SlickRiptide

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  1. Quote:
    Originally Posted by Athena Six View Post
    But but, they are new!
    Maybe I'm jumping to conclusions, but I thought the new thing was that they were being sold in a pack rather than the transformations themselves being newish. Are they actually brand new?
  2. Are the Taxibots even still active? I figured that if they were weren't already retired before Freedom, that the widespread availability of travel powers post-Freedom would have given them cause to retire.

    *EDIT*
    Oh, there they are, a few posts up. :-p

    I never made use of their services myself, but I always did have a fond spot for them just based on their community spirit.
  3. What puzzles me about the "NPC Transformations Pack" is that they chose Praetorian models. Why not Coralax and Ghost Pirate or something else that's vaguely shark or nautically themed?
  4. Quote:
    Originally Posted by Freitag View Post
    I'm sure we don't know what you're talking about.

    ~Freitag
    Oh, Dear. This may be the beginning of another "Take my money, Dammit!" moment.
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    This isn't an impossible situation to solve, but it is very, very difficult. One thing I think some people (though not you, I suspect) overlook is that by limiting us to specific powers, CoX prevents the optimal strategy from being directing yourself into an aberrant temporary build, leveling it up, and then using it as your vehicle to access any character you want at any time by respeccing.
    The truth is that "levels" in this game long ago ceased to have much meaning aside from being an arbitrary way of dividing up content and regulate the acquisition of power. When you can swap your level up and down freely to accomodate your team or, in the case of Ouroboros, your mission and entire zones can hard-set your level, you're not really playing a level-based game any more. You're just playing a skill-based game where your assortment of skills is pretty strictly limited by your archetype and your order of acquisition.

    This only becomes more true as more pool powers and more craftable powers become available.

    I guess I'm not really seeing what the downside is of " using it as your vehicle to access any character you want at any time by respeccing". It would just be an acknowlegement that the game wasn't really about fixed archetypes at all.
  6. In the "road not taken" department:

    At some point in pre-beta there was some experimentation with targeted damage, as shown in this "classic" screenshot:



    The battle is set on the plaza in the original park.
  7. Quote:
    Originally Posted by Arcanaville View Post
    In other words, rather like if City of Heroes had no primary or secondary powersets, it only had a large number of power pools, and every power effect including damage and buffing were encapsulated into invention procs and globals with a cost tied to leveling XP.
    That's pretty much a nutshell summary of the game I've been requesting for the last four years or so, though I've usually tried to make it a bit more palatable by disguising it as a suggestion for a "gadgeteer" archetype.

    Yeah, it would probably be a nightmare to manage but I would find it really interesting to play with from a player perspective.
  8. SlickRiptide

    Ascension

    Quote:
    Originally Posted by Scythus View Post
    You just proved this statement wrong by attempting to explain why I was wrong.



    Translation: "Does not run on Well-ium."
    I think we have a disagreement on terminology.

    If you had an electric car that somehow reproduced itself by binary fission, amoeba-style, then Sam would be saying, "Look, they both run on electricity stored in batteries!" and you'd be saying, "Look, they're both distinct individuals with their own power sources!".

    You'd both be right.
  9. If you've played the game much at all then you would have a difficult time missing out on the fact that a huge portion of the game's lore is founded on mythological sources of one sort or another.

    The game draws upon a diverse variety of sources, from classical Greek and Roman (pretty much anything to do with Statesman, Knives of Artemis, etc...) to African (Pantheon) to Sumerian to Irish (Croatoa factions) and even to American myth and legend (Norambega, Roanoke colony), Lovecraft(Croatoa and Coralax), Modern myth (Malta = Illuminati) and others that I'm not remembering off the top of my head. Additionally, we have cryptozoological creatures such as Sally (Lake monsters) and Lusca (Lusca, a Bahamian cryptid said to inhabit "blue holes" and be a combination shark/octopus).

    Basically, prior to the arrival of incarnates, it was fair to say that when looking at the game as it launched and for much of the followup content that mythology was a driving creative force. He Who We Do Not Name was a liberal studies mythology student and Matt has stated in interviews that the studio is peopled with a number of mythology lovers.

    With that intro, what I'm interested in discussing is the mythologies that the game has yet to tap for ideas or inspiration, and how it might do that. Mythology in this sense is a broad term; not so much "gods and goddesses" but folklore, cryptozoology and modern urban belief as well as ancient belief. Usage in-game isn't necessarily a literal thing, either. The Knives of Artemis clearly are not related to anything Greco-Roman beyond their name. Adamastor in african myth is not anything like a giant zombie. Lusca is only superficially an octopus and it's definitely not the size of an oil tanker. Red Caps, even evil ones, were not nearly as nasty as our version of them.

    In other words, the connection between a mythical idea and a game realization of that idea can be a tenuous one, as long as it's a mythic idea that inspired it.

    A couple that I can think of off of the top of my head:

    Bigfoot/Sasquatch - A lot of people don't realize that the Sasquatch mythology goes rather deeper than just some guys with grainy home movies or a frozen ape corpse in a carnival side show. Many native american tribes have stories about the Sasquatch and their ways.

    It isn't just the native americans, either. As an example - some hundred or so miles southwest of Mount St. Helens is a place called the Ape Cave. It's a huge ancient lava tube that is explorable to a certain extent. In the fifties, I believe it was, there were regular tours by a group of local boy scouts/rock climbers called the St. Helens Apes. Many people just assumed the name came from their rock climbing and mountain scaling activities, running up and down mountains like apes.

    In actuality, the name of the group was an allusion to the fact that the valley holding the lava tube and it's entrance cave had a history of being Sasquatch territory. Strange things had been reported in the area over the decades and centuries. The particular event that gave the area its moniker and the mountaineers their own particular name was based on a story by a group of pioneers that built a cabin in the woods in the same general area. Explorers, trappers, hunters; that sort of thing. The men were hunkered down one night when strange noises heralded even stranger events - The cabin was attacked by group of large, hairy, ape-like creatures that bashed it, jumped on it, smashed it with stones and generally terrorized the men inside the cabin who fortunately for themselves, had guns and ammunition. They fought them off, left at dawn and didn't come back again, as one might imagine.

    That's not the only Sasquatch story from the area. It's just the most bizarre and frightening one. The thing is that if you research the lore you'll find that the story is not unique. There are similar tales of pioneers and hunters encountering the ape-creatures, with more or less violence as a result. Historically, Sasquatch is much more than a guy in a monkey suit leaving fabricated footprints. "Wild Men", like the X-Files take on the Jersey Devil fall into this category as well.

    Inca/Toltec - As far as I know we don't have anything in the game that references the Inca, Mayans, or Quetzlcoatl and his crowd. I could see a villain group taking on a "modern Incans" or "modern Mayans" mystical theme, especially if they thought they had the actual key to the whole "end of the calendar" meme.

    Egyptian - Blood of the Black Stream was going to be our Egyptian-themed group and that never got off the ground and doesn't currently show any sign of doing so.

    Moth Man - Talking about modern myth, you really can't ignore Moth Man, just because it's so completely bizarre and unnerving. Of course, a lot of what goes on in Paragon City is completely bizarre and unnerving, ha ha! Still, it would be interesting to see a faction of opponents inspired by the Moth Man stories, especially since the motivations of the Moth Men are so weirdly inscrutable that you might not be able to tell whether they were heros, villains, or driven by motivations entirely alien to notions of morality or idealism.

    So, what mythos, cryptoid, or folklore would you bring into the game as a reference or as background for a new hero/villain group, if you could?
  10. I agree, the Center needs a pencil-thin mustache to go with the whole Foreign Legion thing he's got going.
  11. Quote:
    Originally Posted by Android_5Point9 View Post
    Seeing those "I'm too far away from my mentor" messages...

    oh god the horror

    Yeah, that's one "feature" Ye Olde CoH can keep.
    Heh. Like Billy Joel said, "The good old days weren't always good and tomorrow ain't as bad as it seems."

    I forget - was the dumpster diving the final straw that broke herding's back, or was it the player response to the first attempts by the devs to tune powers down a bit to cut down on the herding?
  12. Quote:
    Originally Posted by Vyver View Post
    So yeah, it's two "NPC transformations" that transform you into something you could easily make yourself.
    If you find the costume powers fun, it's because you enjoy the ability to toggle them on and off at a moment's notice without the bother or complications of designing a costume or consuming a costume slot. The ability to make something close or identical doesn't really play into it, IMO.
  13. It wouldn't be the first time I got moderated for bending the rules until they break. C'est le vie if it happens, heh.

    Back on topic, G+ has an announcement that August 21 is when Nature Affinity lands. I might have to buy it just so I can have this power:



    Although, I do have to admit that it makes me want to dub it the Jordy Verill powerset...
  14. Quote:
    Originally Posted by Aurora_Girl View Post
    Isn't Guild Wars the one where you can't jump?

    I played it once like six years ago, and that's the only part about it I remember. Not being able to jump. In an action-fantasy MMO.

    o.0
    Guild Wars (the original) isn't really a MMORPG. When it launched Arenanet went to some pains to attempt to distinguish it from real persistent world RPG's by calling it a MMCRPG - Massively Multiplayer Competitive RPG.

    Guild Wars was not originally intended to be focused on the RPG side of things. At it's core it's a PvP Arena game based around organized teams; hence the Guilds. The RPG was sort of a side-game that gave you an excuse to acquire your skills and learn to use them before you jumped into the PvP end game.

    Essentially, at its core Guild Wars is a series of matchmaking lobbies with strings of instanced battle scenarios attached to them. It has the trappings of a MMORPG but the gameplay is only marginally related to what most gamers think of as a MMORPG.

    Of course,that didn't prevent most new players from approaching it as a MMORPG and judging it as one. Likewise, while Guild Wars does have a strong PvP community, the PvE community quickly eclipsed it like pretty much every other MMORPG ever made. The upshot is that over the years the game has developed a lot more on the PvE side of things than on the PvP side. The core gameplay is still what it always has been, though.

    In short, if you approach it as a persistent world MMORPG like City of Heroes it will appear to come up short, but that's just because it's NOT a persistent world MMORPG. If you take it on its own terms, it's a pretty entertaining game, despite the old-fashioned "geography dictates your path because there's no Z-axis" design of the instances. There's a lot of great story-telling going on, which is one reason that players are so hyped-up about Guild Wars 2.

    Yeah, sorry. I realize that comes off like a Guild Wars advertisement but at least it's another NCSoft game, heh. I always feel this knee jerk need to say something when I see people talking about its shortcomings as a MMO when it's not really a MMO in the strict sense.
  15. Quote:
    Originally Posted by Star_Engine View Post
    This is a funny coincidence, but I was playing earlier and saw a contact in Founder's Falls who I didn't remember seeing before. I flew on over and, if I remember correctly, it was the same Prince Flashfire that you're talking about. If you're looking, I think he was on one of the bridges across the Red River north of the train station. It stuck out because the bio for the contact mentioned his relationship to Wavelength.
    That's interesting. Was this on live or on the test server? It makes some sense that Flashfire might show up in SSA 2 given that his mother has made an appearance. It would be a neat gimmick if all of the walkthrough characters managed to put in some kind of appearance in a story.
  16. SlickRiptide

    Ascension

    Quote:
    Originally Posted by Scythus View Post
    "Ascended" is just a word for "does not run on Well-ium." As far as I know, Rularuu has never gained his power from the Well, so "rewritten" is in fact an inaccurate statement. In order for him to have been "rewritten," something about him would have to have been fundamentally changed and as far as I know, he's always been the same, mad, fractured, dimension-eating god he's always been.
    My understanding of the current Well lore is that Ascension is a process whereby the ascended being splits off from his/her/its "well", taking some if its power with him/her/it and becoming fundamentally changed by the experience.

    Rularuu's case is unusual in that his transendence resulted in a fractured state of being so he hasn't ever completely realized his full potential as a "well", though obviously he's done it well enough to create his own universe.

    Essentially, Rularuu is technically just what he has always been. The difference is that now we have a name and a process for how he became what he is. That process involved taking power from the Well. Whether that equates to a retcon or a "rewrite" is pretty much up to personal taste.

    The ramification is that the Well does not want anybody to ascend because Ascension is a net loss for the Well.
  17. In the "You never know when the past might become relevant again" department, meet Flashfire:



    Prince Flashfire made his first appearance in 2003 before the game was even in beta test. He was created by the Cryptic Studios staff as part of a blaster archetype walkthrough that was intended to show prospective fans what the character creation and power assignment process would be like as well as what blasters would be like as an archetype.

    What makes Flashfire more than just historically interesting? Well, if you've run SSA 2.1 (or you clicked through and read his bio already) then you might recognize someone new in town who is closely related to Prince Flashfire:



    That's right: Wavelength is his mother! Suddenly after nearly nine years Flashfire gets promoted from obscure made-up example to hip and current modern day lore. One has to wonder what he's up to, these days.

    There were other archetype walkthroughs back in the day. Herald for instance, whose bio has some interesting implications for the world of Paragon City if it could be considered canon.

    Where are those "walkthrough" characters now, and what are they up to in 2012? Perhaps Wavelength is merely the first of several "long lost" characters that are primed to reappear in Paragon City after all of these years. Time will tell...

    *EDIT*

    For the curious, here is the "classic" Archetypes page with links to all of the original archetype walkthroughs. Sadly, the Wayback doesn't ever seem to have captured the tanker walkthrough. Thanks to First Contact, however, we do still have a record of his bio: Dreadnought.
  18. SlickRiptide

    Ascension

    Quote:
    Originally Posted by Scythus View Post
    Key words being "you think" since the Well is a more recent addition to the story canon than Rularuu actually. Before, Rularuu was... well... Rularuu. Our version of Galactus or Unicron.
    Whatever he was originally intended to be, Rularuu is now a Well in his own right according to Prometheus. That's what Ascension means, though it's likely that it's not ALL that it means. Michael allowed Prometheus to say that much but no more.

    Why Michael is able to censure Prometheus and dictate what he reveals is a mystery for now.

    It doesn't really much matter at this point what the original intentions were for Rularuu. Incarnation originally meant that the incarnate was an avatar of one of the gods. It clearly doesn't mean anything of the kind any more. Same with Rularuu. Whatever he started out to be, he's been adapted to the new lore and the question as to whether the Well or Rularuu is of more recent vintage is a mostly meaningless one now.
  19. Quote:
    Originally Posted by Zombie Man View Post
    *Image of alpha/beta loading screen*
    You know what's funny? That screenshot that I called the "death star" shot is actually still in use on the official company website.

    I'll refrain from using it as a platform to launch my typical diatribe about the state of the website. It's just interesting to see that there are some shots from the earliest days that are still floating around the website after all these years.

    There's another on the Atlas Park page, though it isn't immediately obvious. However, if you scroll down and click on the last thumbnail, you'll see a photo of City Hall, but you'll notice a costumed figure standing near the entrance. I've acquired a full-scale picture of that figure from First Contact, a fansite that dates back to the launch of the game. I recommend browsing it just because it has some insights that are more or less lost to time in the present day.

    Here's the magnified picture as an inset to the city hall picture;


    That's an early version of Ms. Liberty!

    It's difficult to tell the vintage. The shots I've seen of city hall placed parallel to the park are of a city hall that doesn't actually sport the words "Paragon City Hall" in bronze letters over the door. This shot does display that writing. It might be of the "framework globe" vintage or it might be one of the first Atlas Plaza iterations where Ms. Liberty's standing spot had not yet been finalized. I'm just surprised that they had her standing near City Hall instead of standing out front of "Liberty Corps", but that may be related to the fact that Galaxy City itself was a later decision in the world building process and "Liberty Corps" (i.e., Freedom Corps) didn't have its own headquarters building.
  20. Atlas Park

    Did you ever wonder where Atlas Park got its name? Sure, there's a big statue of Atlas prominently displayed, but there isn't really much in the way of park land in the zone. There's Lake Prometheus and some lawns with walking paths around City Hall, but otherwise there's just not much you could really point at and call it a park.

    Come with me through this convenient time portal I have set up (there are a dozen or so methods of time travel, you know). We'll visit 2003 and I'll show you why Atlas Park was given it's name.

    Before we begin, I should note that the pictures in this posting are downsized from the originals. I did this to avoid breaking the forum as well as cut down on the downloading time. Each of the pictures should have a link attached that will take the curious reader to the original "photo". For convenience, you'll find that nearly all of them can be reached at the "classic" CoH website screenshots page.

    Paragon City in 2002-2003 was a somewhat different place than the city we all know some ten years later. For starters, there actually WAS a park that lent its name to the zone and acted as its "anchor".

    Here is our first look at it:



    Two things stand out right away.

    The first is: No city hall! There's a big skyscraper in the plaza where city hall should be. Where is city hall? We'll get to that shortly. It's not actually missing but it's not where we're accustomed to finding it.

    Second: There's a park! Yes, at the base of the statue of Atlas (some ten or so feet below the level of the statue base, actually) there's a sizable park area, complete with it's own plaza, a couple of (virtual) acres of walking paths and trees and generally park-like open spaces. With Atlas towering over it's terminus, it certainly deserves to be named "Atlas Park".

    So, there's our answer. At some point in time, there was an actual "Atlas Park" for the zone to take its name from. There's more to learn about this legacy zone, though. Let's take a closer look.



    This screen shot was released to promote Nvidia's new Geforce 4 line of video cards. The Geforce 4 was released in April 2002 according to Wikipedia, so what we have here is one of the earliest screenshots of what would have been an preliminary alpha version of the game.

    The most striking thing in this photo, though, is not the detailed textures being shown off on this varied group of heroes. It's the location and the detail of the setting. For one, we get a close-up look at the park itself. More importantly, though, we see that the sculptor hired by the city to create the statue must have been a Star Wars fan because he put the frickin' Death Star on Atlas' back!

    Seriously, I have to wonder what the deal was with that early Atlas. Maybe the modeler was going for the "steel plates bolted to an iron framework" look. Whatever it is, the one thing it does not much resemble is a globe. Still, we can't judge it too harshly given that it was probably intended to be a placeholder for a later, more detailed version of the statue.

    On a tangential note, given the resemblance of the gold-armor-suited bald fellow to the fellow who currently stands in the middle of Steel Canyon, I suspect that he may actually be one of the first iterations of Positron, before he eventually got his signature look.

    Moving on: let's follow our group of erstwhile heroes to a higher vantage point:




    From this vantage point we have a much better idea of just how huge the park actually is. The plaza we saw in the first screenshot is not even at the halfway point of the total length of the park. If the building providing the perch for the heroes is as close to the war wall as the buildings at the opposite end are to their respective war wall then the park is taking up roughly 75% of the total width of that portion of the zone. It really is a major geographic feature.

    Not only that, but look! There's City Hall! It's situated more or less at the center of the park but well outside of the boundaries of the park proper. It's not in anything like the position it occupies in current-day Atlas Park.

    To get an idea just how different Atlas Park 2002 was from Atlas Park 2012, I went into the game and attempted to recreate this screenshot. Here's the result:



    The fog is, unfortunately, the fault of my currently crappy Intel generic graphics. What you can tell in spite of that is that Atlas park 2012 has almost no actual park in comparison to its 2002 counterpart. I couldn't get the really long shot of the original. Skyscrapers aside, the war wall was just a few yards behind my character. The zone layout is different enough that this is the best simulation I could achieve.

    In some way, it seems less that city hall was moved behind the statue, as it was that the statue was moved in front of city hall, the entire area paved over, and the small sliver of remaining park rotated ninety degrees to fit the new layout. In reality, of course, the entire layout is changed enough that it should be considered a different map altogether.

    There were several iterations of the design, of course. Here's a closer look at the city hall in its original location and an updated design of Atlas:



    The notable things are the graffiti on the wall surrounding City Hall, signifying the urban decay afflicting the city, and the globe that Atlas holds now looks like a globe, but a hollow stylized framework rather than the solid one that we know now. I'm actually partial to this design. I wish we could have had a chance to see it live at some point.

    Just to punctuate it, here is a closeup of the new statue:



    The edges of the continents are obviously jagged and pixelated. One would assume that, again, it was due to placeholder graphics rather than finished graphics, but it may be that the "framework" style of globe was passed over because the open space would have made the edges too obviously "grainy". I'd be curious to find out just why the final design was changed to the solid globe that we all know and love.

    One feature of note that is easier to see in this picture than in some others is the chain link fence surrounding Atlas. Presumably, it's there to keep passers-by from falling 10-15 feet down to the park below. Pretty ugly fencing, IMO. I think the city planners would have had to consider replacing it with a more aesthetically pleasing rail of some kind if they had decided to go live with the layout in the end. Certainly, the city architects that designed the final version of Atlas' dais seemed unconcerned about people falling off of it and cracking their heads on concrete!

    That concludes this trip through the Wayback Machine. With King's Row ready to undergo its own makeover similar to that of Atlas Park a year ago, it's instructive or at least interesting to see just how much the game has evolved over the years as well as how much it continues to evolve. It will be interesting to see what lies in store for Issue 24 and beyond.

    Until then, safe time travels!
  21. SlickRiptide

    Caption this!

    "I made the pitch to the bigwigs here in Korea. I've got good news and bad news. The good news is that they loved the idea of sending the Praetorian refugees on a one-way trip to the Jurassic era. The bad news is that they hate farming sims in Korea and they're firing everyone even remotely connected to the idea."
  22. New topic, but this seems like a convenient thread to toss it into:

    Do people know that your character is an incarnate?

    I ask because I was running some of the new DA stuff a while back and I reached a point where I was trying to convince this Tsoo fellow to give me some information. I believe my dialog choices were sort of like "attempt to intimidate him" or "be nice and attempt to gain his cooperation".

    The "intimidate" option was represented by the dialog text, "You know that I'm an incarnate, right?" (Implied threat that I can kick your posterior to the moon and back...)

    As a player, my first reaction was "How the heck would he know that? How would he even know what an incarnate is?" I was more inclined towards the other dialog option anyway, so I let it go and went on with the mission.

    It made me consider afterwards, though, about the ramifications of that dialog option.

    Do you as players feel that the world "knows you're an incarnate" on your level 50's? That people in the game world would point out your character and say, "Watch out for him, he's an incarnate!"?

    Just as the world at large theoretically doesn't really know about Ouroboros, I've always figured that they don't really know about incarnates and wouldn't truly understand what it meant if they did know. The whole point of the "slow incarnate" business is that you're supposedly sneakily sliding your way into becoming cosmically powered without the Well even really realizing that you're an incarnate. I certainly wouldn't expect my hero to be carrying around an "I'm an Incarnate!" sign tattooed on his forehead.

    Am I wrong? Do your characters freely bandy their incarnation about and assume that everyone else does likewise?
  23. This thread has probably gone way past the point where topic drift even matters, but apologies anyway...

    Quote:
    Originally Posted by Samuel_Tow View Post
    I get that they're interchangeable, but I still have a hard time seeing how the same person can refer to a professor as a doctor and back intermittently. Does the story really gain anything from the titles being swapped around?
    They aren't really interchangeable. That is, a professor doesn't have to hold a doctorate. It just means that he's a college-level teacher. The few PhD's that I've known over the years have all referred to themselves as "Doctor" and usually insisted that others do the same. Some, in fact, would be highly offended at being referred to as "professor".

    The mission writer probably didn't think about the difference or care, and it's a small quibble in any event. I do agree that consistency is a good thing, though. Something to watch for in the future, especially if there are multiple writers contributing text (which could well account for the way the two terms are used interchangeably in the missions). Yet another problem, however small, that could have been easily corrected by hiring an editor to review things.
  24. Quote:
    Originally Posted by cohRock View Post
    I have a 50 controller, Frozen in Time, who needs two more Enhancement Catalysts (EC) to complete his superior archetype set. I copied him to the Beta server and bought a set of 24 Super Packs, 120 bonuses altogether. Only one of those was an EC.

    So he "bought" another Pack. The sixth set of cards offered the second EC. So out of 150 bonuses there were just two ECs, classified as "very rare". The x100 reward merit bonuses are also classified as such, but I got six of those. Was that just luck of the draw, or are some very rares rarer than other very rares?
    There's no way to answer that question based on such a small sample. I'd check the beta forums rather than posting about it here. That's where you'll find any threads that exist where people are tabulating results and computing the averages based on those results.