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Quote:That's more or less what I meant when I talked about Rick. I'm not sure of his skills as a game designer, but all the things he made had heart in them. I know that's a corny, vague thing to say, but when I look at most of the old City of Heroes factions, I see good ideas that have had quite a lot of thought and creativity put into them and that have been well realised. Even something as genericly simple as the Hellions still have interesting sides and their own moments of glory, but we also have truly interesting ideas like the Vahzilok.One thing Rick Dakan deserves a lot of credit for, apparently, is the Story Bible, and therefore most of the lore of the game as it existed at launch. I spoke to Positron at Comic Con about it, and he said Rick wrote about 80% of the story bible.
If you like the stories behind Nemesis, the Rikti, Superadine, Crey, the 5th Column (but NOT the Council), the Freakshow, etc, then that was likely Rick.
It sounds like Rick didn't have management skills, but did have creative ability.
And, I know I'll get reamed for this, but I still find Lord Nemesis to be my favourite villain not just in this game, but pretty much my favourite villain in general. It's not so much about what he does or what weapons he as as it is about how he is written. Always planning, always plotting, always with bigger ideas, and he manages to use steam power to produce superior technology than everyone else. AND he is reserved for the upper-level game, because his forces are both too secretive and too deadly to be unleashed on a level 1 enemy. I am not, nor have I ever been, in favour of dumbing down big bads and their minions so that new players can fight them right out the gate. It takes away from their mystique and the sense of power. Rikti Invasions are TERRIBLE for that, because people start fighting "the greatest threat the world has ever seen" as soon as they step into Atlas Park.
Even to this day, I still like the old factions the best. -
Quote:Well, I don't want to get into an "Our vampires are different!" debate, but from what I've seen of the actual Champions mythos... It's pretty damn cheesy and cheap. The few villains I saw were aliens and zombies and soldiers and soldiers and soldiers and soldiers. It felt like every damn person in Canada was a soldier. And I was never a fan of their names or concepts. It's like what players here would make if names weren't reserved to only one character. I mean, come on! Mr. Zombie? What is this? The cut-price bulk deal of generic super villain names? Even Dr. Destroyer has more class than that, and that IS saying something with a name like "Dr. Destroyer."The enemy groups at CO are painfully generic.
Before somebody says that most of CoX's groups are copied from Champions, that may be true, but they were made much more interesting in the process.
There are also some groups that are not Champions canon as far as I know, that are blatant copies of some of the CoX groups, but far less interesting.
For example, the maniacs are basically freakshow without the cybernetics or the funny or the backstory, so they are just random crazy goths. There is even a job with a maniac disguise. Nemesis is obviously a copy of the Champions big bad, Dr. Destroyer, but he is so much more interesting that he puts Champions' doom clone to shame. None of the enemy groups are remotely nuanced beyond just being bad guys, and there is no clear reason why any of them are crminals beyond just to be bad. Yet consider groups such as Rikti.
Though I must admit it's refreshing to see a Dr. Doom in charge, rather than the uninspired despot that is Lord Recluse. Seriously, no offence to the writers, but Lord Recluse is the biggest mistake in this game's canon. Even his lieutenants are more interesting. -
The two big problems about vehicles are animations and size. Every power in the game is specifically animated to key off two basic stances - combat on the ground and combat in the air. Unless the vehicles suggested allowed you to retain those stances, they have to block attacks completely, which comes with its own set of big problems. And you cannot make a vehicle (short of a flying platform) that doesn't alter your stance to RIDE the vehicle.
And then there's size. Even Longbow Chasers are too big for most locations, which is why they don't spawn in regular, indoor spawns. Having something the size of a Chaser travel around through narrow office doors and tiny caves is absurd, and limiting a travel power to outside locations only is far too limiting. -
Quote:Eh, I didn't know Rick well enough, so I'll take you on your word here. But from what I've heard from him, his heart was at least in the right place, something I can't say for Jack Emmert. Not even when I was a fan of his could I claim he had the right idea at to where to take the game or how to deal with people playing in unexpected ways. And, frankly, given what Cryptic produced since going solo, I'm less and less inclined to put ANY of the good things in City of Heroes in Jack's court. Thinking back on it, a lot of the good things I remember are all either remnants of Launch or have been added since I8.It wouldn't have launched.
Dakan was open about about not managing the Cryptic staff well enough to deliver what was required - he'd listen to everyone then go off and make a decision without giving the 'why' and annoy people because they thought they'd been ignored. He'd also take people at their word about work that was being done when he recognised after the fact he should have been checking more closely. It was why he was replaced - Cryptic management (and probably NCsoft management) didn't think he could deliver.
People like to decry lead developers for having a vision about how gameplay should be. In my opinion, without that vision, you end up with a wishy-washy title that no-one likes because it doesn't do anything well. You don't have to agree with that vision, but I think it is weak to decry it completely simply because you don't like it. Positron has a vision for CoH/V too - something that PvPers and MA players have found out recently in ways that weren't exactly positive.
Emmert made mistakes, but I find his regular burning-in-effigy events to be fairly hollow affairs. -
Quote:I have a bit of a problem with the scale of the entire game. The Nerva Archipelago looks like it's supposed to be a chain of small islands, with a couple of big islands off to the North. But space and zone sizes in CoV being what they are, the small islands are tiny and jammed together, and the big islands are barely a mile out to sea. That's not actually "out to sea" at all. Primeva and Thorn Island should be well, WELL within clear view of everywhere in the city part, but due to view distance they simply are not.Nerva wouldn't lose anything if it were half the size it is, and would attract many more players.
Grandville wouldn't lose anything if it were easier to navigate & didn't bring lesser computers to their knees, and would attract many more players.
This isn't restricted to Nerva. All of CoH and CoV are like that. Sharkhead Island's Hell Forge is ludicrously tall, but in terms of land area, it is pretty small. We have these "gigantic" 40+ storey skyscrapers all over Steel Canyon, yet their footprint is not a lot bigger than that of an average house, something which is decidedly not true for real skyscrapers. Many apartment buildings have a wall that's lined by five-six windows jammed next to each other like no-one would build them, yet the full width of the building isn't much more than the room I'm sitting in as I type this. And I don't live in a big house. Ghost Widow's "tower" is an outright joke. It's supposed to be an entire section of the fortress with multiple storeys, vaults for magical artefacts, machines and facilities and... It's not even 10'x10' at the base, growing thinner as it ascends. This kind of structure shouldn't have big levels with lifts. It could barely house your typical medieval castle tower's single winding staircase.
This is somewhat less noticeable in CoH, because the zones there are all city and are implied to be only a small subsection of a much bigger, sprawling cityscape. We can even see that extend outside the war walls. So even if they're small, the city itself doesn't feel as small, and the fact that the buildings are undersized doesn't register. Clever tricks, such as incredibly low-ceiling storeys small, single-room windows being smushed together like there were many rooms sort of covers it up. But the illusion outright FAILS in City of Villains, because what's in each CoV zone is ALL there is to the islands in question. So, we have these incredibly tiny cities with all of five meaningful buildings in them, yet they're sold to us as metropolitan areas. We have these tiny little islands that'd barely house a single building presented as burroughs of an island chain city. We have these miniature giant buildings and segregated areas that have a little bit of everything jammed together.
To me, CoV is claustrophobic. Everything is tiny, everything is small, you can always see pretty much clear across an island from one side to the other and most islands aren't more than a couple of super jumps across. Grandville sort of works, because it IS one of the largest islands in the game, and the imposing walls, towers and buildings mask the fact that it's small in terms of land area, but it's still small. About the only islands I actually feel good about are Port Oaks and Cap Au Diable, because they're both part of the same island, with unknown amounts of mountainous wilderness between them. I can climb up on top of the Cau Au Diable tunnel for Port Oaks and look across Mount Diable and I will see mountains, rocks and plains. I don't know how big the island actually is, but I can't see Port Oaks in the distance, so I have to assume there is at least a fair bit of distance overland between them. I like this. It makes Cap/Oaks feel like the biggest island in the game.
I know you'll roll your eyes at this, but I have to say that Terra Volta is one of my favourite zones in the entire game. The biggest "industrial complex" in all of CoV is the undersized Hell Forge. CoH has AN ENTIRE ZONE devoted to nothing but a huge, huge, HUGE industrial complex with dozens of different buildings, factories, installations, trenches, walls and silos all around. This is HEAVY INDUSTRY personified, just as it should be, and in a zone with such a... Basic premise - big industry - it manages to be very diverse. And I just love, love, LOVE the Terra Volta reactor complex, itself. No mere factory plopped on the edge of an island, this is a humongous installations replete with the single largest structures in the ENTIRE GAME - the power plant coolant stacks - and situated in its own separate complex of elevated ground, protected by not insignificantly tall walls. I love the zone. Occasionally I go there just for the sake of seeing one of the few truly BIG areas places in the entire city.
To me, it's not really so important that I travel a lot or that I see a lot or that there be lots of land area and structures. What matters to me is that the city FEEL big. Bigger than we see, bigger than we know, bigger than we can imagine. It doesn't matter if it IS, as long as it feels that way. CoH manages to pull that off. CoV does not. And I'm starting to think that if all CoV zones were different sections of the same large island, or at least different sections of the same two-three islands, the game would feel a LOT bigger than it is and a lot bigger than it feels now, for literally no increase in ACTUAL size.
In this case, I suppose, I should blame art design and direction. -
Quote:As someone who actually had a great deal of respect for Jack back in the day, I can tell you I'm starting to attribute less and less of the game's overall success and merit on him and more and more on Rick Dakan's original vision and the blood, sweat and tears of the rest of the team. Jack had very specific, unyielding ideas about what the game should be and, looking back on it, kept acting like the game was always broken and he always had to fix it. I think the fact that his recent sour grapes attitude and the result of that labour do nothing but confirm that belief.Rick Dakan came up with the idea for City of Heroes and Michael Lewis put up the money and later became the CEO of the company but it was Jack Emmert who was the lead designer that made it a reality and without him the game might not exist or have been the success that it has. Whatever mistakes he may have made way back when or more recently you can't take that achievement away. Of course he's only one person and there have been lots of people who have had huge impact on this game, many of whom I bet never get any public recognition at all.
I get the feeling that most people on the forums actually like the guy and it's only a small but vocal minority of people who bash Jack. Naturally most players don't even know who he is unless they frequent the boards.
As far as I can tell the attitude the game designers for City of have is a much more open and interactive one than that of other games and while the designers often take a lot of heat for talking to the players as frequently as they do, they really deserve credit for making the effort.
I love this game, and I cannot deny Jack had a hand in it, but I can't help but wonder what would have happened if Rick Dakan had remained in charge. -
The professor has a point. This is a good idea, but it is very much the same sort of power customization as we're getting for, say, Spines. It's just a matter of making those specific powers customizable.
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Quote:Having seen that work in practice, yes, I would very much like to see that here. Our default heroic pose is really cool, but a few more variants for the less heroic or more eccentric would be really cool.Dunno if this is really on topic, but I'm still holding out for a "Posture" option. something to allow you to make your character always hunched over like a Warwolf.
Also, yes, I'd like to see some more control over our bodies' proportions, but I would caution against making it TOO much control. Having seen it in action, dozens of redundant sliders do not make for better control. Adding a chest slider equivalent for all body parts would probably be enough for me, along with adding an actual CHEST slider, vs. our current boobs slider. -
I turned mine off and never looked back. I'm surprised more people haven't.
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Quote:The thing is, comedy doesn't make me laugh. It makes me cringe or roll my eyes. Generally, I'm a pretty humourless person who's more likely to laugh at accidental humour in real life than at staged, directed comedy. I have a simple rule of thumb - if it's trying TOO hard to make me laugh, it simply won't. And most comedy arcs really DO try too hard. When I run into a piece of content that I read and think "Oh, I see. I'm supposed to laugh at that." it really turns me off. Really, the only things I find truly funny are the things that don't feel like they were SUPPOSED to be.Sam probably won't like the first AE arc I have planned to make. It's going to feature the Kill Skuls joke prominently with a comical plot around it. Can't say I understand a hate for comedy, as it's a good thing to smile and laugh every so often, but then... to each their own.
While I know humour is obviously subjective, but what does it for me are the unintentional slips, like what you'd find at Probably Bad News or the many blooper videos. Things like Friends, Allo Allo, Family Guy and so forth just irritate me.
Honestly, I think Nerva may be my favourite zone, too. Unlike most of the rest of the Rogue Isles, it's not just one ginormous ghetto. It actually has variety, with a lot of different places to visit and interesting locations with their own unique themes. Yeah, it's big. But, really, it's more like two or three regular CoV zones all rolled into one. I like exploring Primeva for all of its scenic rope bridges, hidden ruins and caves and just the change of pace of being in a Perez-Park-Like deep forest. I'm slightly less impressed by Thorn Island because it's a little small and a little too open, but the giant thorn tree IS very impressive.Quote:This is probably why Nerva Archipelago is my favorite zone. There's just so much stuff! Toward the south, you have a couple islands covered in the usual Rogue Isle Latin slum, then as you travel further north, things keep getting more interesting. There's the Longbow invasion fort, and then Primeva covered with jungle and ancient Oranbegan ruins (and a wrecked pirate ship!), and at the very north you have Thorn Isle itself with all the glowing spirit lights, spooky trees, and floating rocks. Nerva is just fascinating, and I just don't understand the hate it gets.
Nerva is kind of like the outskrts of the Rogue Isles. Yes, it starts with the same redundant city design, but it soon gives way to wilderness, and I like that.
I also feel Grandville is a really cool zone. I think that's the only place where that Arachnos architecture does NOT look out of place in the Isles, and about the only place where so much ghetto looks spot on. The zone has impressive visuals, and they work well. But more than that, Grandville is FULL of impressive areas to explore and visit. Little tunnels and canals here and there, a Highlander-inspired elevator above the giant web, that tunnel to the Fab, the Fab itself, with that humongous cavernous underground base. The whole zone is one giant sight to see. -
Quote:I had something like that, myself. A character who was supposed to inherit an immeasurable power of creation and destruction, but because this power was scattered all over the cosmos, she started out not having pretty much any, and has been steadily growing in power since then as the energies condense back into her.Oddly enough, that might make a good basis for a hero/heroine - a long-forgotten god/goddess (or a Small God, if you read Pterry), who may have even forgotten they are a god/goddess. They do a small action of heroism, someone thanks and remembers them, and a little tiny taste of their mana comes back. They do more. People start whispering their name again, the power starts to flow... and so do memories, some of greatness, some troubling in their new mortal mindset...
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Quote:Yeah, yeah. I know she's weakened. It's still cool because we get to fight a godThough to be honest, she's in a very weakened state when you do fight her due to most people having forgotten that she exists for so long. Gods need worship badly!
Really, we need more excuses to fight a few actual gods. The circumstances don't matter, the mere concept of it is cool enough to merit more of a presence. Oh, sure, Lughebu would probably be on the order of magnitude of the Hamidon (e.i. a raid), but I'm sure could invent a few more deities for the upper 40s just to spruce things up a bit.
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Quote:Well, that particular line came in relation to the notion about mundane vs. fantastic and the existence and merit of natural human super heroes, more so than about elsewhere origins. It's true that you can have a fantastically powerful character in this particular setting. We have them already, albeit not as player characters. I could list all the Incarnates and descendants of gods and avatars of gods and envoys of gods, but I only really need to mention one - Hequat, as faced in Scirocco's third arc.Well, as fascinating as it is to muse about an ordinary human's ability or inability to go toe-to-toe with a Kronos titan I must say that it is still a far jump from Joe Average to somebody who just has to come from another dimension.
An elite-soldier with top notch equipment? Take that, Kro-frikkin-nos! A kenjutsu master with a katana that is so excellent that its blade breaks the light and cuts a falling grain of sand? Big robot-guy, you go down. An occultist who has stumbled across an ancient artifact that bestowed great magical power upon him? Kronos reduced to scrap metal.
So, if you want your characters to come from someplace out of this world that is fine with me and probably everybody elso for that matter, but if you think it is not possible without extensive pretend-writing you are probably limiting your fantasy too harshly.
There is literally NOTHING more that needs to be said. She is a goddes, and the mission's objective is to defeat her. I believe we need to do that more often
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Quote:Here's the thing, though - even if a character could take down a Kronos (to perpetuate the example) by out-of-game means, you still have to play that character in the actual game, and in the actual game stand-and-fight combat is the only option. You have two choices - make-pretend you won some other way, or stick to characters you don't have to make-pretend for. I have plenty of other venues for the less fantastic characters I make, so I reserve the ones I make in City of Heroes for the more fantastic end of the spectrum.What your characters can and can't do in a story is limitied only by your imagination. What they can and can't do in game is limited by game mechanics. Would it even be possible to create a game where everybodies' characters could do anything a person could think of for them to do? A single player game maybe, but an MMO?
We're all slaves to the game's limits in the game, but outside we have the creative license to express our characters in a way that better fits our view of them. Could a natural human take down the Kronos in a comic? Sure, but not by beating on it with his fists. In game? No, because there are no alternatives to beating on it to defeat it. In game you have to accept what the game limits you to, but outside there is no reason to apply those same limitations to your stories.
And besides, I like a character who can look after himself
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Quote:Let me rephrase that: feel free to state what you wish however you wish to state it. I will simply ignore comments quoting popularity of positions, opinions, practices and so forth. Arguing over them with no actual evidence but anecdotes is both unproductive and uninteresting, because it opens the door to assumed fact, which ruins an argument. Trying to debate what is more popular than what is the equivalent of debating "my dad can beat up your dad." It's pointless.I make no claim on understanding how other players feel. I'm not psychic. But there's plenty of empirical evidence that many, many players have wholeheartedly embraced MA. To the extent that its has engendered its own opposition, who complain that they can't find teams for anything except MA.
Fair enough.Quote:In any case, I haven't been trying to insult you and antagonize you here Sam. If that's the way it came across, I apologize.
Interestingly, with Champions' beta becoming truly open, I have to agree with your above comment and retract my statement that I don't play for story or gameplay. I was wrong, and it took my playing a game with no interesting story or gameplay to remind me that, even if I've gotten so used to these elements and take them for granted, they ARE important. I don't know why that is, but the longer I play City of Heroes exclusively, the more I start to take the good things about this game for granted. It takes my trying another game for me to appreciate just how good we have it.Quote:I enjoy a good background as much as anyone- you have to have one, so it might as well be interesting an involving. One branch of my skepticism about CO is their thin, derivative backstory- Champs has great rules, but their 'official' universe was little more than a smudged, blurry photocopy of silver age Marvel.
I don't want to get into a Champions discussion because that'll get me banned. Let me just tell you one thing - I have a newfound like for the simple act of just running around a city which suddenly looks more interesting than before and running even the dullest, most old-fashioned missions in the game. In fact, I think more people should venture out into other MMOs from time to time and stick with them for a while. I have a strong suspicion we'd get a lot less complaints about how dull, boring or repetitive the content is and how horribly travel can be.
Turns out I really DO like the content, the stories, the travelling and the settings here. Really really. -
Quote:Oh, come on, Ian, that's semantics. Exactly how strong any particular faction is isn't the point. They're strong enough to where writing a completely powerless character fighting them openly simply isn't interesting to me. And since the game has nothing BUT fighting openly, trying to write away open fights isn't interesting because it misses the point.While I can almost see where you're coming from in regards to the Kronos Class Titan (which I do think would be surmountable by a "Natural" hero with enough strategy/firepower/creativity), I find this list a bit nonsensical. Invulnerable werewolves? Since when? (Especially since the bulk of their resistance is a pure anti-farming conceit.) And considering that the military is perfectly capable of fending off the Soldiers of Rularuu, they're clearly not all-powerful.
You keep telling me how these things can be explained. YES THEY CAN! But just because they can be doesn't mean doing so is good. HAVING to explain them away ruins what's cool about the characters. Having to explain them away creates characters that, to me, do not fit into this world in a way I like. It's not good enough.
And again, this is MY take on what's good, what's bad and what's worth it. -
I WOULD play for the lore, but unfortunately I've seen all of the one I have access to, and while I've nothing against fan fiction, I don't count that as lore or canon. Hmm... Come to think of it, perhaps I should look for the canon-related tags in the Architect...
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Here's a question about the forum software: all of my old PMs are listing as unread. How can I mark them all as read without having to go through 40 pages, marking them one by one?
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Personal preference, obviously, but this I never understood. Sure, the male running animation may not be spectacular, but I CANNOT STAND the female juggle-butt, faux-high-heels running animation, at least from the back. From the side it's not too bad, but from the back... Dear Lord. I've gone as far as to keep the weapons on my weapon-using females out as much as I can (going as far as to suggest an option to keep them out permanently) just so that I can force my giant Troll woman to stop jiggling her butt. Ugh!
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OK, it's time to resurrect an old bug I just saw again.
Synopsis: Jumping off water surfaces with a shield and/or weapon out causes the wrong jump animation to play.
Character model: female
Powersets: Broadsword/Shield Defence
Powers active: any Shield Defence toggle and nothing else
Description: Normally, characters have a specific up animations with both arms above and to the sides, hands open when they fall. With a right-handed weapon like the Broadsword, when falling the model will have her right hand closed, but the animation will be otherwise the same. With a shield out, the animation will be similar, but with both arms bent at an angle and a shield on the left forearm while falling. With a shield and right-hand weapon, it's more different still, with the left arm folded against the chest with a shield on it and the right arm bent at an angle with a sword in it. This is how the animations are supposed to work.
This, however, only works if you jump off dry ground. If you walk into water that's deep enough to cause your character to switch to swimming, then jumping out of that water will always play the unarmed jumping animations. This is bad all around. The outstretched left arm with open palm causes the fingers of the left hand to clip through the shield, and the outstretched right arm with open palm provides no visible grip to the right-handed weapon, making it look like it's glued to the hand. -
Quote:I tried to pick a choice quote, but I couldn't decide, so here's the whole post.In truth, I agree with you, and like I said, it's part of the reason I don't go up against large-scale enemies. The concept of a martial artist, as practiced and hardened as she is, going up against a robot 20 feet tall and just exchanging blows is patently ridiculous. She wouldn't, no one would. But in this game, the only alternative is...getting someone else to do it with her. Lord, it gets ludicrous once you start thinking of it like that.
So don't. The game as designed is not a simulator, a what would you do scenario. An action-RPG like this that's concerned about making sense would give you the temporary firepower to take it down, or a trapped room, or give you a hint about the antenna on its head that's receiving commands and if you wait on a certain rooftop til it passes by just under you.... We do get some temp powers here, occasionally they're even tailored to the threat you were just assigned to go after, but it's relatively rare.
This game is simple, and pretty simple-minded: damage things til they fall over. Personally I stretch my imagination past the breaking point to play Naturals. You let it stop you or you just grit your teeth and overlook it. Lord knows you're not the only one thinking how stupid it sometimes gets.
It's not just the Kronos Titan, though. Greater Devoured are approximately 15 feet tall, invulnerable and super strong. The Rikti are covered from head to toe in unbreakable armour, shoot plasma weapons and wield swords that can cut metal like butter. The Nemesis Army employ automatons purportedly almost as hardy as the armour of Nemesis, himself, which in turn is said to be an amazing machine of destruction. The Council have 10 feet tall, invulnerable werewolves and giant robots. The Carnival of Shadows have so much psychic energy they can fry an egg on your head. The Soldiers of Rularuu... Do I even need to comment on them?
Post 40, and especially post 45, EVERYTHING is a large-scale threat, even down to minion level. And, as you said, the game is so simple that working AROUND those obstacles simply isn't an option. Granted, if I really wanted to, I could pretend-write away why I don't have to fight them this or that time, but they are so common in the material that I end up pretend-writing the entire game away. At this point, I may as well write the character from scratch and simply not attempt to put him into the game. I don't shoehorn every idea I have into City of Heroes. Some characters either aren't important enough to kludge, or simply don't fit the settings well enough. Them I just keep away from the game.
And, really, it isn't about game mechanics, either. I couldn't and wouldn't play a character if I couldn't paint a mental picture of this character fighting in my head. As I've said before, I don't exactly play City of Heroes for the gameplay, rather sticking to it for the characters. I see combat in City of Heroes more the game's closest approximation to real combat. But what, exactly, is it an approximation of? If I were making a movie of a character fighting, what would the choreography be like? If I can't picture that, the character doesn't get made. Why would I bother?
*edit*
And again, that's just how I view things. I'm not against people using whatever works for them, even if I couldn't use it personally. -
Correct me if I'm wrong, but don't you need to pay rent for functional items, such as medical reclimators? The mere fact that I have to build my own hospital and then pay rent for it makes this a workaround. I don't deny it works. I deny that it's a substitute for a hospital in the zone when there is no real reason why there shouldn't be one.

