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The music was so bad that it caused my eyes to wander off from the trailer, so I had to watch it once more, muted, and with something more sensible.
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When I look at my toons' names, I find that most of them are actually rather boring. A lot of them are descriptive, like Frostwing (a winged ice/archery defender), or Witch-Fire (emp/fire troller), or for that matter Shadow Kitty (stalker cat).
A lot of them is simply a combination of two descriptive terms, with additional hyphens or spaces or lack of spaces to distinguish them from other characters made before I made mine. Even the one out of mythology or reality, for instance Fimbulwinter and Sturmvogel respectively, are such names although in foreign languages.
And when I discard those boring names, great as they may sound, I end up with two toons.
First, there's Scary Li'l Devil Cat, who was the familiar to an Oranbegan mage with a short temper, so when he bound the spirit to the cat, he also made it impervious to most form of physical harm, so that it would survive the fireball he would sometimes throw at the familiar when upset.
Trouble was that he wasn't impervious to the physical harm inflicted on him by a passing group of heroes, so suddenly the familiar was out of job. Oh well, if you're an unemployed winged black cat, almost invulnerable, and lost in Rogue Islands, why not make a career out of it?
Second, there is Little White Lies, who is a demon that embodies... well, the little white lies we all tell from time to time. You know, "not tonight, honey, I have a headache", "sorry, honey, I have to work late" or "no, mom, we didn't do anything, we were just playing console games", even the more serious "I didn't do it".
Yeah, right.
Well, anyway, now you know who made you say it. -
Quote:I think that part of the reason is that thanks to some recent and not so recent wars in Europe, we have seen the ugliest sides possible of patriotism. When it appears, we're often left with a bitter taste in our mouths. Yes, it's okay to be proud of one's country, but we've seen first hand what happens when that pride goes too far.They seemed to feel that this was a bit, um, silly is the wrong word, but i'm not sure what the right word is - not frivolous or amusing, really, but some amalgam of all three that I'm not really popping out of my brain right now. They said that they had no similar holiday and couldn't imagine French or even European people getting much behind a similar patriotic holiday. They felt that something like, say, Bastille Day fell into a different category somehow.
I imagine from this that a foreign player like Sam might have some issues with "playacting" a patriotic character, particularly an American character, given that they don't really "feel" our concept of patriotism quite like we do. That's what I took away from it, anyway.
Because of that, we're pretty cautious about that "patriotism" thing, to the point that it's often a bad word. Over here it would be unthinkable to accuse the head of state of not being patriotic enough, or criticize him for not wearing the flag pin on his lapel.
So we're often a bit perplexed when the latest Michael Bay or Jerry Bruckheimer flag-waving saber-rattling paper thin CGI spectacle hits our cinemas. Yes, it's a spectacular roller-coaster ride, but then we feel that bitter taste again, and we think "don't they even see it?"
Still, we are patriotic. We don't like to admit it because of our experiences with the ugliest sides of it, and for that reason it's probably rather different from patriotism in the US, but it's there. -
War is the most dire causes. There's some kind of deflation of the term "war" these days, like it's something that happens on CNN and always to other people. When the war comes, it is no longer about terrestrial politics. It's about you, your family, and your home, except possibly if you live in a country where there is practically no threat of invasion and occupation.
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When I grew up, there was a section in the phone book named "When the war comes". Not "if", "when".
And the reason is that Sweden was slap bang in the middle between NATO and the Warzaw pact. If there were to be a war, the Soviet Baltic fleet would have to pass Ă–resund, the narrow straight between Denmark and Sweden, to get out into the Atlantic. In order for the Baltic fleet to actually be able to do anything to stop the US convoys to Europe, the Soviet army would have to invade Denmark and the south of Sweden to open the straight. And of course NATO knew that as well, so they had plans to occupy Sweden to prevent the Soviets from doing it.
Add to that the general sense of doom in the 80s, and you have a good explanation of "when" rather than "if". So here, when the war would come, it wasn't patriotic fervour that made you pick up arms. It was the most dire cause.
Which translates into a few of my characters.
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I live in a sovereign state with foreign troops occupying parts of it. They claim it is a police action to protect the public, but let's face it: it is an invasion with at least the tacit approval of the US government. That is to me the most dire cause.
So when I defeat a Longbow soldier, I don't arrest someone. I kill an invader. I kill someone who is occupying my home, threatening my family, someone who is trying to take away my freedom and my liberty. -
Quote:Take your pick:Would still require grinding though. Heck, it would require the grinding the same content we've been grinding for years.
- Grind a few* trials and a few* story arcs over and over and over again.
OR - Grind eight or so top level task/strike forces, and all story arcs for lvl 45+, and a few* trials over and over and over again.**
For me, the choice is not even remotely hard. Heck, I'd prefer the second option any day, even if Incarnate difficulty did not apply to 45+ story arcs, and only applied to the task forces!
* By "a few", I mean on the order of around three of each.
** I assume that there won't even be custom made Incarnate solo story arcs produced in this scenario. - Grind a few* trials and a few* story arcs over and over and over again.
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Quote:Balancing issues. Yes, it is a problem, but look at it this way:making incarnate jsut harder versions of existing content would have the opposite effect of making it more open for players. do you remember trapdoor? for a portion of players, particularly ones who want to just have fun and not min/max, he, and the fight right afterwards with the 2 ebs, was unsoloable and they complained loudly that it was forced teaming.
- You will still need to balance any custom made soloable/small team content, so you have those balancing issues there as well. Ramiel's arc was after all custom made shiny new incarnate content, and it have balancing problems.
- There already is a lot of content that has a lot more to do with incarnates than the current trials. There's the blueside Praetorian arc, there are all the top level task forces, in which you actually get to kick a real incarnate's hindside. As opposed to the three trials, which has two minions of an incarnate, and two robots built by a minion of an incarnate.
- There's just that much new content a development team can do. If they only make new incarnate content, that content will be limited, and hence you will have to repeat it. By reusing old content, you can have a lot more content available. It may be necessary to repeat it, but it will still be less repetition if you have to repeat a lot of old story arcs and task forces, than if you have to repeat a few new custom made Incarnate arcs. It's even possible that you can get both, since reusing old content does not require the art and scripting teams, just balancing and coder teams.
- By the time you reach 50 and unlock your Alpha slot, chances are that you have not played all top level content, because there's more content than XP needed. This is a good incentive to return to it and complete it, instead of just forgetting it.
- There has always been solo problems with some builds and archetypes. If you pick a support archetype and build it as a support archetype, chances are that you have had soloing problems all the way to 50, because you're built to help team mates so that they can deliver dps, instead of delivering dps yourself. It isn't hard to focus on a solo character, but some archetypes are meant to be team archetypes. If you pick one of those, you have to spike your build to solo.
- Since we're adding a new difficulty to the difficulty scale system, it could conceivably be dynamic and take those problems into account. It could for instance not only look at the team size when determining opposition, but also look at team incarnate unlocks. If the team has a lot of unlocks and a lot of level shifts, the missions could be made harder than if there's just unslotted alpha unlocks in the team.
So there are clear benefits of doing it that way, that in my humble opinion outweighs the balancing problems, and there are solutions to the balancing problems. -
Quote:Depends on how they make the solo path.The thing with a solo path would be that it would be a "grind" too - like if there were 3 solo arcs to match the 3 Trials, wouldn't people do them over and over again in the hope of getting a good roll on the reward table at the end?
They could, for instance, add a Incarnate difficulty to regular content, that scales regular content to silly difficulties and add Incarnate rewards to the reward table.
Then you could conceivably solo that content with the right build, and since there's so much regular content (there wouldn't be 3 arcs, but rather 300 arcs, and you probably would have missed a lot of them when you played them as non-50 at somewhat regular difficulty), you could be playing for weeks without repeating yourself.
Then the devs could spend the resources they did not spend on making new unique solo content on making fun trials, or a couple of new arcs or task forces that could also use the Incarnate difficulty.
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Or the devs could ask us for help, by adding an Incarnate candidate option to MA. We make the arcs and playtest them to be difficult enough as Incarnate solo content. When we think they're difficult enough, we submit them. They're checked to be non-grindable by devs or GMs and also to be in compliance with the lore (yeah, right), and then they set the flag Incarnate approved. When that flag is set and not a minute before, incarnate rewards are available from those arcs.
Again, that option would quickly yield quite a lot of incarnate content, so much that there would never be a chance to grind unless you really wanted to. It would also free up resources to whatever the devs feel is more important at the moment. And again, you would be able to solo it with the right build.
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Or they could decide that only new Dev-created content is fit to be Incarnate content and make everything themselves. In issue 22 or thereabouts there are three and only three soloable arcs, resources eaten so that there were no new task forces, and moaning about grindiness and bad solo options remains on the forum. -
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Quote:The first thing that happened to me when I arrived at Mercy was a full scale Freedom Corps invasion, under the leadership of Ms Liberty herself - which is quite a name to wear after that stunt. There are still Longbow there, on the soil of a sovereign country.My first introduction to Freedom Corps was seeing Longbow charging in assault rifles blazing to prevent a Hellion from loitering against a wall. The only other organisation I had the option of 'Heroing' for was Hero Corp and that's no better than being a highly powered mercenary.
So I'm a villain. I live in the Rogue Isles, kill corrupt cops, kill arachnos minions, fight the same gangs and Mafiosi that a hero spends their time 'arresting' into little pieces, but I also get to spend time fighting against the organisations that have the unmitigated gall to name themselves after 'freedom' and 'liberty' while shooting people for standing in a public park wearing the wrong t-shirt.
Before that, I was thrown into the trash bin by Crey after the experiment that created me, and when I started to find out what happened to me and my sister and possibly find a cure, I found that Crey has quite a legal muscle to pull, and suddenly I found myself hunted by legal authorities as well. And Sis bought their lies, hook, line and sinker.
The only thing I've ever regretted was betraying Ghost Widow. Of all people I've hurt, I hurt her the most; and of all those people, she is the only one to forgive me. She is my family now.
If that makes me a villain, then I am a villain and proudly so! -
Two more words on the Overzealous List:
- Countess Crey
- Breach
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I do not think that the amount of lore matters at all. Both the other superhero MMOs had tonnes of backstory, one in the shape of a long comics publication and a few movies and TV series, the other in the shape of a gazillion RPG books. One of them went F2P as well. That didn't help them.
There's no point of worrying about the in-game lore either, because, frankly, players don't read it (I speak from experience here). They just want to pummel stuff. Grab the missions, run to the circle on the map, kill the sparklebunnies, loot the twinklewood twigs, and run back to the guy with a "?" floating above his head. The only point they actually read the mission text is when they're stuck. Oh, it was to cure his sick mother? Good for him. He has a name? Who cares?
In the MMO world, there are two major things that help.
a) The amount of content. There have to be enough to keep the player entertained as well as to give the player options to alleviate the grindy feeling that happens at the end.
b) The amount of players. The chance to actually start playing is vastly greater if someone you know plays it as well, and the chance that someone you know play the game you're looking at greatly increases with the amount of players.
As for the success of the ten ton gorilla, you can never disregard the fact that quite a lot of people plays it mostly because everyone and their granny plays it. And it reached its critical mass because it had the players from a series of successful RTS games to lean on. And they didn't play those games for the lore, but because of they were good and well-balanced multiplayer RTS games.
Also, don't forget that the world of subscription model MMOs was dominated by the ten ton gorilla and NCSofts two jiggle-physics fantasy MMOs that together ate about 80% of the market. EVERYONE ELSE had to nibble on the remaining 20%. To even have a share above 1% is an accomplishment.
CoH had that for years, despite the competition from a lot heavier IPs.
For those reasons, I think that the currently published backstory is adequate. -
Quote:Nope.Well, what you've got here is pretty much the democracy of superhero MMOs.
What you've got there is the VHS of superhero MMOs. Everyone wants it because everyone else has it, not because it's the best.
And, for the record, CoHs non-trial teaming/mission system kicks major rear with just about any other MMOs teaming/mission system I've ever seen. Yes, being able to have a team of 8, auto-scale the opposition to the team size, see everyone's missions, and select one as the active one that we will focus on right now, is so super-awesome that nobody else seems to dare to implement it! So they limit themselves to teams of 5, no scaling, no seeing other's tasks, and only a share button that can rarely be used. -
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Here's something I'd like to have: a ghostly, vaporous, slightly luminous, and transparent aura. Something that emulates the Stealth power plus the Glow aura, but without needing an active power (and hence, also without the gameplay effects of that active power).
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Quote:The rewards from both has a lot more to do with the content than unlocks them than a Binary or Pixel aura has to being an Incarnate. Or being able to swoon.They tied Hami-Os to Hamidon raids, they tied the Task Force Commander accolade to the Task Forces. Both of those had non-team-related gameplay impact.
Also, with the exception for Hami-Os, that you get one random from each run, and the roman cossie unlocks that requires two runs, all of these had to be done once. They do not have to be grinded again and again and again ad nauseam. -
Well, that's a moot point, as the point of the critique is the non-viability of post-50 progress without grinding trials, not whether the rest of the pre-50 content magically disappeared.
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Bah. You're lost in the analogy swamp. Don't try to find the perfect analogy. You will never agree on the perfect analogy anyway. Try instead to see the meaning and the emotional message of the analogy.
If one person thinks that farming BAF for three-four hours is analogous to playing poker with the buddies at night, it says that he doesn't see a problem with the grind. It's fun being with his buddies, drinking whisky, chatting, smoking, throwing bills and chips in the pot and from time to time throw the cards down. There may even be skill involved, if the whisky didn't kill it. He doesn't see that much difference there. It's a fun night, as simple as that.
If another person wants to modify the analogy and says that trials are like playing poker, but instead of shuffling the deck bringing out a new deck and play with that unshuffled for each game, it is pretty clear that he does not like farming because of its predictability and repetitiveness. For him, it's not a fun night. It's a chore.
When you understand the emotional message of the analogy, you understand how he feels about it. And you will NOT change how he feels by modifying the analogy. At best, you can show how YOU feel about it. At worst, you completely miss his message. -
Quote:And there is the problem.My point was that Fritzy can continue doing those missions, TFs, etcetera. [snippety] You can even progress in the Incarnate system while doing so, albeit at glacial pace.
You may not agree that "glacial pace" is not progress since it still goes forward, but the thing that makes it non-viable is the "glacial" bit. -
Iirc, one of the problems they had with weapon customization was that they couldn't change the effect, just the thing you held in your hand and the emanation point of the flame. So it would always be a muzzle flash and always be ratatatatat.
Now they have effect customization as well, so in theory it should be possible to add another animation set where the effects go pyewpyewpyew instead, which would allow your Resistance rifles to go pyewpyewpyew. On the other hand, that would on the other hand mean that you could have the assault rifle go pyewpyewpyew as well instead of ratatatatat, that would be on the order of giant robot gloves clipping with the trenchcoat sleeves wrong, and hence impossible.
Yes, I've not had my coffee yet. -
Quote:I don't mind them being with us always. I do mind that in a year, with three issues a year and three half-issues, we'll have a whopping total of 9 trials available for post-50 progress.There's no end to the Trials - the devs have already said they've conceptualized far more Trials than they'll ever be able to add to the game, with the intention of adding one Trial in almost each new Issue, as well as these in between mini-Issues we're currently getting.
The Trials are like the Force - they'll be with us, always
Now, remind me again, how many missions could be used for pre-50 progress?
The point is NOT that the devs should make as many trials as there is missions now. The point is that unless they somehow connect the incarnate progression to the regular content, the incarnate content will not only always be with us, it will also always be lacking. -
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Quote:I wouldn't say "alternate". I'd rather say "next". When you're reached the end of the first (levels) you start on the second (incarnates).Uhm, how so?
The Incarnate system is an alternate system of advancement where you unlock additional abilities by earning Incarnate XP and Components. It has no effect whatsoever on your preferred method of advancement.
And I can't speak for Fritzy, but I have a feeling that you're talking two different kinds of methods. You speak of ordinary XP vs IXP and Components; I think Fritzy is speaking doing missions, task forces, whatever vs grinding raids.