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Posts
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Excellent point. I'd be curious to hear about the whys and wherefore's in that respect. I suppose it might be that they figure that the alignment missions themselves are content enough at those levels and that the new content is more to give them something else to do than repeat the same tip missions over and over.
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It gets downright schizoid when the game starts trying to have it both ways.
In SSA 2.2 we have Doc Harding (the archaeologist, I don't recall his actual name) say "Ooo, you work with the Freedom Phalanx? You must be Big Damn Hero! Of course I'll follow you out of this danger." and then we have Positron, in the exact same mission, saying "Gosh, $Character, I don't think we're up to this. I'm glad we have a Big Damn Hero like you around." Meanwhile, the heaviest lifting they've had to do during the entire chapter is to help me with Ghost Widow, which didn't take much of anything, really.
If the message is supposed to be that the public still thinks of the Phalanx as Big Damn Heroes but the Phalanx themselves know the truth that you are the Biggest, then the message needs some more work. -
Quote:Not so strange, really. The fact that they're catering to those alignments is a tacit recognition that some faction of the players are not using it for side switching, but as a "flavor" of game content that defines their characters.Strangely, it's been put in the 30-40 range, when starting at 20 would seem like a better match for the side switching sytem.
I'm all for that, even if I'm primarily true-blue. More choice is always a good thing.
The only odd thing is the choices of groups. If it were me, I would have reversed them and had Wyvern dealing with the vigilantes, given that they are basically Sinclair's private mercenaries, and Hero Corp dealing with the Rogues, per their questionable background relating to whether or not they actually create a need for their services by hiring villains to work their client cities. "Wetworks" seems to be to be more in character for Wyvern as well, but I guess I'll reserve judgement until I get a chance to play the missions. -
Many people use the same username/password combo on all of their games and even non-game activities for convenience. When a password breach occurs at a game company in that case, you need to change your password everywhere, not just at the game that was immediately affected, unless you happen to have a good enough memory that you don't duplicate usernames and/or passwords around the internet.
I've had the fun experience of having a game company suffer a break-in and then two weeks later, my email account is suddenly being used as a spam relay because it had the same username and password as the compromised game account. -
The rogue and vigilante stuff sounds intriguing. I'm happy that they're finally doing something with Hero Corp though a "wetworks" style of mission seems a little out of character for them at first glance. Still, the whole point of Hero Corp is that they "may" be shady in any number of ways so why not in a cloak and dagger way? Nice also to see Wyvern getting some in-characterish love.
Overall, I-24 promises to be something great as long as it live up to its promises.
At least one of those guys in the "moon" shot was some kind of space pirate. Didn't I read a while back about an upcoming costume set with that theme? -
Why do I find it amusing to imagine actually walking around Paragon City and pointing a Like Button at someone and causing the word LIKE!!!!!! to appear over their head in neon letters with a counter of the number of people who have "liked" them?
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Hmmm... So, where the "Like" button?
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The Gadgeteer:
Several years ago, I proposed an invention-oriented archetype I called The Gadgeteer. It was a mostly pie-in-the-sky suggestion at the time. The game's internal systems have evolved radically in the intervening years, and with the arrival of custom-colored pool powers in I-24, the feasibility of potentially realizing the idea is great enough that I felt like revisiting it.
Summary: The Gadgeteer is an archetype that derives its powers and possibly even it's power animations from crafting and equipping special IO's and inserting them into its enhancement slots.
The unenhanced powerset would effectively be a blank slate. The powers would do nothing at all without enhancements or would empower only very basic and low-powered effects. I will address the ideas that follow in the form of an archetype, given that an archetype can be created with inherent limits and abilities to help balance what might well be competely unbalancable (and hence impractical).
However, at it's most fully realized, what I'm really describing is a game sytem that could allow any player to custom-design their own powers. In fact, in the current version of the game, incarnate powers are just such a system. The Gadgeteer could be envisioned as an archetype that embodies the incarnate power creation system as its basic game mechanic, possibly in combination with special IO's that utilize the ability to make archetype-specific IO's to add new effects and modifications to the base powers.
Concept: The Gadgeteer was one of the more interesting templates proposed in the inital versions of City of Heroes.
The Gadgeteer is someone who does not have inherent super powers. Rather, his or her powers are granted by a "gadget": that is, a device, or an artifact or an object that acts as a source and a focus for the player's powers.
The powers would be embodied in the gadget itself, so that any exercise of the powers would involve some invocation of the gadget, whether that means pulling a trigger or waving it in an incantation or just holding it aloft.
It might also mean wearing the gadget as a costume element under certain circumstances. In any case, it would require that an assortment of gadget costume elements would be available as "weapon" customizations.
Mechanics: The Gadgeteer would acquire powers differently than a typical powerset.
The gadgeteer has a "tinkering" tree similar in nature and function to an incarnate power tree. The base function of a new power slot is determined by the root node of that power's tree. It could be that it would be completely neutral and undefined, but that would probably be a balancing nightmare.
More likely, the root node would have a base performance level determined by design or experimentation to be the most desirable at that experience level.
Note the possibility that there could be multiple kinds of Gadgeteers, such that a scrapper Gadgeteer could have all melee-related root nodes while a controller could have all hold/control root nodes.
For the purposes of discussion, I'll assume that we're talking about a single distinct archetype but it's entirely possible that it could be something that acts, instead, as an adjunct to any existing archetype, in the fashion of a pool power.
Unlike ordinary powers that have a fixed base performance level, the tinkering trees would allow a Gadgeteer to improve and even expand upon the base powers of the root node. The nodes of the tinker tree would be pre-defined, so there would be limits to these that would help prevent it from being completely unmanagable from a balance perspective.
Similarly to the incarnate crafting process, the creation and upgrading of the tinker nodes would require that a Gadgeteer acquire special salvage items, most likely through earning reward merits and/or alignment merits and using them to purchase the required materials.
If it sounds like playing a Gadgeteer would be a lot more work and micromanagement than playing a more typical archetype, then you're right. It would be. That's part of the point, really. The Gadgeteer would appeal most to the sort of player who likes to control as many details as possible and eke out every possible performance boost that she's able to acquire, even if that might mean lowering the performance in other areas of a power family.
In addition to the tinker trees, another avenue of customization would be the Gadgeteer archetype-specific inventions. Like similar inventions associated with conventional archetypes, these would carry the "unique" trait and they would take up a standard enhancement slot.
These inventions would allow the Gadgeteer to add specialized procs to their powers and/or control the way the power is displayed when it is activated. The latter would be quite interesting but is not currently feasible (that I'm aware of) without some changes to the inventions systems that would likely preclude such a function. Ideally, though, that would be one of the abilities - in essence, to apply a battle aura to individual powers controlling how the activation animation of the power is played out.
The rest of a Gadgeteer's enhancements would be slotted out like any other more conventional character would do so.
Conclusion: Taken to its logical extreme, this system turns the game into a "design your own archetype" game. Whether that's desirable or not is a different question but the potential is there.
The fact is that the building blocks for this already exist and it's likely that the studio has at least considered the ramifications of their technology, even if they've never seriously considered expanding on it in such a way.
I would very much like to see this sort of thing come to pass, however, and expand these systems from something available only to incarnates into something that anyone can build a character around. It's certainly a way to monetize the incarnate system beyond just subscriptions and package it into something that anyone would want to spend their Paragon Points on. -
Am I the only person who repeatedly reads the powerset name as "Marital Combat"?
Come to think of it, there have been some times when I could have used that as a superpower... -
Interesting. I can see where some of my controllers would appreciate having this secondary.
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Skeletor is a tough call, because he's just a skull in a hood. That's a pretty basic costume and any Death-related character would be thematically correct in choosing the same look. In Skeletor's case, it would come down to his bio, his name, and just how closely he matched in his other costume elements.
However; as has been mentioned, the line in the sand is determined solely by the judgement of the GM who responds to a petition (or who accidentally happens to be in the right place at the right time to encounter your character). If you managed to get petitioned in the first place then you've probably already crossed the line, when you get down to it.
That's the thing, see. A petition is an active response by another player. Assuming they don't just hate you and are doing it maliciously, then your clone/homage had to be so close to the original that someone was prompted to stop what they were doing, consider the ramifications of such a clone existing (For players new to the game since Freedom, this can and has meant lawsuits from a comic publisher), and then decided to invest the energy into sending the petition and writing a sentence or two about why they sent it.
Instead of asking yourself, "What will the studio let me get away with?" you should be asking, "What will my fellow players consider interesting and recognizable without judging it to be an imagination-less copy worthy of reporting for endangering the game?"
Because of the Marvel Comics lawsuit back in the day, some players take the approach that any small percentage of homage is questionable and they automatically petition it on the theory of "shooting them all and letting the GM's sort it out". Most are more forgiving, particularly if the homage in question shows some wit and creativity as opposed to being a straight-up copy.
In other words, there's no guideline; you're dealing with human nature and if you insist on making a homage character then do it with the expectation of being examined and possibly genericed. You can't predict how any particular person will react, and the studio's minions are required to err on the side of caution because for them it's a question of legality and copyright/trademark violation, not a question of creativity or the lack thereof. For the rest of us, it's more a question of whether we'll point and laugh at you for your copycatting. If you can deal with THAT, then it's all good. ;-) -
Quote:I'm not against players being stronger than the NPC's. The whole point of incarnation is to establish a power level that is definitively stronger than your "average" superhero. I just don't like being patronized in the process. I don't know if the concept of "yes men" is a uniquely American one or if it translates adequately across cultural lines, but the feeling I have from the current path is that I'm not being shown that I'm better, I'm being constantly told that I'm better regardless of my actual performance. The only "showing" that's happening is where the Freedom Phalanx is shown to be a bunch of screwups who not only can't fight their way out of a paper bag, but who themselves repeatedly tell me that they are not up to the task and that it's great that that they have my hero to fall back upon.You're not alone in feeling that two wrongs don't make a right, i.e. that ruining the Phalanx is not the solution to their being over-hyped in the past. You are, however, in not as large a majority in disregarding how your characters stack up against canon NPCs. Canon is what gives us context, and how strongly people are put over is directly relevant to how I, at least, judge my own power level. Having the Freedom Phalanx put over strongly is good, in this regard, but having me put over stronger is even better. Sadly, the reverse is happening - I'm not being put over any stronger at all, it's just that the Freedom Phalanx are botching a lot.
That's what I object to. I don't give two hoots about whether the game puts players above the Phalanx. What I care about is how they go about achieving that elevation. So far, the approach they are using is harming my gameplay instead of enhancing it. -
I agree with your assessment, Sam, but I'll say this for Arbiter Sands (not so much for Nocturne): Sometimes you just pick a character to evoke an emotional response from the player.
Arbiter Sands is one of those characters who is guaranteed to evoke a reaction from any player who encountered him during the Faultline Saga. My reaction to Nocturne was pretty much "Who is this?" whereas my reaction to going around the next corner was "Hey, it's Arbiter Sands! This should be good!"
There's a class of villain who is less an opponent than he is a foil; the kind of villain that respects your abilities and you end up respecting his abilities in turn so that you become a kind of peers. You see this kind of relationship a lot in spy stories, where the antagonist and protagonist exist in a world where negotiation is as much a survival trait as weapon expertise, so they learn to talk first and shoot second. Sands is the sort of villain who would say "Must we engage in this pointless brawling yet again?" and my hero might well decide to sit down with a pitcher of beer or a bottle of wine and "battle" with him verbally instead of physically. He's the embodiment of the concept that "just because we are enemies, it doesn't mean that we can't be gentlemen about it."
I think that the mission writer was shooting for an emotional reaction based on that perception of Sands rather than considering whether casting him in that role made a lot of sense from a story perspective.
I can't really say the same for Nocturne but you'll notice that SSA2.2 is a bit of a "Faultline Saga" reunion. The only primary character missing is Jim Temblor and he gets a mention even if he doesn't put in a personal appearance. This gimmick alone might account for the choices about which NPC's made guest-starring appearances.
In other words, your points are completely valid but your points ignore the influence of considerations that affect the story but are technically outside the realm of the story itself (like "Hey, wouldn't it be cute if we had a Faultline Family Reunion?").
In fact, with Doc Delilah being an archaeologist, I'll be unsurprised to see her make an appearance in the next chapter as well. With Arachnos involvement, Agent G would be easy to insert and turn the whole thing into one big grand Faultline extravaganza. -
Dexter is an avenging angel of justice. Being a criminal according to the rules of society does not ipso facto make him either a villain or an "anti-villain". He is not even all that conflicted about his morality or sensibilities. There is rarely any real question that he is a heroic figure through and through.
I'm not even sure that the concept of anti-villain makes any sense. It's hard enough to pin down what makes an anti-hero. Typically, people just mean someone who behaves heroically but who also behaves in an anti-social manner.
Anti-social just goes hand-in-hand with a lot of villainy, which is why it's used as one of the yardsticks of anti-heroism. I suppose that an anti-villain would be a villain who is inexplicably good and charitable while still being ruthless, evil, and self-serving? The proverbial murderer who stops to help a child get a cat out of a tree, or who steals millions but gives ten percent to charity?
I'm not even sure if that's really anti-villainy. It's basically describing the life of a rich and privileged person, without regard to their morality. Organized crime bosses are frequently charitable and giving because they can be. It doesn't somehow cause them to acquire "negative villainy".
Basically, the idea of an anti-villain is just about meaningless as far as I can see. Villainy doesn't become less villainous simply because the villain has good intentions or engages in acts of generosity. The earlier suggestion of Ozymandius is the only example I can think of that might come close but it's still a tough label to apply, even to him. -
Centigrade.
You can't get much more evil than that. -
Quote:That isn't it at all. I'm hesitant to appear to be arguing with you when it may just be that you haven't read the entire thread.It seems some folks are stuck on things like the writers using previously weak enemies (Trolls, Skulls, etc) as an indicator that the Phalanx is weak, yet there are in-story reasons why these groups are suddenly more than a match. Are we just ignoring the story to prove our pre-determined point that the Phalanx is lame?
The point is not that some trolls ripped Positron a new posterior entry. The major plot point of the current SSA is that the Well is empowering anyone and everyone who might turn out to be a new Champion regardless of whether heroes would like the choice or not. I don't think it's a great plot point, but it's a reasonable one given the defeat of Emperor Cole.
The point is the way that Positron's defeat is handled. Wavelength is "disappointed" and then later she confides her opinion that the Phalanx is basically nothing without Statesman. YOU, though, are a horse of a different color.
It's possible to build up the player character without tearing down the non-player characters and writing them off as irrelevant has-beens. Likewise, it's possible to create situations where the player characters meet or exceed the level of the NPC's without constantly making them fail in order to illustrate the difference. It adds nothing to the story. It doesn't make me feel good about my heroes because the yardstick they were measuring themselves by (assuming that they were actually doing that) has suddenly been broken in half.
I'm not throwing the shot put any further than I was before. It's just that for some unknown reason my competition has been afflicted with a disease that weakens them so that they can only throw it half the distance they used to be able to achieve. How is that supposed to make me feel accomplished about outclassing them?
What the studio seems to misunderstand is that I don't give a rat's posterior about how I stack up against a NPC. The characters composed of bits, pixels, and LUA script (or whatever they use) are as strong or weak as the programmers decide to make them. How they perform in relation to my own performance is of zero consequence unless the programmer has somehow made them take over my job and ruin my fun. If I'm going to get worked up about my reputation, I'll put my energy into my player-to-player reputation, not my player-to-game-server reputation.
All that this business of fail, fail, fail, fail, and fail some more is accomplishing is to ruin my immersion in the game and, thereby, ruin my fun instead of enhancing it.
I realize that I'm no Lorax and I don't speak for the trees around here but I DO at least represent one of a measurable faction of players who appear to feel similarly. If the studio gets that message then mission accomplished. How they choose to act upon it or whether to act upon it is up to them. -
What they didn't realize is that Zwillinger is in heavy with his bookie and he was actually referring to "fixing" all of the arena matches...
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Quote:Oh, my stars and garters! That Maltese Falcon is justification enough for building a 3D printer...It already has been flung open: http://www.thingiverse.com/
That Ars Technica article clearly illustrates why this is going to be a big deal someday. Probably too late for most of us to care much about it, barring a big leap in technology, but certainly something our kids will be dealing with. -
Quote:I'd take this a step further and say that some of the best stories are good because with only a small twist you could reverse the antagonist and the protagonist and still have a great story.On a personal note, I think all of the villains on my personal list of best villains of all time share one additional trait. With one relatively small change, they could have been the hero.
Case in point - The film in my .sig, Casablanca. You could tell the identical story from start to finish, with two small changes. You downplay the Rick and Ilsa romance and in its place you follow the valiant Major Strasser as he plays cat and mouse with the evil insurgent Victor Laszlo. Strasser shoots Rick in the end, and voila! A well-earned victory for the Third Reich.
The story would work just as well with Rick and Laszlo as the villains and Strasser as the hero.
Ditto for a film like, say, Die Hard. With a slight re-write of Hans and his gang into Danny Ocean-style grifters who happen to choose to run their roguish con against their will on the same night that insane cop John Mclean starts tossing explosives down elevator shafts and blowing up half the building, and you end up with the same story with an entirely different take on who is good and who is bad.
If a story can stand up to inspection regardless of whose viewpoint is "good" and whose is "evil" then you've got yourself a good story and you've got yourself a strong antagonist and protagonist. -
According to this Harvard Gazette Article:
Quote:There's a fascinating video that illustrates the analysis that the software performs, using Spore models as examples. (Well, it's fascinating if you're a computer geek.) Spore was chosen because of the many bizarre models it's capable of producing.Originally Posted by Harvard GazetteA team of computer graphics experts at Harvard developed a software tool that achieves two things: It identifies the ideal locations for the action figure’s joints, based on the character’s virtual articulation behavior, and then it optimizes the size and location of those joints for the physical world. Then the 3-D printer sets to work, and out comes a fully assembled, robust, articulated action figure, bringing the virtual world to life.
The really cool thing here is that the "printed" product is pre-assembled and fully articulated. It just needs a paint job.
According to the article, the software is being shown next week as part of a Siggraph presentation. Harvard is already in the process of acquiring a patent. Given that and also given the backing of the project by big names like Pixar, it seems unlikely that we'll see any version of it released to the hobbyist space. They're going to try to find a way to commercialize the Hell out of it, I reckon. Still, it's the kind of thing that makes me excited enough to consider trying my hand at building one of the hobbyist 3-D printer plans that are out there.
One of the interesting things about it is that "action figures" were reasonably hefty. Many of these sorts of things that people have attempted in the past tended to be in the 3" - 4" size range. The figures in the video are more like 6"-8", which is about the size you'd like to see in something you were going to pose on your desk or a shelf.
There are a ton of applications beyond just "action figure of my Hero or Villain". Imagine a City of Heroes board game with custom-printed playing pieces featuring your super group. Imagine your own customized Heroclix, for instance. Imagine a PnP RPG makes it to print one day, and in addition to generic figures, you have figures based upon your characters from the game.
Something like this would also be of great help to the development staff of a MMO like City of Heroes. Matt holds a brainstorming session with the graphics department. David draws up some concept art. Dink creates some preliminary models. Then they print actual 3-D articulated models of her concepts and at the next meeting everyone can see the first draft of their ideas in real life.
Pretty exciting stuff, IMO. I will be very interested to see what Harvard and Pixar,et al end up doing with this software once they decide to package it and make it available for general purchase. -
Just FYI, Rednames - I renewed my sub yesterday. Not that I expect anyone to actually take me up on my "deal" but I'm holding up my end of the bargain anyway.
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I like the welder's mask. I can see myself using that.
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Steve Canyon is/was a syndicated newspaper adventure comic strip. He's pulling your leg.
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Quote:This is what I've always assumed but I've never actually delved into the matter at all. I was actually pretty surprised the day I learned that Admastor is a reference to African mythology. I'd assumed he was made up out of whole cloth. Our Adamastor bears little resemblance to the mythical one, of course, but that's par for the course. Pretty much all of our mythologically-inspired content is very loosely coupled to its original source, if it can be said to be coupled to it at all.Judging from her appearance I'm guessing Tielekku is (or at least was at some point) a reference to an African deity.
My feeling has always been that the Pantheon as a whole is based for the most part upon African mythology. Most of us Westerners just aren't familiar enough with it to recognize it the way we recognize Greco-Roman mythology or something closer to home like Croatoa.
Now, the business with the Coralax is pretty much a dish on the Lovecraft Mythos as far as I can tell from the limited exposure I've had to them.