in Going Rogue, and that would be a good way to fit that into the game. And if I can make a Troll and an Orc female in WoW look presentable, I'm sure Jay and his minions can do the same here.

    Quote:
    Lost - The Scroungers could use some female models; the other ranks are too mutated for it to matter much what sex they originally were.
    Good point. What, are only the men of Paragon City prone to poverty or is there some special social fund restricted to only women? Female Scroungers would be a good call.

    Quote:
    Crey -So girls can be agents and Paragon Protectors, but not guards, scientists or tanks?
    While I'm with you on Guards and Scientists, but Tanks? The Power, Voltaic and Cryo tank suits (while obviously using the male model meta-game) are actually androgynous and bulky enough to fit both a male and a female frame. The same goes for the Crey Protector troops, as their armour is even more bulky.

    Quote:
    Freakshow - Geek and Punk chicks are hot. Techno-punk chicks with crazy cybernetic limbs? Even hotter.
    Have you SEEN Clamour?

    Quote:
    Tsoo, Sky Raiders, Goldbrickers, Luddites, Wyvern, Legacy Chain - No reason not to include some women.
    I'm not quite sold on the Tsoo, but everything else, yeah, very much so.
  12. Quote:
    Originally Posted by Sigium View Post
    The point I'm trying to make is that being able to sort of 'tint' a powerset to your liking is the next step in customization. Would it take a ton of work? Probably, yes. I'll admit, this would be one helluva project. Would it be worth it? I can't really tell you yes or no. I'd like to see it happen, but I know not everyone shares this.
    Well, really, the sticking point for me is keeping thing balanced. I like the idea itself, so as long as things can be kept from flying too far out of wack, creating anything that trumps everything else, or anything that is spectacularly bad, then I say go for it. I don't really have an argument why the idea itself is wrong.

    There is something to be said about uniqueness of theme, though. Powersets are generally designed to have both a visual theme and a practical theme -fire sets deal extra damage, cold sets slow things down, dark sets debuff and so forth. Whether that's important enough to hold back a more customizable system (and indeed, if more customization in this respect is merited) isn't an argument I feel confident enough to to discuss, however.

    Let me pose this question, then - if we give elements to weapons, what do we do to non-weapon sets such as Martial Arts or Radiation Blast?
  13. I type my password every time, too.
  14. Quote:
    Originally Posted by Captain_Photon View Post
    That's as may be, and I expect it's true - but I also expect a lot of those German gamers would still have been annoyed if they'd been presented with an actual German release of a game that required reading and writing English. Or, at least, I bet that's what the thought process at NCsoft was when they decided to have German-language servers.
    That... Is a very strange way to think. Now, I do know Germans have this tendency to dub and translate EVERYTHING, so having something NOT be in German may be jarring for them, but as the citizen of a country which almost never gets anything localised except by local translators, I cannot even begin to imagine why having an American game ship in English could be seen as anything but perfectly normal. Maybe I'm wrong, I don't know, but it seems to me that is the status quo.
  15. Quote:
    for thinking that if *you* don't perceive a problem, then there isn't one

    -negative reputiation
    Figures I'd take heat for posting what I did, but I'm afraid I still stand by what I said - there is no shortage of good names, there is a shortage of obvious names. There will never be a shortage of good names with the player base we have even if the game lives to be 100 years old. Changes to the game's underlying infrastructure aside, you can choose to view this as a problem, throw your hands in the air and give up, or you can choose to view it as a limitation to work around.

    The fact is some of the greatest works of fiction have come about exactly because creators didn't have complete freedom. The scary, tension-building first part of Jaws where you don't see the shark is a good example, brought about not as an artistic statement, but because the mechanical shark wasn't working and they had to keep filming. The teleporter pads in Star Trek are another example. Originally, they were supposed to use a shuttle, but because of budget constraints, a cheesy effect would have to do, ending up becoming a cult symbol.

    Names are a lot like that. Yes, sometimes it's easiest and most convenient to just pick the first name you come up with, but oftentimes NOT having the name and looking for a different, sometimes even more creative alternative leads to a superior character overall.

    And before people line up to jump on my head, I'm not really interested in uniqueness, and certainly wouldn't want to keep all my names to myself so other people can't use them. On the contrary - abuse aside, let people use my names if they want, long as I get to keep them. It's the fact that you need SOMETHING to identify different characters by, and all of the suggestions for this that I've seen over the years are both ugly as sin and STILL highly impractical. Champions' misbegotten practice of appending your global name to every character's name is NOT something I want to see here, nor are all the different "phone number" appendix identifiers suggested otherwise. You need to tell the different players using the same name apart, and there is simply no way to make this both convenient and not ugly.
  16. Hmm... I might have to look into that per... I mean that game! Pity all I hear about Age of Conan's quality as an actual game is always so very negative. Even the screenshots I've seen didn't look interesting.
  17. Quote:
    Originally Posted by HeroJunkie View Post
    What?
    The quote he said that about had you saying people hate getting knocked back at one point, then later suggest a system where everyone would get knocked back. I think that was his point.
  18. Quote:
    the only one that even remotely made sense was Age of Conan, where the US game was more heavily censored in the T&A department because apparently Americans can't handle the sight of bare breasts or a bare bum in a game that had a Mature rating...

    The German version was heavily censored in the blood department but left all the sexy stuff in, while the UK one was censored in neither department because the BBFC gave it a certificate of an 18.
    Huh? If I'd known about this, I might have tried Age of Conan. Care to elaborate?
  19. Quote:
    Originally Posted by Megajoule View Post
    AE wasn't meant to let people hit 50 in a couple of days, either.
    Indeed, that is why its unintended ability to do so was embraced and worked into the game philosophy with such verve and so expanded upon.

    ...

    No, wait. I'm reading off the wrong cue card.
  20. It comes down to balance. Look at how element/physical attacks are actually balanced in th game - most of them aren't split 50/50. In fact, most elemental-mostly attacks are heavily slated towards doing mostly damage of their element, with a little smashing or lethal. You can't really just grab a set balanced to be lethal damage and switch out part of its damage with an element. I mean, you could, but the results may not be what you want. Part of the reason balance is needed, in addition to keeping anything from being too good, is to keep anything from being too bad. Switching out a weapon's physical damage for an element, potentially a largely unresisted element, is just asking for trouble - it incerases the weapon's output with no balancing cost. Inversely, NOT changing the weapon's damage away from, say, lethal, could be seen as gimping yourself. And it would be, given how many things have 50% lethal resistance.

    The idea itself is interesting, believe me when I say this. I would very much like the ability to pick the element of my weapon and go from there. As a reverse-edit to current design, however... I'm not so sure. Currently, weapons are based around their own concepts in terms of damage and secondary effects. Broadsword does defence debuff, while Battle Axe, being a large weapon (supposedly) does knockback. Switching both to be Fire damage isn't really something you can just do without uprooting half the game's available powersets.

    And, in general, this move towards "make your own powerset" isn't something I can really support. Again, it's an interesting idea, but having seen how it works in a game that tries to run with it, I am not convinced it's practical. Neat concepts are neat, but the thing has to play at the end of the day.

    Though, balance aside, I do like the idea of picking elemental weapons for our sets. I'm not quite sure I want to alter the set mechanics themselves, but I would definitely like to see elemental weapons as cosmetic additions. If we can have fire shields that don't protect from fire, specifically, we can have fire swords that don't hit with fire, at all.
  21. Quote:
    Originally Posted by Jadeus View Post
    Character names becoming hard to come by
    What, again? How long has it been since the last time finding a good name was getting hard?

    Quote:
    I have noticed that when I create a new character that the hardest part of character creation has been finding a name that is not already in use. If there is anything a player wants it is unique character with a cool name. I do not like the idea of throwing a number after a name just to have a certain title. How about a name generator or giving veteran players some priority on names. I am sure there are pleanty of dead accounts that are soaking up some very cool names. Just a suggection.
    Over the years, I've been consistently unconvinced this is a problem, and this kind of explains why. If you want a unique character, then you really ought to go out of your way to give him a unique name. If all the ones you're trying have already been taken, then they are not unique by sheer definition of what the word "unique" means. Even if we examined this as different degrees of uniqueness (even though "unique" is a binary state - either it is or it isn't), there are still plenty of "mostly unique" names left available. I snagged Bodyshop about a month ago, and everyone I've shared this with was amazed it was free. Well, it was, and I didn't exactly go out of my way to think of it. I heard it on TV in reference to a car repair shop.

    What is largely unavailable are obvious names. Super Man is a given, but I'll bet you dollars to doughnuts that Fire Man and Flame Woman are both taken. I did see a Miss Blaster running around a few years back, so people obvious use these names, but if it's obvious, it's obviously taken. It's how it goes. Try for something a little less obvious that people wouldn't have been as likely to have made already. You're after a unique character, after all.

    And to head off an argument, no, names like Qwerty are not all that's left (in fact, I'm pretty sure Qwerty would have been taken). There ARE good names left still, even good classic super hero names if you think hard enough. Unless your want is so specific as to boil down to wanting a specific name (as these threads usually do), you are really best served by just trying more names and putting more work into coming up with a good, available one.

    I realise this whole thing makes me come out as a jerk, but I see one of these threads roughly once a month and the results are usually the same. The problem inherent in all of them is almost always solve by just trying a different name until you find one you like that you can use. I'm sure people will offer (and may well have) various tools for finding or making one. The bottom line is that people are already using these names, and yanking them from paying customers is bad business. Yanking them from inactive accounts proved fruitless (which is why name purges occur at level 6 and below these days). Really, short of allowing duplicate names, there is no good solution, and I do NOT want to walk around as Samuel Tow@Super Dude everywhere I go.
  22. Quote:
    Originally Posted by Creole Ned View Post
    Then let me counter you by saying I didn't mind it at all. They're just names in a video game. Doesn't bother me one way or the other that someone else in the game might have chosen the same name for a character as me (unlikely to happen, anyway, since I favor oddball names to begin with).

    Different strokes and all that. I'd say changing the way names works isn't in the cards for CoH, anyway, but the devs have shown they're not afraid to make pretty sweeping changes to the game more than five years out, so who knows?
    It's not the fact that people are using my name that bothers me. It's the fact that my name is approximately ten miles long in chat, ugly as sin and difficulty to read that bothers me.
  23. I'll say it yet again: unless there is some kind of very important logistics or legislation concern we were never told, I feel having a separate EU version of the game incompatible with the US version was a big mistake. It hurts the US population some, hurting European players playing on the US servers (like me) by employing fascist localisation rules which keep redirecting me to EU products incompatible with my mage, almost causing not insignificant expense on the wrong thing. It hurts the EU population, as well, but segregating them into their own little ghetto where there are much fewer players, as well, by barring them from playing with the US population.

    I really do hope that server LISTS will be merged and we will be allowed to play on each other's turfs.
  24. Look, I'm sorry that this is my only contribution to the thread, but I've been looking at that thread title for a full day now, and for the life of me I cannot stop thinking about Calling All Spider Riders every time I see it. I finally gave up on trying to fight, so enjoy the link.
  25. Quote:
    Originally Posted by IanTheM1 View Post
    I don't see how the second option would be particularly useful. At least as it is now, you can pick and choose what you want, so if you don't actually need the helmet (250 flippin' merits), for instance, that's 250 flippin' merits you don't have to farm for.
    I was thinking to give out the whole set for a lower price than the sum total. I can get a full set of Roman gear for doing a TF that rarely runs over two hours these days, yet I can bust my butt for a full week and I still won't be near to the whole vanguard set. So price it at 200-300 and leave it alone. It's stupidly expensive as it is, and I feel that's a good way to reduce the cost without compromising the size of the task TOO much.