Samuel_Tow

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  1. Quote:
    Originally Posted by Memphis_Bill View Post
    So much complaining. I hope my objections to things in the past were reasonable, and not quite this stick-in-the-mud-ish.
    Welcome back. We missed you.
  2. What happened to a sketch a week? I see two sketches

    Seriously, though, both of those are amazing, especially for... What, a day? That's amazing work, and an amazing range of concepts. Samurhinoceros is a straight-face serious enough of a sketch to have come out of something like a D&D monster manual, while Cid and Mally look almost like an edgy animated show with lots of character Good job covering such divergent angles so well.
  3. Quote:
    Originally Posted by Sylph_Knight View Post
    Look, all I'm saying is that you can either be a slave to the dialogue or roll with the punches. The developers can write an engrossing story with either detailed or generic components, but it's up to you to interpret the pieces as you see fit.
    I think there's a bit of a misunderstanding here. If the Well of the Furies lore is my mother saying "You'll eat it and like it!" then my responses to it aren't "I'd rather starve!" so much as "I'll eat it, but I won't like it." I'm not refusing to touch any Incarnate content because it's "tainted." I'll be all over Dark Astoria when that comes out. What I'm saying is that while I WILL play the new Incarnate content, I'll enjoy it more if it's not presumptuous.

    Obviously, I can't speak for everyone here, only for myself. However, at the same time, being willing to ignore part of the story shouldn't obligate me to never ask for it to be written better.
  4. Samuel_Tow

    What of Relcuse?

    Quote:
    Originally Posted by KnightofKhonsu View Post
    This is one helluva good observation. With everything written on or about Recluse, doing something exactly or near enough what you suggest, would be completely within his established character. Recluse is not some chaotic evil villain that enjoys wanton destruction. He does things with a purpose that will benefit him and Arachnos.

    What I would believe and think it would add more depth to what you suggest is he does help in locating and aid in destroying Wade. However, while he is seeking vengeance for a fallen bitter foe he respected and deep down a friend no matter where they ended up, he would have some secret agenda that could put him in a position to supplant Statesman’s former position and/or gain more respect by the people and heroes alike of Paragon City. Recluse does not do things without some series thought behind it in seeking some plausible outcome to improve his position or power.

    Yeah, I would like to see something along the lines you have suggested. I think it would bust this game wide-open turning into something dynamic with endless possibilities.
    Good point. The way I'd go about it is I'd have Recluse undergo a crisis of conscience and a "What am I doing with my life?!?" phase, causing him to attempt to help the heroes take down Darryn Wade. However, as this new-found purpose gives him greater mental stability, the plotting mastermind within Recluse would rear its ugly head, and he's start getting ideas. If Darryn took the Statesman's power... Then maybe this power can be taken away from him? If only someone had the right kit for that, this would be a major coup. It would, wouldn't it...?

    As I said, Recluse has the look, feel and style of a decent villain, but not the street cred. Turning him into a proper hero would be a waste, in a lot of ways, but having him get dangerously close to becoming a hero, but then succumbing back to his lust for power, thus falling over backwards into villainy would make for a very cool villain reaffirmation arc.

    You know what's even better, though? This could be Recluse's big moment. Say he took off and left Arachnos headless, so Daos took over. Well, Daos is old and weak. As much authority as he has, he's still just one old guy trying to manage four immensely powerful, completely unscrupulous individuals who owe him nothing at all, and would have his head on a pike at the first possible opportunity. This is the perfect opportunity to show how Arachnos would descend into utter chaos without Recluse, almost break apart to infighting, lose control of its land and teeter on the brink of collapse.

    Then Recluse shows up, armed with more power and bringing back the authority which kept Arachnos together. The moment he shows up, the Patrons recoil and retreat into their strongholds. His mere presence inspires respect among the soldiers present, who salute him as their one true leader. Arbiter Daos, realising his weakness, vacates the leadership position, and Recluse is Lord once again. He ends any real rebellions swiftly and with great brutality, then gathers the Patrons in the same room and hurts them for their betrayal. With Recluse back in command, and armed with new-found motivation and purpose, Arachnos once again becomes major player on the world scene.

    ---

    Obviously, you can sell this any number of ways, but a trip like this could put Recluse over REALLY strongly and put his name back on the map. And honestly, after acting like a small fish bully all these years, he needs it. A bit more humanity, a bit more authority and we have an awesome villain on our hands.

    Honestly, though, having a former leader return and everyone immediately going "Oh, ****!" and backing down is one of the best ways to put a villain over
  5. Yes, "gigity," I know how the title can read, but this is a serious question.

    When I look back on the City of Heroes story, I see a lot of drama, and that's not just now. As far back 2004, we've had the Sky Raider story arc where we end up finding Wayne Evans dead, the one where the Freakshow nearly murder Kimberly Kellerman, the one where Mike Thorvald ends up dead in Oranbega and more. Even before the "Who Will Die?" line of storytelling, City of Heroes never really pulled any punches. For all the criticisms we've given the game's writing, the one thing I can't accuse it of is shying away from the heavy stuff.

    But the more I think about it, the more I realise that a particular type of dramatic moment is strangely absent from this game, and often downplayed or summarised - the tender moment of love, affection or even just friendship and camaraderie. Think about it, and think about it long and hard: When was the last tender moment in the game that you can think of off-hand? Personally, I can think of three at all powerful ones, and if you don't want spoilers, skip the asterisk list below:

    ------

    *Captain Deitrich breaking down after Lt. Tendaji's death at Nemesis' hands. It's not JUST a tender moment, no, it's also a heavy one, but we see a hard woman finally crack and show some humanity. We see the affection she had for her colleague and friend, we see that there is a real person behind the façade. It's sad, yes, but it's also moving in a very big way, and the resolve Captain Deitrich leaves with is commendable. This is the the point where she stops being a character and becomes a real person. It's not a big plot point, but I personally find it quite moving

    *Indigo reminiscing about Melvin Langley after his rescue, talking about how nice it is to meet someone who isn't trained to kill or turn into a monster or such. The entire time, Indigo holds up a demeanour of disconnected sarcasm and disconnected humour, almost as though the horrible work of a spy is fun. It's in that one moment of affectionate aside, however, that she finally reveals that she is human after all, and that her job really is that hard and that horrible. It's not even a big thing, noting about love or even friendship. This is just one woman forced into a tough job who shows a private, personal emotion. And honestly, I think it's very sweet.

    *Pia Marino and Ghost Widow accepting their fates. Pia is perhaps one of the most believable characters in the game, going from disconnected worry, to anger and revenge, to acceptance and coping with her grief. When she finally realises the fate of her former friend and her brother, her training to not show emotion fails, and we see the person behind the red helmet, and it's a woman who has lost her family. And though it is a sad moment, it still shows the affection that Pia has for her brother even in the face of impossibility. "It all hurts too much, indeed." Ghost Widow, in turn, is proven to be an outright tragic figure, living an existence against her will, forced into her life as a servant of Arachnos, with only Wretch, the abomination who understands her pain. Like two wounded souls, they try to heal each other's minds as best they can "trapped in [their] strange half-lives." It shows affection, if desperate such, born out of adversity and damnation, and I personally find it to be quite pretty.

    ------

    And those are really the only three tender moments in the game that I can think of, at least those that are done with any sense of emotion. I remember all of these off-hand, even the quotes I provided, simply because I find their writing to be beautfiul, but it's strange to me that moments like these are so rare. The first is from I10, the second from I1 and the third from I6. We're looking at I22, and I honestly can't think of any more off memory, and that's... Disappointing, I suppose. We have so many instances of heavy, depressing drama, so many instances of shock deaths, torture, humiliation, destroyed lives and more, especially now with the SSAs, but I just don't recall seeing many tender moments to balance this out. The best we have, aside from the above three, is the literal acknowledgement of a good thing, but that's not quite the same thing.

    And I'm not talking about turning the story into ToonTown, where happy happy joy joy happy happy joy is the order of the day, all day, every day. That's really not the point. But there can be tender moments within heavy drama. In fact, I'd go as far as to say there SHOULD be tender moments within heavy drama. Not only does that serve to bring some levity to the situation, but it also serves to make the drama that much more potent.

    I've heard that Statesman blames his granddaughter for the death of his daughter - her mother. I get why this is done, but honestly... That would have been the perfect time to paint them both in a positive light and have them forget the petty squabbles that marred their Top Cow appearances. That would have been the moment, a moment of shared grief, where they should have consoled each other. It might have come off somewhat counter to the angst the SSAs are trying to convey, but they would have come off as more believable people, in the end.

    ---

    At the end of the day, I'm really not trying to bash any particular storyline or writing, not this time. I just... Miss those tender moments which leave such powerful impressions, at least in my memory. It just feels to me that a storyline which tortures its characters time and time again and never gives them the chance to have a tender moment with their loved ones, friends and families just comes off as depressing. I can deal with drama if I know it's going somewhere, but all drama all the time is very, very disheartening.
  6. Quote:
    Originally Posted by Zyphoid View Post
    I prefer to play male toons, for what ever reason. I dislike this pack because it ignored male and huge models.
    Like I said - there's nothing wrong with that. Your dime, your time. And I can see how the pack is disappointing. I would have loved to use some of the head gear on my male automaton from the beginning of time, but he doesn't get any, and wouldn't have gotten any since he's using a Full Helmet, and I'm convinced the art team is unaware that Full Helmets exist in this game.
  7. Quote:
    Originally Posted by Stormbird View Post
    ... except, of course, that the game wants to encourage alts - more money coming in, after all - which would give people reason to roll more and buy more slots.
    The game doesn't need to encourage alts any more than it does already, especially at the cost of penalising people who don't want alts. It's already the most alt-friendly game I'm aware of, and a VIP gets a ridiculous number of slots to play around with.

    If you're seriously suggesting that a Free player is going to decide to go Premium by buying a very expensive character slot for the sake of seeing another Origin's story, you are sorely mistaken. Either people will just reroll, or as has been my experience every time I try to explain the benefits of buying anything, simply not bother.

    Quote:
    Originally Posted by Stormbird View Post
    I really think some of you need to be exposed to sets of story arcs like this to see how good they can be. (Assuming the dev team does them decently, of course.)
    We have and we are. Kheldians have their own set of fairly interesting, well-written story arcs. However, I hate the AT from a mechanical standpoint, and the arcs weren't enough to get me to play it. Having to pay for it on top of that is going to be even less motivating.

    I'm not against 1-50 story arcs that have a specific origin flavour. I'm against locking them behind an Origin restriction. City of Heroes is a game of choice. If people want to take their power armour dude into a long, winding arc against magic users because of the sense of dissonance, then why not?
  8. Quote:
    Originally Posted by Bill Z Bubba View Post
    The period after ED and the GDN but before IOs and the critter accuracy change were added were the Bad Times. I actually respeced my claws/sr into a range only attack build because he could not survive in melee.
    I have a couple of points to add here. Elude in its original incarnation was more or less Personal Forcefield. It jacked your defences immesurably high and made you run fast, but prevented you from attacking. The point of the power was just what the name suggested - you used it to elude your pursuers. It was a "Run away! Run away!" power.

    Moreover, once upon a time, critters of a higher level and rank got direct to-hit buffs, and not small ones, either. I read somewhere that an even con AV had a 105% base to-hit against you. Even at the much higher toggle defence numbers of the time, that simply took a LOT of defence to fight back.

    Now enemies don't start to get to-hit buffs until they hit over +5, and actual for-real to-hit buffs aren't that common, aside from Devouring Earth. Yeah, Trial enemies have a base to-hit of I think 62% instead of the normal 50% (and a lot of them have bled into the non-Trial game, like the 45+ Devouring Earth), bit that's still an increase that's not as significant.

    Yes, defence debuffs are fairly prominent, but here's the thing - you combat those much more with defence debuff resistance than with just piling more resistance on top. For the longest time, defence debuff resistance didn't exist in the game. If someone debuffed your defence, you had to just get more defence to compensate.

    All of this means that... Yeah, Elude is not a great power right now. It's a 45% defence buff that soft-caps you just by itself, and SR can get up to 30% or thereabout even before it. Slotting this power for defence buff is, therefore, pointless, as most of it is just wasted anyway. Still, because I DON'T use Inventions and therefore can't softcap my Scrappers in general, I use Elude as it was intended (after we were allowed to attack with it) - as a high-survivability, limited-duration power.

    ---

    As for God Modes in general, I really don't think they need to be fiddled with too much. Unlike nukes, God Modes actually do bring enough performance to the table to be worth the crash. Elude is an exception, for the most part. These are powers that allow you to essentially not die come hell or high water. You survive for three minutes, you have enough endurance to not run out, and that's a huge benefit. If the three minutes run out and your enemies are still not dead AND you're still there when your God Mode drops... Well, you dun ****** up, as they say. If you die from a God Mode drop, it's your own fault. The blinking icons give PLENTY of warning, easily 15 seconds, if not more, and the power itself gives plenty of time to wrap up most fights.

    I can see toggles dropping being a problem, but I don't consider it to be a major one. You're not supposed to be in combat when it happens, so retoggling shouldn't be that big of a problem. It might come off as a hassle, but for a power that's on a 1000 second recharge (that's roughly 17 minutes), it's not that common of one, even with recharge slotting.

    Powers like Strength of Will and One With the Shield have their uses and I like them for the frequency of use, but they aren't "better" than conventional God Modes. They trade that short burst of time of being unkillable for a lower cost, so it balances out, but there's room for all of them here. Hell, I feel there's plenty of room for the self-resurrect T9 powers, too, like Soul Transfer and Rise of the Phoenix.

    Tweaks here and there, I can see. Elude isn't very good and probably needs something else, Revive is garbage and so forth. But those are specific comments about specific powers. God Modes as a concept don't really need to be reimagined, I don't think
  9. Stun and hold protection in your very fist toggle? That seems... Odd. I'm not aware of any armour set that has status protection this early. Also, you only seem to have status protection resistance, but no protection. Resistance only reduced effect duration, but without protection, you'll still get held.

    What's the point of Gamma Pulse? Minor damage is unlikely to be worth much, and the only thing the power seems to have besides that is a defence debuff that I've rarely seen being very useful outside of fringe cases. I suppose you could try to use it on things like Rikti Drones and Paragon Protectors going MoG, but the pulse would have to hit them first, which is easier said than done.

    Why is it necessary to have hold protection in two separate powers? Neutron Armour Radiation Haze both offer hold resistance. Doesn't that kind of over-stack hold resistance?

    Finally, Cold Fusion is a terrible, terrible idea. Penalising people for attacking is just wrong, as far as I'm concerned. I'd be much more inclined to agree with it if the buff INCREASED for using powers during the build-up time, as opposed to losing buff. Designing powers around penalties when they already have a crash just seems mean-spirited. It's essentially forcing people to run away from the fight for 10 seconds.

    Moreover, your crash is HORRIBLE, and considerably worse than any other crash in the game by a significant amount. Sure, it's just half health and half endurance, but that 5-second hold is a death sentence. Even if you tried to run away from a fight to crash away from danger, five seconds is more than plenty of time for your enemies to catch up and kill you. Remember - being held doesn't turn off your toggles, but it suppresses their effects.

    All of this hassle, danger and complexity, and for what? Recovery, which is standard for god-mode powers and a max hit points buff that's not much greater than Resist Physical Damage? And that's IF you don't cut into your own debuff? Not good, man. What you're creating is essentially a utility power like Strength of Will - it doesn't do much, but it doesn't cost much either... Except not only does yours cost a LOT, it's also very fiddly to use. This is exactly the sort of powers I've crusading to fix in the game for years now - powers that don't do much, but crash and kill you, or are otherwise very hard to use for not much benefit.

    Don't get me wrong, I like the idea of a Radiation Armour set, but I'd like it to be a bit more solid than this.
  10. I prefer a level-based timeline, myself. Plot time progresses as you progress through the levels. That way, a player can have a consistent, continuous experience the whole way through without worrying about the world changing from under him.

    That said, a time-based timeline has a very elegant way of working in City of Heroes - Ourobors. Previously, the Welcome to Ourobors arc claimed that the Shiva meteorite landed in Atlas Park. This no longer makes sense, as that time has come and the Meteorite landed in Galaxy City. Silos acknowledges this, saying that someone is messing with the timeline, and they had seen a future in which the meteorite landed on Atlas Park instead. Neither history is "wrong," they are just two different versions of time, with the "old" ones being left as echos.

    This actually makes sense for the world to change from right under people and still stay in-canon. One day your character's got his powers from something that happened in Galaxy City, the next day Galaxy City has been destroyed too long ago for this to have happened, and that's STILL not a plot hole. The time-line changed, but your character didn't. In his story, he still got his powers from Galaxy City, and remained unchanged because gaining access to Ouroboros protects you from time changing on you. You keep your original memories and experiences.

    I honestly wish that every time they make a real-time-based change to the story, Ouroboros would make a note of it. Captain Level 50 ran the Statesman Task Force yesterday and logged out next to the Statesman on the boat. After this morning's patch, he's standing on the ship, but the Statesman is gone, and he's been gone for a long time. Confused, Captain Level 50 hops into Ouroboros, goes up to Mender Silos and says "What the hell, man! What the hell!" Silos, unsurprised, responds "Ah, this. Something happened to the timeline. Someone changed the past and killed the Statesman many months before this moment. However, being one of the Menders, you were not affected by these changes." Suddenly, it makes sense.
  11. Quote:
    Originally Posted by UberGuy View Post
    Enhancements only serve to make the problem that comes of examining the system worse. Our characters have one Origin. Just one. If I take my Blaster dude who's concept best matches Science/Tech, and whose origin I chose as Science, I can happily slot him with Science/Mutation DOs. What's that all about, right?
    I'm not sure what you mean here. What it's "about" is the concept of specialisation that was inherent in the old Origins system that got tossed out. Those who specialise are stronger in their specialisation, and those who generalise have more tools, but they aren't as powerful. Dual-Origin enhancements are broad-application tools that many people can use, thus they are less powerful. Single-Origin enhancements are specialised exactly for the origin they enhance, and are thus more powerful.

    In a sense, that's actually disappointing, as "dual origins" are a great way to mimic an overall dual origin. For instance, Xanta is of a Science origin as she gets her powers from scientific experimentation and an innate exposure to Superadine. That's a pretty clear origin, but when it came to DOs, I had a choice - Science/Technology or Science/Mutation. Conceptually speaking, that's not a meaningless choice. As she doesn't use technology of any kind, Science/Mutation made sense.

    Again, that's game systems limiting conceptual interpretation, but it's not limited by much in this case.

    Quote:
    Originally Posted by UberGuy View Post
    And that is my whole point. About all of it. The Well doesn't matter. Its gloss. Is it gloss that could have been written better? Abso-freaking-lutely. I think some folks just get much too invested in that, to the point that they simply can't accept it because it doesn't work under scrutiny.
    You're comparing apples to oranges. Origins don't matter because, Origin of Power notwithstanding, the storyline never brings them up. You're never discriminated against based on origin, you're never granted specific access based on your origin. Only a very few instances exist where your origin COULD play a role in Praetorian dialogue trees. When disarming a bomb, a tech character can notice the hidden wire, a Natural character is fast enough to yank both wires fast enough and so forth. But even then, that's optional, as you could simply pick the other option and fail to defuse the bomb properly.

    The Well of the Furies is different. It is the gateway and plot thread to the whole Incarnate system. There is no way to skip references to the Well, no way to sidestep its influence. The Well of the Furies IS the story. The only way to ignore it is to claim what's written on the screen isn't true, and that's head and shoulders above Origins. If I don't like the Origin of Powers arc, I can simply not do it. If I manage to get to 35 without having ever spoken with Ashley McKnight, the first thing she'll offer me is the arc to enter the Midnight Club, and it turns out I may not even need that if Beta is any indication.

    If I want to ignore origins, I can avoid references to them. If I want to ignore the Well of the Furies, then I have to either not do any Incarnate content or otherwise plug my eyes and ears sing. Your example is not equivalent. As long as the Well is written as the ONLY source of power, this problem will persist. It will only go away if I'm given an alternative which lets me bypass references to the Well, or otherwise if the Well's omni-presence as an all-power source is demoted to A-power source.
  12. Samuel_Tow

    What of Relcuse?

    Recluses' boyfriend got killed, so I imagine he'll cry in bed for a while, then try to kill Darryn Wade under the pretext of wanting his power.

    Seriously, though, Recluse and Statesman are not joined at the hip, and it's to the story's detriment to always bring one when the other is mentioned. That alone is responsible for much of Recluse's failure to be a legitimate villain after all this time. If he had actual, meaningful ambitions of any kind, I could buy his villainy, but all the man seems to care about is killing the Statesman. It's as if he took over Arachnos and uses its vast resources for no reason above and beyond killing the Statesman. He doesn't seem to have a plan beyond that, and this kind of "spurned lover" storytelling is not conducive to a major villain. Ever notice how many people drop the "Lord" part of his name these days?

    Now that the Statesman is dead, what would Recluse do? Probably invade. If we view him as a legitimate villain with broader ambitions who was only fixating on the Statesman as the one true stumbling block to his context, it only makes sense. The Statesman is gone, and now there's nothing stopping Recluse from taking over, or at least attempting to.

    ---

    Truth be told, I'd love to see Recluse do a face turn, with "He may have been an enemy, but he was still my friend!" angle. Honestly, as much as he's the head of Arachnos, the way the story is written, he's mostly just a figurehead anyway, and his Patrons fight each other constantly anyway. I say have Recluse walk out and let the Patrons fight it out for control. It can't make chaos within Arachnos ranks any worse than it is. And if they need an arbiter to keep them in check, that's what Arbiter Daos is for. Have HIM sit at the helm. instead of standing in the lobby.

    I'd sell it thusly: After many years of fighting the Statesman, Recluse finally realises that he this rivalry has become part of his life, and part of what defines his purpose. Losing that purpose causes him to stop and think about his life, to think about what he's really trying to achieve, and to realise that there's nothing to be gained in this madness but more pain and more loneliness. He's surrounded by people, but they don't love him, or indeed even like him. With all the power and control in the world, he'd still be alone in his ivory tower. The one person who could understand him is now dead and gone, the one stable purpose he had is now missing. What, really, is the point of carrying on? What does Recluse want out of life, anyway?

    The Letter Writer says that of all the Incarnates, Recluse is the smartest. Instead of resigning to his fate of being mind-controlled by the Well or trying to renounce his powers, he looks for a way to defy the well, but keep his Incarnate powers. If anyone has the answer on how to reach the power we need to fight back the coming storm without being the Well's puppet, it would be him, and that would bring a LOT of leverage if he decided to negotiate with the heroes.

    Especially now that the Statesman is dead and the heroes have a more hated enemy. Especially since it's been so long since Recluse did anything major. Especially since Marcus was still his friend and he would hate Darryn as much as they do, and offer to help fight him. It could actually make for a very powerful scene between a disowned Recluse working alone and a grieving Miss Liberty. It could bring a clash of their resentment for each other, mixed with their respect for a fallen hero. It could bring an actual subtle human emotion to the table.

    Recluse has the look, feel and mannerisms of a good villain, but he's lost street cred as one. Now would be the best time to turn him into a hero, or at the very least a rogue and have it stick. Arachnos can remain behind him, Daos can get a new look and pull the reigns on Arachnos now that Recluse is gone and "survival of the fittest" is not the order of the day. I would buy that. Hell, I'd like to see it!
  13. Quote:
    Originally Posted by Tyger42 View Post
    *Shrug* In my experience, the guys who actively try to "move into the female mindset" are the ones who do the worst at it. Contrary to popular male belief, women aren't aliens from another planet.

    Personally, I don't get the "I'm not one so I can't RP one" mindset. You're not a alien/superhero/elf/whatever, either.
    I feel the same way. I find the problem comes when people go the "Myself with super powers!" route, meaning the character they create has to feel like something they want to be. There's nothing wrong with it, practically speaking, but it is limiting. I find it's much more liberating to make characters you'd like to watch in a movie, as opposed to ones you want to BE.

    Looking at my own roster, I have a lot of female characters, but I don't necessarily want to be a woman. I make a lot of robots, but I wouldn't necessarily want to be a robot. Maybe just some cybernetics, that I wouldn't refuse. I make a lot of monsters and aliens and I definitely wouldn't want to be a monster, even a cute one. I wouldn't mind knowing one, though, especially a cute one. I make a lot of villains, too, and I don't necessarily want to be evil. Not THAT evil, anyway. And I certainly wouldn't want to know evil people.
  14. Quote:
    Originally Posted by Shadowe View Post
    Not going to get into a semantic argument with you. Corrected. Next pointless and unnecessary objection?
    Don't bother. You can't win, and you'll just leave dirty.
  15. Quote:
    Originally Posted by SkarmoryThePG View Post
    Welcome to me complaining ever since they broke the spawn code in I13 so it completely ignores how stuff worked and decides that +0x2 means "throw spawns of 2 lts and 3 minions all at +1 all mission at me"
    The "new" difficulty options do indeed seem to have a much larger range of spawn sizes for the same difficulty settings than the old ones. You can get anything from seemingly-unreasonably large spawns at +1 to the mission one time and then quite small spawns at +0. The old settings seemed to offer much more consistent difficulty and were much easier to figure out what to set them at.
  16. Samuel_Tow

    Tights!

    Quote:
    Originally Posted by Arcanaville View Post
    That would be nice in general, but are you actually suggesting creating a inverse breast slider texture map to fill in boob cleavage on tights to make a stretched look? My brain is having difficulty conceiving of that.
    I appear to have misread your post (or possibly not read what you were responding to), so no, not at all. I'm talking purely texture work here, so that we can get the Tights with Skin look without ostensibly tinting parts of a nipple-less skin texture. If this happened, there would be quite literally no reason to keep the current way of doing things.
  17. Quote:
    Originally Posted by Techbot Alpha View Post
    The Primal Earth Well is purely a representative. It doesn't have to grant power, not the way it seems now. So even though the visible, semi-sentient part may be a bit bonkers at present, that doesn't stop people drawing on the 'Font of Potential' of Earth or the Human race. It seems like an enabler, something to break down the barriers humans have inherently. So, even characters that don't draw on it directly can still interact with the effects it has on the world.
    This did make sense, but you're actually saying the same thing I am. At this point, the only good story about the Well is a story we can sidestep entirely. Realistically, speaking, though, that's kinda' sorta' what choice is all about.

    Prior to the Origin of Powers, I could integrate my character in City of Heroes' canon as much or as little as I wanted. I could, in a sense, create a character who exists in a bubble of his own story, and who interacts with the City of Heroes universe only as a visitor, to where his backstory, source of power and personality are defined by events completely unrelated to City of Heroes at all. I could, if I were so inclined, take an existing character and put him through City of Heroes to see how he reacts, in a sort of Megazord vs. Mechagodzilla crossing or unrelated storylines. I could, and no-one would care, because the story did not assume I wanted to follow it. That's part of what made it so good for me - I could pick and choose which storylines I wanted my characters to be involved and which I wanted nothing to do with.

    I agree with you that - if at all possible - I will ignore the Well's angle of granting me powers. But that's kind of my point. The best the Well's story right now can hope for is to be ignored, and that's a cryin' shame, because it had the potential to be something really good.

    Quote:
    Originally Posted by Egos_Shadow View Post
    It's kind of like Titan Weapons. ... Okay, let me unpack that. Clearly you're not storing your titan weapon in your costume (is that an Atomic Hammer in your pocket or...), but you're free to come up with your own reason (or pretend not to notice) as to where it goes when you're not hitting people with it.

    And then one day the word comes down, months hence, that Titan Weapons actually go somewhere specific. They go to Hammerspace. In fact everything that gets pulled out of nowhere comes from Hammerspace. You're just a normal guy with a katana and a lifetime supply of sharpening stones? Nope - you have an magic extradimensional connection to Hammerspace where your sword lives when you're not hitting people with it. All summonable items? Also Hammerspace. Mastermind henchmen, as summonable objects, go there too. Where are ninja henchmen dropping out of when they appear? Hammerspace.

    And just in case you thought you could just kind of look past it, you start getting new task forces and missions that deal with Hammerspace. Stopping villains from stealing stuff from it. Traveling through it to get places. Stopping Rularuu from eating it.
    Ouch... Good example, and very spot on. And I agree with you as a general thing. Certain things simply don't need to be explained. More specifically, things that relate to our characters are often best left unexplained. How did I get my powers? While I may write that down in my character info, the game can't know, so the writers can't write stories that rely on that. What's my species? The game can't know, so it can't be made to need to know.

    What the game CAN know is things that are rigidly-defined. Is my character male or female? Is my character a hero or a villain or somewhere in-between? Has my character done a certain bit of content? What is my character's rough power level? Have I been to a particular location? All of these things are either rigidly defined or highly specific. And even they are sometimes problematic. What, for instance, is a Vigilante supposed to be? A jerk who kills people? A hero who breaks the law in the pursuit of justice? An insane killer who just happens to violently murder mostly evil people? There's a whole spectrum here that isn't easily covered by a single notation, especially since a Vigilante can go to the Rogue Isles and do Newspaper missions there.

    Generally speaking, when it comes to our characters, I feel it's best to leave as much as possible undefined, and thus open for us to define on our own. The more of our characters we can tailor to our own stories, the closer a connection we'll have with those characters.

    Quote:
    Originally Posted by Egos_Shadow View Post
    A fair amount of the Well stuff is actually kind of cool, on a large scale, but at the same time, the fact that everything is supposed to fit in this structure makes it hard to ignore that some things clearly don't fit well, in a way that didn't matter when we didn't have to think about the idea that they were supposed to.
    That's the biggest irony here, I think. The Well itself is not a bad idea. When I first did Ramiel's arc, I left pumped up, eagerly anticipating the future developments of this story. Sure, I was getting power from the Well, but it didn't feel like the original source of my original power, and it also felt like I was cheating a bad guy out of his power. It was still mine, I just got it by taking it from someone else as opposed to punching people in the face. Scarlet Shocker already showed us how cool the Well could have been...

    But then the ret-cons started, and those were ret-cons about MY characters and MY stories, and those were ret-cons that really didn't contribute anything to either the game or my enjoyment of it. Forcing every player through the same hole in the writing is never a good idea for the simple fact that you end up having to hammer a LOT of square pegs into that round hole. And again, what does this accomplish, but to stifle freedom of interpretation?

    Now, I get that we needed SOMETHING to signify our transcendence into godhood, a sort of milestone entry into the "end game," and that got rolled into one with the plot device to essentially demote the Statesman. I get that. But I'd still have gone with an actual milestone, instead - some kind of activity that was taught impossible to do by anyone except for the Statesman (and possibly Recluse) that we do, which then starts a series of questions to learn how we were able to do it, which ultimately boils down to "We don't know. You're probably just awesome."

    Mind you, we could still have had the Well of the Furies and Tyrant and the Batallion and so forth, but WE didn't have to be linked to it. Have Ramiel suggest it, then have it become apparent that we can't use it or it'll control us, then we go off looking for other ways, and then it turns out "the answer was inside you all along." Problem solved. You get your crossover storyline, I get to participate in it only if I specifically write myself into it.

    Quote:
    Originally Posted by UberGuy View Post
    Folks, anytime we look too hard at mapping systems meant to set boundaries in a game system and looking at how they would map into "real life" such as we might create in fiction, be it canon or fan-fic, we always find that they don't work. Sure, some creations map better than others, but I have never found a game system that divided people, powers, origins, or anything into neat categories that actually didn't break down if you really thought about it too hard.
    In other words, "pay no attention to the man behind the curtain." I'm sorry, Guy, but that's simply not something I can agree with. Sure, no game system can be perfect, but if you're gonna' make a game system out of a previously-undefined pure story concept, then it has to pass at least some fairly stringent level of scrutiny. Because if it can't... Why mess with it at all? Why create such a specific, elaborate game system if you don't expect it to be scrutinised with at least as much specificity? Any time you create a system that writes players' characters for them, it WILL be scrutinised, and not even pedantically. Every time a player wonders "I wonder if I can make..." said player will scrutinise the system to see if that's possible, and the holes will show up.

    As far as I'm concerned, the smarter storytelling approach would have been to simply not make the system as specific and as elaborate. Origins are a great example of this. Speaking of which...

    Quote:
    Originally Posted by UberGuy View Post
    Long before the Origin of Power story that so many people here rail about, the Origin system never made sense even for existing characters. Is my Blaster who was dunked in coolant infused with Portal Corp energies that gave him Ice Blast powers, but who is a brilliant engineer who builds his own Devices weapons a Science or Technology character? What if his ice powers were a genetic mutation he was born with, and his secondary came from studying magic? What if you have a railgun engraved with accuracy-increasing runes?
    You exaggerate. The concept of Dual Origins has been suggested for as long as I remember, and if it weren't for Origin-specific enhancements, that might have happened. Hell, I've suggested we be allowed to type in our origin by hand as plain text, and I don't recall that many people disagreeing, just most taking little interest. Furthermore, origins overlap in a lot of places, so oftentimes it's possible to pick just one origin based on which of the two is more pronounced and stick with that. It's not idea, but it's the best we have, because, really, it just doesn't matter.

    And this is where Origins differ from the Well of the Furies, or used to, at least. No matter what Origin you picked, what that Origin actually meant was up to you to write out in full. The Origin definition gives some examples and ideas, but is otherwise fairly open to interpretation. And if you chose an unorthodox interpretation, then the game really wouldn't tell you otherwise. Sure, your technodemon might need to implant around 11 cybernetic eyes into his head, but at no point in the storyline did anyone ever ask you why you have 13 eyes in the front of your face.

    If gameplay and story segregation is to be embraced, then this is gameplay pure and simple. So long as the story doesn't bring it up, we won't bring it up as players. The trouble with the Well is that the story DOES bring it up, and repeatedly. I can ignore Origins because no-one ever talks about them, aside from the exceedingly bad Origin of Powers arc, which I can also ignore. But the Well? It's all over Incarnate lore. It's quite literally impossible to ignore it without simultaneously ignoring story as a "thing." It's like trying to play the game while ignoring the fact that people have legs. Short of sticking black masking tape on your screen where the legs are, it's a pretty damn hard thing to ignore.
  18. Quote:
    Originally Posted by Egos_Shadow View Post
    If you think you're human, you're connected to the human Well (see: Twilight's Son). Since Merulina sourced power from the Well (IIRC) (also: arrrgh!) then the Coralax' power descends from it as well. The snakes could fit under either definition, as could the Devo.

    The Arachnoids are a weird one. Technically they could fit under either definition, but remember Project Fury is trying to create non-Well-sourced metahumans...

    What about demons? And demon descendants like Infernal?

    At what point does a species become sufficiently divergent to 'fork' the Well? Or must they kill their progenitors in order to have the Well change to whatever their new idealized form of power is? Do Wells never fork, and no matter how divergent descendants become, they're still stuck sharing the same source, even if their ideals now vary widely? (If the last - no wonder the Well is bats*** insane considering all the weirdos connected to it!)

    Sentient machines would fit under the same definition as Coralax - as empowered creations they (probably) draw from their progenitors' Well.

    No transcendent Singularity for you, Mr. AI - if the Well never forks, you're always stuck supporting and anchored by the legacy architecture. Well, unless you kill all humans.
    I couldn't think of a good part of this to quote, so here it is in its entirety. This contemplation is a good depiction of why trying to introduce species in a game where players have been defining their own for so long is a bad idea - there's far too much ground to cover. What if you're a demon? What if you're a technodemon? What if you're machine intelligence? What if you're sentient bacteria? What if you're somebody's dream come to life? What if you're a god to begin with? Species, race and so forth are far too divergent to try and write rules for. NOT having rules to govern them is one of the reasons why City of Heroes is so nice to write in.

    And that's really the crucial problem I feel the game's writers are forgetting: City of Heroes is a very nice environment to write in. It has much context already established to serve as inspiration, but it has a setting which befits a great number of possible concepts, thus providing us with creative freedom. The beauty of the City of Heroes fictional universe is that it inspires without limiting, and THAT is its one key aspect that I feel is becoming more and more forgotten of late. I didn't come here to experience other people's stories. I came here to forge my own, with other people's stories as stepping stones. That's why I'm still here seven years later - because the inspiration AND OPPORTUNITY to write that City of Heroes provides remains unrivalled. But for how much longer?

    ---

    On the broader subject of the Well, the whole concept bugs me on a somewhat unrelated level. Ret-conning the well into something that's not inherently sentient and is being controlled would be a nice saving throw, but it would still retain the fundamental problem of forcing all of my characters' stories through the same hole, even in cases where these stories should be wildly divergent, of which my Stardiver is a good example.

    The way I designed her, Star is an automaton from the beginning of time, one higher creature's attempt to prove that life is not special, and that a living, thinking, self-aware creature could be created out of nothing more than the basic laws of the universe. No "power of creation," no soul, no lineage. Just a very specific construct which makes use of the laws of existence in such a manner as only one who created them could comprehend. Her power is, superficially, the ability to dive into the hearts of living stars and use the pressure and heat there to both manufacutre exotic materials and charge herself up, with her power taking the form of heat and pressure releases. But on a more fundamental level, her powers are those of technology, as personified by application of natural phenomenon in a controlled fashion.

    Star is awesome because of her basic design, not because something gives her power, and believe me - I have plenty of reasons why she's not all-powerful. Convincing such, as well. I COULD force her story through the well, but the truth of the matter is... I don't want to. Like my past attempt to explain all my heroes as members of the same super group failed and failed hard, so any attempts to explain all my heroes as having drawn Incarnate power from the same source will fail, leaving me with the only recourse of simply ignoring the plot and forging ahead. And the Well plot is hard to ignore, since it's present in Incarnate content pretty heavily.

    Reason One I would prefer a non-sentient, "avatar of inspiration" Well is only partly because that makes for a better story. In much larger part, it's because this kind of story is easier to write around. What makes it a "better" story is that I can take it and make it into MY story. And I hope you understand what I mean when I say this, but my story will always be better than anyone else's story, at least to me. It's not a question of quality. My story is better because it's mine, and there's really no way to compete with this.

    That, to me, is why City of Heroes is so near and dear to our hearts - because we took it and made it our own. And now that its original authors are pulling to take it back, it's very hard to let it go.
  19. Samuel_Tow

    Tights!

    Quote:
    Originally Posted by Arcanaville View Post
    Although I'd like to see this also, my understanding of how the models work implies this might be more complicated than just doing more work. Things with actual geometry tend to "float" slightly above the model to prevent strange clipping when the models move or are scaled. Making a separate tights top that is actual geometry and not texture, but that follows the contours of the female body exactly *except* at that one spot might be beyond the ability for the editors to manufacture. I'm not sure of that, but neither can I think of how they would do it. A "done right" stretch top might have to be a "shirt" rather than a "tight."
    That's why we need some form of texture blending, where two textures can be laid overtop each other on the same 3D mesh. I'm not sure what the City of Heroes graphical engine has to say about this, but I've seen it done in other games. Half-Life's spray-on logo was pretty much this, if I recall correctly. Hell, isn't this more or less exactly what "splats" are?

    Think of it this way - if we can have one texture that's, say, repitle scales, and we then apply another texture over it, say basic tights, then you have tights over scales without the tights being just paint over the scales texture like it ends up being now. In other words, it's not patterns tinting the base texture, it's an honest-to-god texture mask on top of the base one.

    If this happens, then I will no longer need ANY of the "painted-on clothes" patterns for Tights With Skin. If I can slap on any Tights with Skin texture over any base texture, then that would be monumentally superior.
  20. Samuel_Tow

    Tights!

    Quote:
    Originally Posted by Fire_Wyrm View Post
    Oi! The artwork! It's like Wagner's day off!
  21. All the List missions I ran through the last few days had over half their spawns be just a single boss, at +0x2. I know that that's a possible spawn variant for most factions, but it seems odd that I'd have to run through six spawns of just that before I reach anything else, and then it'd be back to that two spawns later.

    I thought boss spawns were supposed to be rarer?
  22. I completely forgot to do it originally, but I have added backstory for Xanta now. It should be fairly accurate to her in-game bio, but I wrote it from memory.
  23. I'm not sure if "strong morality" is such a good idea. I know it's a turnoff for me, at least, as such characters tend to feel more like icons than real people. Remember when Sonic the Hedgehog was an icon of his times and the hallmark of a whole generation? He did that not by being the paragon of honour, justice and truthfulness but by being a cheeky smarmy wiseass who thumbed his nose at the world's villains (often literally) and simply proved too fast to catch and too strong to beat.

    Personally, if I had my vote for who would be our next "icon," it would be someone like that.
  24. Well, I've been a grump this year, so I'm not sure if I deserve such a present, but as long as we're throwing our hats in the ring, I should probably include Xanta - the one character I've always wanted to have artwork done of the most



    I approve of the idea, and thank you for your community spirit

    *edit*
    Right, backstory, I completely forgot!

    Xanta is the result of what you might get from a true-breeding member of the Trolls, and a science experiment, at that. When the original science group behind the Superadine extra-dimensional sight research was busted, not all of the scientist were accounted for. At least one escaped justice, and spent the next few decades continuing the experiments. As the city's most heavily-influenced Superadine users, this scientist focused on the Trolls, kidnapping them, experimenting on them and eventually killing them. He managed to get them to produce a child, which he kept in captivity for very much her entire adult life, testing her strength and resilience.

    Eventually, the Tolls proved to be quite incapable of extra-dimensional sight, and also incredibly dangerous. A group of them broke into the scientist's lab and killed him, allowing Xanta to escape into the world. For years she lived as the "monster child" of a group of homeless refugees living in a Troll-infested neighbourhood, where she would act as their protector from the violence of the trolls, until the city finally managed to relocate them and provide homes for these people many years later. Before they parted ways, her adoptive father, himself a "mystic smith" made for Xanta a set of enchanted armour and a weapon. Though nigh-on unbreakable, these are incredibly heavy and unwieldy, but Xanta seems to manage just fine.

    Though her years of torture and bondage have made her merciless and brutal, her life as the kind protector of people too weak to look after themselves has helped Xanta channel her rage into the far more productive venue of keeping the whole city safe from monsters like the ones who stole her life and violence like the kind which nearly stole her family.
  25. Sure, why not? I'll bite. Possibly literally.

    What side do you pick more than others?
    Blue and Red, for the heroes and villains respectively. I avoid "gold-side" like the plague because I'm not a fan of the no-win scenario world where everyone is evil and corrupt and no good deed goes unpunished. With heroes and villains, at least something gets accomplished.

    What play style do you prefer?
    Kill stuff, preferably with overwhelming force and/or firepower. How this is achieved is irrelevant - shoot, stab, club, have others do it. So long as I can kill stuff dead with my own character, that's good enough.

    What power set(s) do you favor?
    Anything that's on an AT which isn't squishy. No preferences beyond that. If it has enough health/protection to survive and doesn't get chain-held-killed AND can kill stuff at a decent pace, it's a powerset that gets played. As long as it's not Stone Armour. Ugh!

    What zones do you like the most?
    No preference. A zone is a zone is a zone. No preference for mission tileset, either. They're all pretty in different ways.

    Do you usually play as a male or female (word of hatred) ''toon''?
    Both. It depends on the concept and what's in my head at the time. Generally, I subconsciously end up with a lot of female heroes and male villains, but I'm trying to even out the score a bit.

    Views on Role Playing?
    Don't participate. I like to tell stories, not take part in them, especially when I can't control all the variables and have to worry about slighting other people's characters

    Servers?
    Victory and Pinnacle. Victory because I learned of the game from SomethingAwful.com and the article-writer played there and Pinnacle because Zombra asked me to and I was out of slots on Victory.