Slashman

Mentor
  • Posts

    746
  • Joined

  1. Quote:
    Originally Posted by Mister_Shade View Post
    ... I get the feeling that you're going to be waiting for a long time if that's where you're looking for your answers.

    I don't think they're going to tell us. I think that's kind of the point. Praetoria seems like it's not going to be a cut-and-dried, easy answers kind of place... if it -were-, they'd have made someone like Penelope Yin or her ilk the leader of the resistance... rather than Calvin Scott, massive jerk.

    (shrugs)
    I think that is exactly the point of Preatoria. Neither side is squeaky clean. No one is absolutely right or wrong. I think this makes for much better storytelling and I can only be amused by Golden Girl's frustration with being unable to find stuff to play in Preatoria as a result.
  2. Quote:
    Originally Posted by Dementus View Post
    Instead of closing down multiple small servers and forcing all of their collective players into one, I suggest closing down just 2.

    Freedom and Virtue.
    You know, I could actually get behind that. As I recall, those servers are the most populated because they are holdovers from the beta. The devs should not have kept beta server names in the first place. It prompted people from the beta to crowd the servers they were on before instead of distributing the population more evenly.

    Not sure what the implications of doing something like this now is though. Still, I'd be for it. I'm not a fan of high lag and rubberbanding in exchange for grouping with more people.
  3. Quote:
    Originally Posted by Decorum View Post
    Hmmm...I see the problem but I don't really agree with the solution.
    A possible solution is a new user experience for both blue and redside. Clear out the crap starter missions we have now and do something spiffy so that whether or not you buy GR, you get a fresh and interesting starting experience.

    Doesn't have to be 1 - 20. I think just up to level 10 would be fine.
  4. Quote:
    Originally Posted by BlackArachnia View Post
    I hate Hate HATE single server games!!

    Laggy as all heck and you can't hide from the pests. Never mind that you have your global showing at all times. Ugh.
    That entirely depends on the game. I can hide just fine in EVE. In fact...there are systems that practically never see another human soul.

    Yeah there is lag. But there is lag on multi-server games as well.

    I actually had a nice trade route setup through a 5 system cluster that was surrounded by low sec space. I could spend a week in there and see maybe one or two players pass by.

    Please refrain from generalizations.
  5. You know,

    I don't care what the devs say about 'preserving' content. A lot of those old blueside story arcs are amazingly long, boring, repetitive and stupid. They need to be removed and replaced by stuff that is fun.

    Kill-alls on huge, multilevel lab maps are not cool. The blue water room in Council bases with a kill all objective is NOT cool.

    A lot of the old content arcs deserve 2 - 3 missions at MOST and none of them need to be kill-alls. Either they need revamping, or they need to go.

    Tie contacts to story arcs and keep the arcs in a specific zone. It makes better sense and keeps the time wasting to a minimum.

    Most of the old blueside arcs have some good story...but insanely dumb missions tied to them where nothing of consequence happens. It's just whack a mob until you get sick of it. Do you really want new players coming across these 'gems' and judging your game by them?
  6. Quote:
    Originally Posted by ChaosExMachina View Post
    Thank you. Praetoria has less excuse than real world dictatorships do, and Joker commits crimes not because Batman let him live, but because the writers won't let anybody keep him imprisoned. There is no more to be read than that.
    We're more or less just using those examples as fuel for 'what if' scenarios. I don't think anyone here truly thinks that comics are deep philosophical wells to draw from. But they still reflect someone's views of morality and justice, no matter how skewed.

    Just like many real world events are often not as complex or simple as they are portrayed. Watch the news lately?

    And unless you're in the closed beta and violating NDA, you can't say how complex or simple the devs have presented the Praetoria situation.
  7. On the subject of removing Hitler, that was explored in the game Command and Conquer: Red Alert.

    Einstein made a time machine and went back in time, erasing Hitler from existence during his college days(I think). The result was still World War 2...only Stalin lead the Russians against the rest of the world and Germany became an Ally of the US and England.

    It didn't really stop the war, just changed one of the major players. Although it did save a lot of Jewish lives I think.
  8. Quote:
    Originally Posted by BBQ_Pork View Post
    Also:
    Everyone wants respect, but no one wants to act respectfully?
    or
    Everyone wants respect, but few are willing to earn it?

    *shrug*
    This right here is the thing.

    A lot of parents are unknowingly turning their kids into little monsters because they tell them: 'Don't take crap from anybody. You can do anything you want. No one has the right to tell you what to do...' etc.

    They tell them by having the wrong attitudes in the first place. They can't pass on respect and responsibility because they have none of their own. They don't have to teach them with words, they teach them just fine by their own actions(or lack thereof).

    Also, as to Cyberknight's statement about becoming a father making you a better person. I have to say that I disagree. People are who they are. I know more fathers than I can count who remain the same a-holes they were after having 2, 3 or even 4 kids. If becoming a parent automatically made you a better person, then the world would be a total utopia. I think that becoming a parent just means that either you pass your crap onto your kids, you try to hide it(and usually fail and show it anyway), or your kids benefit from having a parent who was actually ready to become a parent(sometimes this comes a total shock to the parent in question).
  9. Quote:
    Originally Posted by Scythus View Post
    Real superpowers.
    This is win!
  10. Quote:
    Originally Posted by NuclearToast View Post
    Last night, poking around Atlas Park with my ice defender, I came across a character standing in front of one of the TO vendors near Ms Liberty. Curious as I always am, I clicked on the level 5 tank, checked Info, and saw he had zero badges. I sent him a tell asking if he wanted a partner for a bit, he invited me, and off we went as he started The Hollows arc.

    Long story short, he only started the game on Saturday, had rolled and deleted a blaster, and was loving both his tank and the game. (He was also sporting the timecard Goldbricker jetpack.) It was fun to help a new player learn the game, and see that we're still pulling in new blood after six years.

    I hope he's on again tonight.

    --NT
    What exactly does this prove one way or another?
  11. Quote:
    Originally Posted by Kelenar View Post
    The coolness to Thunderous Blast isn't the attack graphic itself, but when a huge mass of enemies spasm uncontrollably for three seconds before collapsing.
    Which is why I said the effect on the enemy is great. But I still want to feel like I unleashed a huge blast of awesome on my foes. The blast itself is very unimpressive visually.
  12. Quote:
    Originally Posted by Arcanaville View Post
    I think the situation is more complex than that. I think its like watching movies in a movie theater. I think that while some people just like the free air conditioning and the big screen, a lot of people go to see movies in the theater because of an ephemeral and difficult to describe experience of seeing it in a room with other people.
    How many exactly is a 'lot'? See, you just put the people who don't really like crowd interaction in a small box and the people who like that interaction in a bigger box. How do you quantify those two values? Also...the motives for going to a movie theatre may be a lot more varied than you think.

    I generally dislike people. I don't like crowds and I rarely play with people in COX who are not friends or people that I have at least met and talked to and decided I like enough. I don't like PuGs much and raid type activities are not a huge draw(Rikti Invasions, Hami, Zombie Apocalypse etc.)

    I go to the movies often enough. Simply because when a movie that I think is going to be great comes out, I don't want to wait for it to hit DVD/Blu-ray etc. before I see it. I may not go opening night...and I may, in fact, go when the crowd has thinned enough that there is no huge crowd in the theatre. But at no time, am I ever going to the movies because I like a crowded movie theatre or free air conditioning.

    Quote:
    Of course, no one wants to be sitting next to the people that are talking, putting their feet up on your chair back, or throwing popcorn around, but its also not the same if they are watching the movie in an empty theater where the sound and picture are the same, but there are no people to bother them.
    It's the same darn thing to me. And also to the friends that I go with.

    Quote:
    I think MMOs have the same quality. I think most of the players that play them don't want to be *bothered* by the other players, certainly, but they want them to be there.
    That's the nail on the head right there.

    Quote:
    The question for me is at what point do you make the other people so "optionally controlled" that they cease to really be there in a meaningful enough fashion to recreate that experience.
    There is no 'point' at which to stop. And can you please explain how preventing a buff which isn't wanted, ruins the experience of COX?

    Quote:
    For us old-timers, the "other people" are sitting in our global channels. They are always there, and there's always evidence that they are there, chatting away. But for new players, the "other people" are so invisible due to instancing, that many feel the game is empty and lose their interest in the game for that reason. This is a very tricky thing to balance: by allowing established players to gain more control over their own local experience, they are removing themselves from the global experience that other players might want and need to grow an attachment to the game.
    I played EVE online for over 2 years. There is no game that offers the opportunity to seclude yourself from other players quite like EVE. You could literally find a patch of space that sees maybe 2 or 3 players passing through a day. Ships which offer 'buffs', can pretty much only do it in a gang(team). You can be as much a part of the galaxy as you want, or be as much of a lone wolf as you want. Who has the bigger player population?

    Quote:
    I'm not advocating against instancing itself, but pointing out the tradeoff that exists. The notion that giving players control is always a good thing, and only a good thing, is false.
    I agree that players can only have so much control, but this isn't the sort of matter where I think that kind of thinking applies

    Quote:
    There is always a downside, and you have to be careful not to accumulate too many downsides in the pursuit of diminishing returns on the upside. No one thing is going to have a big effect here, so an option for Mystic Fortune buffs isn't going to radically change the game either way. But the principle which guides that change can, over time, have an overwhelming impact.
    Most of the folks here are only talking about Mystic Fortune. It has a 20 minute duration and it does NOT go away on death or logout. It is not like Speed Boost or Intertial Reduction or Cold Domination Shields. And I don't think it should be treated like other short duration buffs.
  13. Quote:
    Originally Posted by Venture View Post
    Behind on this thread, but just to catch this:



    The game's FX are way over the top. As soon as there's more than one or two PCs around it's impossible to see what's going on without turning particles down to the floor (maybe not then either). At something like a mothership or Hamidon raid, forget it. FX design has to take into account the number of PCs and mobs that can be acting at any given time. Baysplosions that look good for a single player are too much in any group action.
    I agree...with things that have continuous effects...like bubbles, sonic shields and the like. But if we're gonna talk about a tier 9 nuke with a super long recharge...then I can't see that turning up the 'impressive meter' a bit would hurt.

    I personally think that Thunderous Blast looks weak...even though its effectiveness on enemies is great. I actually took some screenshots of its effect and the bolt coming from the player's hands is small. I'd rather a huge lightning blast fall from the sky and explode is brilliant glory than the current effect.

    I hope that power effects get a look over by the devs at some point in the future.
  14. Quote:
    Originally Posted by IanTheM1 View Post
    But yeah, I could be wrong, but I don't think you can generally tweak graphical options on the consoles.
    You're not wrong. Console graphics are 'as is' most of the time because everything is built to run at a given framerate with a specified look.

    As I'm a PC gamer exclusively, I thoughtlessly only took PC games into account. But I can see how it would suck on the console to not be able to turn motion blur off in ME 1.

    Actually, if most of the people pissed off about overdone graphical effects in next gen games are talking about consoles, then I'm probably guilty of dismissing them wrongfully because I'm accustomed to never having to put up with an effect I don't like(most of the time).
  15. Quote:
    Originally Posted by IanTheM1 View Post
    I'm also on-board with the whole "screw graphics" thing. Especially if we can kill the horribleness that is blur, bloom, the colors brown and gunmetal, and anything else synonymous with "next gen" graphics.
    I'm curious as to why there is all this hate for graphical effects that can be turned on, off or adjusted in intensity at the whim of a player. I turned off blur in ME1 forced antialiasing and supersampling for both that and ME2 etc.

    If you just leave your graphics set to whatever the game 'recommends' then I can see where you might get effects you don't like, but with a gajillion graphic settings to tweak and(with any decent graphics card) the ability to tweak and add things not even in the options in the first place, where is the problem?

    Also...can you name me some games where 'brown' is used inappropriately and excessively? I'm not saying it doesn't happen...I'd just like some examples to get my head around the problem.
  16. Quote:
    Originally Posted by RemianenI View Post
    Until the 'big guys' buy them. Or do you think EA got as large as it is through organic growth?
    No. I agree that the 'little guys' have trouble saying no when someone passes a multimillion dollar buyout under their noses. It's sad...but greed trumps all.


    Quote:
    CoH's graphics look dated....because they are. They were done what, in 2000/2001, on an engine that was made or current in that time period? Ultra Mode in the CoH/CoV areas is like putting MAC lipstick on a pig. It doesn't make the old, dated graphics look 'cutting edge', it just adds details (that are largely superfluous).
    I agree. Adding Ultra Mode to the old zones doesn't really constitute a remake.

    Quote:
    Ultra Mode doesn't give you detailed character models that are 'present day' quality (quick! What color are your characters' eyes? How many fingers does your character have?), it sharpens what has always existed.
    I'd like to see our character models get an update but I'm not going to hold my breath. They certainly haven't announced anything like that with GR.

    Quote:
    Story is important but so is presentation. You must have one or the other and preferably (but rarely) both. If the former is most important, then, as you mentioned, Zork is still out there. If graphics are a much lesser consideration than story, the Ultima series still exists as well.
    It's not one OR the other in my mind. It's how much of one you have versus the other. And also how much of one better lends itself to the game experience than the other. There are some games where better graphics don't enhance the experience very much and others where they are almost a necessity.

    Quote:
    How so? Is every villain a blind and stupid individual who trusts anyone who says they're a friend? Does every villain give perfect strangers access to their stash?
    No. Not EVERY villain. But there are plenty of villains who are driven by pure greed or just a lust for power. So much so that it blinds them to right and wrong and was the driving force behind them becoming villains in the first place. You can't honestly expect the devs to account for every villain type there is.

    I liked them because they portray your character as actually being proactive and making some decisions instead of having them all made for them. That, to me, is an important first step in carrying mission design forward by the devs. Will they continue to build on that and do better in the future? I don't know.

    Quote:
    Honestly, that's not saying much. When the previous dialogue options were 'accept this mission' and 'talk about something else', adding a new dialogue option or two isn't revolutionary (it's evolutionary, as it should be).
    So...you'd rather they started nowhere and did nothing instead? I never said the new arcs were 'perfect', but they are at least a bit better for villains than they have been. At least I'm not working with a bunch of heroes to 'save the day'. At least I'm not getting pushed and threatened by people with no powers of their own.

    Quote:
    And yet, there are still tons of assumptions made about characters that don't necessarily add up (villains are stupid (or the Joe Mauer of the Idiot Ball), heroes are sickeningly selfless, etc)
    Did you expect everything to be addressed with one arc? People have simply said that they have enjoyed these more than previous arcs. I know I did. I'm sorry you didn't. You still have the choice to not do them if you think they don't represent your character. You can, of course, go have fun doing Kelly Uqua's arc. Which I think makes your villain look more idiotic than anything done in the new i17 stories by a good long way...but YMMV.

    Quote:
    Dealing with a clone is one thing. Turning my streetwise, heavy in the game character into a mark with completely uncharacteristic choices, is a whole other ball o' wax.

    Seriously. You cop a cloning lab. Just jacked it by force. Some dude you don't know from a can of paint says "Hey, we're this company you've never heard of and we can do security for you."....so you give them access to it?!? Just like that? "Okay!" (more like dee-dee-dee).
    Because stuff like that has never happened in comic books before? I think I lost track of the number of times a mysterious entity pokes their nose in under false pretenses and fools people into thinking they have their interests at heart.

    I think I'm tending to agree with Sam that you guys are expecting things based on the world you've created in your own head and forgetting that this is the devs' universe to direct as they would.


    Quote:
    I would much prefer if it assumed my character isn't a moron.
    Lots of people get fooled every day by things you'd think they would see coming. Some villains in comics will knowingly work with another villain/group expecting to be betrayed at some point. Some of them don't take precautions and some do.

    Not all my villains would fall for a 'helping hand from an unknown party', but some of them certainly might. Some of them are big brain masterminds and some are thuggish. Sorry if none of your toons fit this concept, but its a hazard of MMO storytelling. They are never going to give us 7 character choices like if this was Dragon Age or something.

    Quote:
    Single player games have the edge, because their designers control the main character. But games with good to great stories (see the aforementioned Mass Effect, Dragon Age, maybe (MAYBE) the Elder Scrolls from Daggerfall on forward) cost lots if they're done right. Or, they take a lot of time from conception to release (which is six of one, half a dozen of the other, really).
    The developers have to make hard choices, it's true. But even knowing that, it is mind-boggling to see developers focus on a single aspect of a game to the exclusion of so many other things in this day and age. And then that same developer will act all surprised when the game doesn't do well and blame something else entirely like piracy.

    It's like the Crysis situation. They were surprised when a game that could only run well on(at the time) top end systems didn't sell as well as they expected.
  17. Quote:
    Originally Posted by Venture View Post
    Neither do I. I'm not asking for Tolstoy, I'm asking for better than freaking Michael Bay.
    And yet what you're saying seems to belie this.

    Especially this:

    Quote:
    People have been gushing over the silly Evil Twin stories we just got but I honestly can't see why; at best they're a fairly pedestrian demonstration of some new technology.
    People liked the new villain stories because they did a decent job of representing the player as a villain. I'm not sure what you were looking for, but you seem to be getting story mixed up with new mission mechanics and technology(both of which I agree we could use more of).

    The new missions mostly presented the player with some dialogue options that we've never had before and did some cool stuff in terms of linking the story and setting of the missions and the enemies you fight. In short, they flowed better than the arcs we've been getting.

    From what I've been seeing here, people who play this game(and pay attention to the storylines) are a bit more concerned with getting a chance to represent their character in more ways than costume, bio and powers.

    Since the new missions seem to be pushing in this direction, it's a no-brainer that people would like them. No one is calling them literary masterpieces. And at the same time, can you please name me a popular comic where the superhero hasn't had to deal with a clone or double at some point in time?
  18. Quote:
    Originally Posted by TyrantMikey View Post
    Again, my thinking is that the story needs to be emphasized more in COH. It's a comic book sotry, after all. Not just a series of random adventures. (At least, this is the case in story arcs.) I'd like to imagine a way to bring the story/plot to the forefront during those arcs, but how to do so escapes me.
    I posted some thoughts on how I would remedy this in another thread somewhere(too lazy to dig it out now).

    My take on it is that the devs might want to take a look at other games and see how they are presenting story elements.

    Teaming to do missions is one of the most surefire ways to lose track of any story in this game. It's sad, but true.

    One major issue is the inadequate nav window. Sure it tells you what the objective is...but we could use a separate in-mission alert window. Something that sits in a corner of the screen and is auto-updated with new info as the mission progresses. When something happens, it's displayed as a short summary text that is clickable to bring up a more detailed explanation. Similar to how a quest update or Codex update pops up in Dragon Age or Mass Effect. In this way, all team members can see what has been happening and what it means to the mission.

    Another thing we lack is lore caches. Taking a leaf from just about every decent RPG, why can't we have a lore book/log/data pad whatever? I'd like it so that when we do missions, there are scrolls, notes or data discs that we can collect and each one gives some insight into either the current story arc or the enemy group as a whole. Each one becomes an entry that we can read immediately or later as it becomes convenient. And each one puts a different piece of the puzzle in place.

    Third thing: Random mission maps suck for creating good stories. I know the devs thought it was great that generic warehouse 85126 could serve in that Council arc and still be used later in that Nemesis arc down the road, but that was a bad idea. I hope newer arcs and content going forward leverage the use of unique maps for missions so that things like unique pieces of architecture and other props can be used to better convey what is going on in the story.

    There's no reason that good gameplay and story can't co-exist in this game. I would personally love to see things done other than front or back loading all the story bits for a mission or arc. I'd love to see more of the story told during the mission and affected by our actions.
  19. Quote:
    Originally Posted by IanTheM1 View Post
    Thanks for making it through the whole rant if you actually read it. I'm sure it was a bit incoherent.
    It wasn't incoherent to me. I found it to be pretty interesting and mostly on target.
  20. Quote:
    Originally Posted by DKellis View Post
    I know I've heard a lot of talk among people I've tried to get to try CoH that it has "dated graphics". To be fair, they don't then turn around and say that "graphics are killing games", possibly because they're not so... fire-and-brimstone passionate, I suppose.
    In my experience, people don't try COX because they know next to nothing about it. Lack of marketing and press time means that its not a game that's on people's minds. Combine that with some bad press over the Mission Architect debacle and you have a game that will probably not get much attention. Apprently this is just what NCSoft wants after sinking all this money and resources into a new box and expansion.

    Quote:
    Text adventure games (presumably Zork needs no introduction) prove that it is possible for games to tell a story without good graphics, but it doesn't prove that such a game can tell a good story, and still be considered a game. Besides, adventure games have their own problems.
    That may be a bit misleading. Text adventure games were popular at a time when, again, graphics weren't all that.

    As much as I may hate to do it, I have to look at games through the eyes of the publishers and investors these days to get an accurate picture of what is shaping the game industry.

    The target audience has changed dramatically. People tend to discount this a lot. We talk about dumbing down games...but I don't think we appreciate what that means exactly. Accessibility is the new buzzword for games now. They need to appeal to the widest possible audience.

    A game would have been considered successful by selling 300K copies 7 years ago...but this is now considered to be the territory of independent game developers and not large, main stream entities like EA and Activision. They want millions of copies sold because they are investing millions of dollars into every single title. That doing this may be the wrong thing, is irrelevant to them.

    With that kind of investment on the line, the publishers will goad the developers to cower into comfort zones. Stifle creativity and stick with a 'tried and true' formula. That, more than anything, has stifled the evolution of storytelling in modern games. A few developers can choose to ignore this kind of pressure, like Valve with their Half-Life series, because they are their own bosses.

    Other developers can get more legroom because they are so well known that their publishers will give them more leeway...like Bioware to a certain extent. And even they have to tow a certain line now that they are tied to EA. I'm not sure what the second installment in the Dragon Age series will be like. I HOPE it will be more like the first...but mass market appeal tells my gut to expect a good dose of consolitis.

    In the end, I'm kind of sad that creativity is getting so heavily stifled. And this, in turn, is retarding storytelling in games.
  21. Quote:
    Originally Posted by DKellis View Post
    I can't really tell what the gamer stance on graphics is.

    On the one hand, there's the standard call that Now All The New Games Care About Is Graphics, which implies a possibly unspoken Games Were Better Back Then.

    On the other hand, I've also seen plenty of comments here about how CoH/V needs to upgrade its graphics because they look "dated", and Ultra Mode was met with appreciation, apart from the hardware requirements. What criticism of Ultra Mode I've seen appears to be based on the technical implementation and hardware requirements of it, rather than whether it should have been implemented at all.

    I don't know how to reconcile this.
    A difficult question to answer easily.

    Gamers do like great looking graphics. I know I do. Back in my earlier days of gaming with my friends when we would do LAN parties almost weekly, we all obsessed over getting the games we had to look better. The 3D graphics card business was still in its infancy and so hot graphics were all the rage.

    The major difference at the time was that it seemed like games were made with better graphics only after the developers got everything else done(it SEEMED that way). So it was like graphics assisted the game but didn't drive it.

    Presently, I think that advanced graphics are on a game publisher's must-have checklist. When you demo a new game, it's not as easy to show how great the gameplay and story aspects are in a short period of time. But you can totally show off your hot, new graphics engine.

    Crysis is a good example of going overboard with graphics.

    Also, keep in mind that gamers are liars. A lot of 'hardcore' gamers will gladly give you an extensive lecture about how great things were back in the days of Quake. But that same guy will then scoff at a new game that comes out and has graphics that 'look 5 years old'. Check the forums at Bluesnews for many examples of this.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    By and large, I believe what sinks modern gaming more than anything else is its absurd cost. Anyone who's been gaming for at least the past 10 years will have seen games become shorter and shorter as they became better looking and more intricate. A level in the original Half-Life is simple enough to where even a fan with imagination can pull off something decent in fairly short order. A level in Half-Life 2 is complicated enough to require a dedicated level designer and quite a chunk of time. A level in any UT3 game is so complex I can't imagine who has the patience to put in all those little curves and pipes and cables and ledges and UGH! As game production costs increase, game substance gets cut, and games become more shallow.
    I agree here. Though I would also add that complex level design has not stopped the game community from pushing out lots of great mods for any number of games out there with publicly available SDKs.

    Quote:
    The problem with storytelling in games is the segregation between gameplay and storytelling. Amusingly, the Call of Duty games have always been pretty good about telling a simple but engaging story in such a way as it flows WITH the gameplay. I still have such fond memories of the siege of Stalingrad from Call of Duty 2 (was it?). And yet Call of Duty: Modern Warfare 2 has got to be one of the WORST games about storytelling, not just because it turns what used to be a series about mostly realistic war scenarios into a Michael Bay film, but does so at a steep degradation of its actual story. There's just nothing INTERESTING there.
    It sure sold a gajillion copies though...

    Quote:
    I enjoy Half-Life's way of telling a story by, largely, NOT telling a story but rather letting the player experience it. Even when there IS exposition, it consists of random clues thrown about by characters before they're interrupted, shot, eaten or abducted. The game DOES pause to deliver plot from time to time, but even then, it's never a case of the game basically sitting you down to tell you the plot to your face. It feels natural and it happens without taking you out of the experience.
    I think that Valve has done a remarkable job with that in the Half-Life series. Even with so many unanswered questions, it still feels like you're seeing the big picture and are a part of it.

    Quote:
    Another game I feel does storytelling well is Mass Effect. Now, many have accused the game of being too wordy, but let's be honest here - Mass Effect, and especially Mass Effect 2 is as much a "point-and-click" adventure as it is an action RPG. In fact, more so. Many of the game's problems are solved by talking, and every important plot point is taken with a conversation decision. The conversations don't take you out of the game because they ARE the game. Even the cutscenes don't take you out of the game because, thanks to Paragon and Renegade interrupts, they ARE the game.
    I've thoroughly enjoyed ME 1+2 myself and I'm looking forward to 3.

    Quote:
    Basically, though, the worst thing games suffer from is crappy quality. Stupid games with no soul in them sell like hot cakes, I guess because there's always room for one more mediocre shooter, yet creative games lie in obscurity because... Well, they're not what everyone else is playing, and it probably doesn't have 4 at the end. Ugh...
    The sheep syndrome of humans wins out in the end.

    Quote:
    Originally Posted by Iannis View Post
    BioWare has certainly shown a remarkable decline in the quality of their game writing since the days of Baldur's Gate. Supposedly their writers get put through a writer's workshop which undoubtedly consists of dumbing down their writing to be as mediocre and generic as possible. I can already guess with high accuracy how every quest in Kotor online will be written...but i'll still play that game just to have a totally sweet jetpack and flamethrower torching jedi :lol:
    I think that's kind of unfair. Everyone keeps pointing back to Baldur's Gate and accusing Bioware of doing terrible story-telling. I agree that the original NWN campaign was badly done...but from what I understand, there wasn't going to be a full campaign shipped with the game. That got put in at the last minute and so the demo module became a 'full game module'. The expansions were much better done.

    Mass Effect and Dragon Age are pretty nicely done games. No, they aren't Baldur's Gate or Planescape: Torment(not made by Bioware), but then if they were, people would be complaining that Bioware is rehashing it's past work.
  23. Quote:
    Originally Posted by Electric-Knight View Post
    That is exactly what I've been saying.
    I love that element of playing a Blaster.
    For me... it feels a bit more like when reading Spider-Man.
    Oh, sure, he's super tough and all... But really, since you're so implanted in his inner dialog... and he gets beat up so much... Heading into a base with a bunch of angry baddies is usually wrought with some tension and use of his quick wit and spidey sense to make it through as unscathed as possible.
    That's how I feel soloing as a blaster. "Use your head Spidey... Whoa, who's this guy?? Ack! Better think quick!"

    Some people love being in this sort of situation and some people don't.
    I DO love this kind of tension when playing. The thing is that once I know an enemy group in and out, I can perfectly plan each combat(doesn't always turn out perfect, but still...).

    So if the thrill of being on the edge doesn't appeal to you, then blasters may not be your thing.




    Haha! Exactly!
    And, funny enough... /Regen and /SR are my two scrappers as well![/QUOTE]
  24. Quote:
    Originally Posted by Bill Z Bubba View Post
    wait... what? You want ME to take the high road on something? No, Sam, I may work that way with my wife and son, and my dogs... sometimes my cat, but regular folk? Oh hell, no. I'll treat them AS they treat others.
    I hope you don't mind when the favor is returned then.

    Quote:
    Those that got the popup put back in requested it without even bothering to consider how it would affect other people.
    The prompt was there when Mystic Fortune went live on the servers. It went away to fix an exploit with walking and having it applied multiple times.

    How do you make the jump to the conclusion that someone who was used to the prompt for all those months and liked it, would ask for it back and purposely disregard how someone who hated the prompt would feel?

    In the first place, the people who asked for it back would have to be aware that there were people who strongly hated it. I myself didn't even know that people hated the prompt to that degree. Or at least people on the forums...



    Quote:
    I see no reason to be considerate to self-centered farks like that.
    Good. Since you're giving me ample reason to be inconsiderate of those who dislike the prompt if they all act like bullies in a playground throwing a temper tantrum as you have been.

    Quote:
    EDIT: Having no popup meant the buff was like every other buff in the game. You got it, you lived it with, life went on.
    The buff is NOT like every other buff in the game. Its effects are random and last 4 times longer than even the longest duration buffs that were previously available. The effect doesn't cancel on death. It doesn't cancel on logout. You are stuck with it for 20 minutes.

    Quote:
    Having the popup means this thing gets plopped up front and center on my screen in the middle of combat stopping me from being able to target enemies efficiently.
    If you team with people who would prioritize throwing out a random effect buff in the middle of combat rather than using buffs from their own powersets or otherwise helping to defeat the current spawn, then your problems may run a little deeper than just Mystic Fortune. Its the sort of buff you'd cast between fights.

    In teaming with my SG/VG mates and other online friends, I have never had them try to cast this buff in the middle of combat. It is always something we do at the beginning of the mission before we fight and then in the middle once we get a breather and have a quiet moment.

    Quote:
    Yes, it's one nuisance over another. Yes, it's selfish of me to not care about the people that want to avoid the buff. This is why the devs need to put the option in for us to always accept or deny. While they're at it, the should probably throw in the "Disable non-teammate buffs" option as well so that the folks will have even less to ***** about.
    Well this is certainly something I can heartily agree with you on in all that you've posted so far. You could have just started with this and be done with it.
  25. Quote:
    Originally Posted by Primal View Post
    Oh, if only I could handle the audio portion of Sonic to get to that point. So far I've made it 8 whole levels before all that screeching starts to do far more damage to me the player than to anything on the screen.
    Isn't that a bit overly dramatic? I mean is it anywhere near as bad as a drunken karaoke session for sailors on shore leave?

    Seriously, I've never found sonic blast audio effects to be so annoying that I stopped playing what is otherwise a great(and under-estimated) blaster primary.

    What kinds of sounds would you actually use for the set anyway? Pretty much anything you put there will sound weird when held against the theme. And all comic book sonic blasters I've seen have their blasts represented as loud and disorienting sounds.