SpittingTrashcan

Legend
  • Posts

    1285
  • Joined

  1. Quote:
    Originally Posted by MajorDecoy View Post
    Twilight Shadow
    Pinkie Pie
    Apple Jack (I think. I could be wrong. Apple something)
    Rarity
    Fluttershy
    Rainbow Dash

    Are you implying that one of the six is male?
    Nope, just that I can't count.
  2. Responses in no particular order.

    Oedipus_Tex: Everything you said is really interesting. I had not previously considered the idea that hyperfemininity (or hypermasculinity) is a feature of drag, but it makes sense: one needs to stack as many tells of the opposite gender as one can in order to achieve the desired effect. I'm definitely going to be looking at characters with a wider sense of possibility now.

    That said, even allowing for heavy use of costuming and makeup, I'd be hard pressed to assemble a male and female rig in this game that I could believe were the same person. I'm honestly not sure how I feel about that.

    Brand X: This is exactly why I could put a dollar figure on how much revenue is sitting on the table that could be CoH's if they implemented some of the suggestions in this thread. It's obviously true that this stuff would cost money and time to implement, and I'll take as given that doing so won't do much for CoH's appeal to its current audience or to its expected wider audience of "hardcore" gamers. But...

    Blue_Mourning: I think it is deeply incorrect to consign Farmville and other casual games to a footnote. We may not like to hear it, and I agree that Farmville is a pretty slimy operation, but it's also the single most popular computer game ever by a ridiculous margin. NCSoft would set babies on fire to get Farmville's user and revenue numbers. And other, better casual games also earn huge revenues, often with as many or more female players as male. Why? Well, for one thing, they're casual - they don't require specialized hardware, they don't ask for more than 5 minutes at a stretch, and for the most part if they're complex the complexity is uncovered gradually and in a way that teaches as you play (and honestly CoH could really, really learn something from that last one). But also, they manage to acquire lots of female players just by not doing anything to drive them away.

    Now, obviously, CoH is never going to become Farmville. The players would revolt, and the devs would probably sooner quit. Nor is CoH going to become a game for players who are driven away by the possibility of sexualized images of women (or men) - those options are already here, the players who like them are already here, and there's no sense in giving them reason to leave after years of subscribing.

    But with the advent of microtransactions, there is now a simple experiment that the developers can try to get a sense of what might be worth doing:
    - Build a Baron Coat for the female rig.
    - Put it on sale for 40 PP.
    - See how it sells.
    If Freedom is about giving us all the choices they couldn't previously bundle into a pack whose overall value would be compelling to all players, then now is the time to try selling us a few niche items and seeing how they do.
  3. Quote:
    Originally Posted by Xanatos View Post
    It is not surprising that people within an MMORPG do not understand male sexuality.

    Why did I even bother.
    I think this is a bit strong. I appreciated your input, and I think you do have a point that it's hard to perceive bias from within a cultural framework. That said, I think I did raise a specific question which I would very much like your opinion on: given that the parameters for attractiveness, athleticism, and heroism have a lot of overlap (as defined by the framing culture etc etc), how can you tell the difference between a male character who acquires attractive qualities as a side effect of having heroic qualities, and a male character who acquires heroic qualities as a side effect of having attractive qualities?

    Also, I'll fully admit that I don't have a strong grasp of what makes a man attractive, in this or any other culture, because I don't have a sexual attraction to men. That said, I've read and viewed many works by people who do find men attractive, and thus seen many depictions of what I can only assume are sexually idealized men. They're a varied lot, I'll say that much. Some of them do look and act like the archetypal superhero. Many others don't. So if there's something I'm not getting here, I'd appreciate you laying it out in simple terms, because I'm genuinely interested in what you have to say.
  4. Quote:
    Originally Posted by Xanatos View Post
    I suggest that you have a patriarchal perspective of what is "normal" for men to look like.
    Almost certainly so. The problem here is partly that features associated with heroism - physical strength and athleticism, upright and confident posture, symmetrical features and so on - are also associated with common ideas of sexual attractiveness in men. So are the men sexy because they're heroic, or are they sexy because they're sexy? It's kind of a muddy question.

    However, looking at the costume items that are exclusive to men, I don't see much that sexualizes masculinity, unless you become weak at the knees in the presence of cigars, cornrows, or coats below the waist (and if you do, hey, rock on). Whereas looking at the costume items that are exclusive to women, I see a lot of stuff that is both distinctly feminine and distinctly sexual (and distinctly impractical). If you can point out a male-exclusive item that a man would wear to make himself more attractive, even at the cost of practicality in a highly physically active profession, then I will be quite surprised and may even need to retrieve my monocle.

    Quote:
    Ways to solve this:
    -The walk/run animation. All three genders should be given the option to use both.
    -Costume options being limited by gender. Assuming the art time is available, all options should be available to both genders. (Including mustaches.)
    I can get behind all of this. Even the mustaches. Frida Kahlo needs love too.
  5. Out of respect for Samuel_Tow's previously stated wishes, I will not be quoting Golden Girl. But I do have to ask one question.

    GG, have you ever, as a result of discussion with people who disagreed with you, altered your opinions or beliefs about anything?
  6. Quote:
    Originally Posted by Xanatos View Post
    The default male avatars in this game are as much an objectification of masculine notions of male sexuality as the default female avatars are an objectification of feminine notions of female sexuality.
    They're not.

    I have seen many sexualized portrayals of men created by various people, male and female, who have many different ideas about what makes a man attractive, some mainstream, some quite unique. The aspects of this game that are male-only - poses, animations, exclusive costume pieces - are not sexualizing masculinity in any of the ways that I have seen masculinity sexualized. What they remind me of more is neutral motions, that are neither particularly male nor female. What they remind me of is characters who have the same body language whether male or female because developing alternate male and female stances was too much work.

    Quote:
    The only time this would ever be an issue is if certain costume options were restricted due to them not being feminine/masculine enough.
    They are. Men can't have skirts or thigh high boots. Women can't have cornrows or long coats. And women can't walk straight-backed, nor men with a wiggle in their hips. I understand why women can't have bare chests (T rating) or mustaches (luxuriant facial hair being quite rare in women), but the rest is a matter of choice.

    Again, I wish I could say exactly how many more dollars Paragon Studios would receive in exchange for making an effort to allow male and female characters to have the same range of dress, pose, and stance options. Certainly, I'd pay real actual money dollars for what I'm suggesting, and would also accept less stuff being created overall if all of the stuff that was created was available to all genders. But that's just me.
  7. You know what's great about the new My Little Pony cartoon?

    1. There are five main female characters.
    2. All of them are different.
    3. None of them are presented as the superior way to be a girl.

    Why is this unusual?

    Also, to address the claim that "it's that way because comics:" Comics don't have to be that way either.

    Also, male superheroes in female superhero poses.

    Much more along those lines.

    A note of clarification. I have zero problem with men and women who want to dress in revealing clothes and behave in a sexually provocative manner. Less than zero, actually - I rather like it. But I also think it's important that men and women have the option of not doing so, and not being thought of as less of a man or woman for choosing not to emphasize their sexual characteristics.

    What this means in terms of this game is that I'd like if every costume part was available for every model (yes, all of them - Darkseid needs his manskirt!), and choosing an animation set (heroic, sexy, ponderous) was part of building a costume. It may not be easy, but it's not impossible, and it would be appreciated. I wish I could put a dollar amount on the degree of appreciation.
  8. I disagree with what you just said.

    The benefits of being able to play twice as much content are intangible, and therefore a matter of taste. However, Heroes and Villains have access to Alignment Merits, which are both tangible and far more substantial than your brief mention would indicate. I am having a difficult time justifying playing Vigilantes and Rogues, because I already have Heroes to play Hero content and Villains to play Villain content.

    To be honest, I'm glad to see that someone values the ability to play the same character on both sides, even to the fairly limited extent that Rogues and Vigilantes can. From the thread title, I was expecting an argument that Rogues and Vigilantes are pointless, not Heroes and Villains.
  9. I was expecting to be happy when the CoT pack was released.

    I'm not happy. This is much less than I expected, and contains almost none of the pieces I was hoping to get.

    This will probably be the very first set of costume pieces I do not buy immediately and in its entirety.
  10. Quote:
    Originally Posted by Gemini_2099 View Post
    1. Terrible idea.

    2. Terrible idea.

    You are easily one of the worst posters on this forum because your contribution in threads can be summed up like this:

    Learn2play.

    At least GG lays out some compelling arguments from time to time.

    Respecs need to happen more commonly to increase interest in the game in my opinion.
    I actually can't tell whether you're trolling or not.
  11. Quote:
    Originally Posted by Lxndr View Post
    One is awesome, lots of crowd control, but crappy archetype inherent.

    One is more damage, not so much crowd control, but awesome archetype inherent.
    I disagree with what you just said.
  12. I was snippy. More than warranted, objectively.

    This is why I was snippy: my threshold for what constitutes "broken" is very, very high. Much higher than, say, "not very good". I am tired of seeing things called "broken" when they are merely not very good. "Broken" is a term I prefer to see reserved for "there is literally no way at all to do this, no matter how ludicrous", which is a very high standard indeed.

    I agree with the poster upthread who mentioned mez as something that is not very good. Sadly, most of the things that can be done with perception and stealth also fall into this category, because like mez, perception and stealth are implemented in a very simple binary fashion. This, along with the stacking math for buffs and debuffs and the tremendous miscalculation of the advantage of AoE damage, is the root cause of many things that are not very good (although sometimes amusing).

    On the other hand, I do not call it "broken" when the developers choose to strip away one or another of the many advantages we have over NPCs in an attempt to make an encounter more interesting, unless doing so actually renders the encounter completely impossible when it is intended to be possible.

    It might not be very good, though.
  13. I honestly don't remember: is this mission a defeat-all?
  14. Quote:
    Originally Posted by UberGuy View Post
    Actually, this is not true, not in the general case. There was a point where they did not do this except for what appeared to be timing reasons, such as activating an attack that completed animating after they phased. I very much noticed when this changed, as it made fighting them on characters lacking mez protection significantly harder, because they could mez my characters at times when my characters could do nothing proactive to the Illusionists to prevent it.
    I stand corrected on this point of fact. I do not think it weakens my overall argument, since my point was that the developers will have enemies cheat, and the change was in the direction of enemies cheating more.
  15. Incidentally, basically the only reason I'm considering this is because the developers clearly intended that it be impossible that some level 20 villains could cause the death of one of the Freedom Phalanx. But they didn't do so by just making them impossible to defeat - they did so by setting things up in a way that they believe will make them too difficult to defeat. And historically, players have been known to drive huge wedges into the gap between "impossible" and "ridiculously difficult", frequently to the developers' dismay.

    It's the difference between "no way can you stack 100% resistance" and implementing a resist cap. It's the difference between "no way can you level from 1 to 50 in 3 hours" and implementing a rewards cap. It's the difference between "no way can you break a mag 100 hold" and implementing a mag 1000 hold.

    I'm interested to see whether that's going to be the case here. That's all.
  16. Quote:
    Originally Posted by Infernus_Hades View Post
    Only one way to win this:

    8 controllers with Confuse. Target Numina and she will buff YOU not her team and she could potentially destroy all of them for you.
    This is an interesting idea. Let's look at some numbers.

    First, there's getting an AV confused. Controller Confuse has a base 29.75 second duration for mag 3 confuse, with a 20% chance of an additional mag 1 for 22.313 seconds. If I understand correctly, the level difference scalar applies to mez duration, so these would be .30 seconds and .22 seconds respectively. With slotting, increase that to perhaps .60 seconds and .44 seconds. I'm not sure if that's even long enough for one to activate an attack, and of course since Confuse has a 2 second cast time and then has a base recharge of 8 seconds, even with a miraculous recharge boost it won't be possible to stack consecutive Confuse casts. Obviously punching through purple triangles is out of the question, and even when they're down it will take two simultaneous Confuses to break through their non-purple-triangle mag 4 mez protection.

    But what about Dominators? In Domination, Confuse deals a base 23.8 second mag 3 Confuse and an additional base 35.7 second mag 3 confuse. That's enough to beat the boss level mez protection in one shot. Admittedly, it's still only .24 seconds, but it's something. Now, throw on slotting: .48 seconds per Confuse. If we throw on Megalomaniac: 0.63 seconds. Let's go kind of insane here and imagine we can get the Doms to ripple-fire their confuses 0.5 seconds apart. With 8 doms, that adds up to 4 whole seconds of confusion, which means you could theoretically perma-confuse one AV if you can get +200% recharge on 8 Doms. And of course if all their Confuses hit.

    Hey, while we're tossing around accolade powers, though, throw in Force of Nature. That's +25% tohit and +100% recharge for 60 seconds. Now we're kind of getting somewhere. Replace two of the Doms with Controllers, say Ill/Rads or Mind/Kins, and you lose a little confuse but gain some more recharge. Assuming supernatural levels of coordination, you can get a single AV confused for most of the time for the 30 seconds that purple trianges are down. Whee!

    Now, which AV to confuse? Numina is level 35, which doesn't help much for confusing her, but considerably impairs her ability to damage the others. Buffs don't scale by level difference, so her Fortitude is going to be the same buff as if you were even con - not much help there. What we really need is somebody with debuffs that are on par with the AVs, preferably regeneration debuffs strong enough to make the lava damage significant. Somebody like... Positron!

    I'm afraid I must admit to being insufficiently number-versed to say how strong Positron's Lingering Radiation is, but I'm going to guess it's pretty strong. Of course we can't decide whether he'll cast it or on who, but let's just assume we're persistent enough to keep trying this until he does, and that he throws it early, and that he throws it on Numina. Numina is -5 to the others which makes her an ideal target for murder (I'll settle for one, because it's a lot more than zero!). So the question becomes: can a +5 Positron kill a non-regenerating, lava-cooking Numina in 30 seconds or less?

    I'm betting... no. But it's the angle I'd take if I were to try this.
  17. So many possible responses, but I think I'm just going to point out that inspirations continue to be cheap and plentiful.

    And that difficulty at any setting other than +0/x1 is not a balance consideration.

    And that Illusionists have been attacking from phased for their entire existence.

    And that Tactics includes both perception bonuses and confuse protection.

    And that the developers have never, ever indicated, in word or in deed, that there is any toy that they will not take back from you if they think it would make for an interesting challenge.

    And that the intrinsically binary nature of such effects as mez, stealth, perception, and many others is indeed a design issue with City of Heroes, and this has also been true from the start.

    But mostly, that inspirations are cheap and plentiful and, unlike IOs, they are considered fair game for balancing standard content.

    (If I were to make a complaint about the Resistance pulsing stealth and confuse auras, it wouldn't be about how impossibly difficult they are, but how uninteresting a problem they present. When the problem is stealth, the solution is colored yellow, and when the problem is mez, the solution is colored pastel purple. Be surprised by it once, then purchase the right consumables for a trivial fee and return to play as normal. But that problem is at a deeper level, and is not a faction design issue.)
  18. Going at this from a completely different angle than the ones I've seen so far, my approach to this problem has pretty much abandoned standard tactics and revolved instead around leveraging edge cases: namely, autohit powers, unresistable debuffs, and so on.

    Things I would like to know:
    - Is the -fly in Snow Storm resisted? And the -range in Taunt?
    - Does lava damage scale to level? I think it did 8 per tick on my level 20 and only 6 per tick on my level 13. I will have to experiment.
    - Are there any pet summons that con as GMs, that is, use the level-free scaling code?
    - Can you perma Phantom Army at level 20 (with powers up to level 24)?
    - As far as I can remember, Caltrops, Tornado, and Bonfire are the only autohit damage powers. How much damage can they do at level 20, including with procs?
  19. Quote:
    Originally Posted by Dechs Kaison View Post
    Now recruiting 7 redside defenders or corruptors.
    -Must have Tactics/Maneuvers/Assault.
    -Must have Sonic Blast.
    -Prefer two Thermals, two Rads, two Darks, and one Cold Domination Defender.

    I'll be on my Claws/Dark Brute.

    Can we defeat +20s and a +15? I don't know, but I intend to find out.
    That's one way to try it, and I'd be interested in the result. Given the strong level difference penalties, I'm not sure the usual tactic of stacking buffs and debuffs is going to apply here, but it's certainly worth a shot.

    Possibly worth noting: they can be single-pulled, but as soon as any one of them are aggroed, Numina starts handing out Fortitude.
  20. It seems to me that the folks wondering why Katie is so unpleasant to you and to the world in general might not be giving enough weight to the fact that, after she rescued many unlinked Seers and brought them to First Ward, you blundered into her hideout while possessed and let in a bunch of apparitions which murdered all the Seers she saved.

    I think that might cause someone to be a little bitter.


  21. At the end of the villain signature arc, if you wait out the timer, the Freedom Phalanx actually does show up. They're all level 40 AVs, except for Numina who is level 35.

    Kill 'em.
  22. No, that's not what it means.

    What it means is that new players will be placed into the first non-full instance where they can be placed. Just like what happens whenever you log into a zone that has full instances.

    The problem is not with load balancing. The problem is that people who want to play together will be in different APs and will not be able to move between them.
  23. OP, what is the purpose of this thread?

    If your goal is to express that you don't play City of Heroes because of the design decision to limit respecs, well, okay - there are a lot of people who don't play City of Heroes, and all of them have reasons. You're one and this is yours.

    If your goal is to move the developers toward granting unlimited respecs, with your subscription dollars as an incentive for doing so, then I think you need to show that there's more than $15 a month in it for the devs to make a considerable change to a core game component. And it's not as simple as flipping a switch to set respecs to always available - there are ramifications for the game economy and psychology.

    Just as a for instance, all enhancements carried by the character, in slots or in trays, are sold at their full purchase value during a respec. With unlimited respecs, why shouldn't I respec every 5 levels to get my full value from my expiring SOs? For that matter, why shouldn't I respec every time my tray is full of drops? There's already quite a lot of influence in the game, and this would add considerably more. The developers would have to consider this.

    Speaking of influence, let's consider those respec recipes that sell on the market for 100M or more. Every such sale takes as much as 10M from the game economy. How much should a respec cost if it is bought from a vendor? If it's too rich for your blood, is that still "unlimited"?

    I don't think it would destroy the game if respecs were considerably less restricted in quantity than they are now. But I also don't see a need for the developers to spend the time and effort it would take to change the availability of respecs. I'm sorry, but your preference - even to the point of deciding whether you will subscribe or not - does not constitute a need, unless you can make a strong case that this change would bring in more subscriber dollars than any other thing the developers could do with that time and effort.
  24. The developers are not good at figuring out how to incentivize desired behaviors.

    On the one hand: the structure of the trials requires that experienced players continue to run them indefinitely, because without enough player interest in general it isn't possible to run trials at all, and without enough experienced player interest it's difficult to run trials successfully. Therefore, there must be a continued use for the currencies they provide, and a promise of future uses for same, to keep players running trials and hoarding currency.

    On the other hand: the structure of the trials requires that many players must have a reason to run each new trial, or again there will not be sufficient population to make the trial viable. Therefore, each new trial must award something unique to that trial which has not been previously pre-hoarded and cannot be obtained through running only the easiest or most popular (same thing, really) trial. They learned this lesson once with Katie farms and then apparently need to learn it again with the BAF.

    On the gripping hand: what the devs learned from PvP (but never actually applied to PvP) is that when some form of activity is only entertaining (or possible) if enough people are doing it, then that activity needs to be sufficiently incentivized to ensure that people are doing it a lot. Which means a) that any alternative offering the same type of rewards must award them in drastically lower quantities (see: ship raids vs any other way to earn Vanguard merits), and b) that the players must never feel that they have enough of the reward in question.

    It's actually not a simple problem, if you allow that the developers are obliged to provide sufficient incentive support to league-type content to make that content maximally viable for people who like league-type content.
  25. Quote:
    Originally Posted by NewScrapper View Post
    Seriously? I'm a hero/villain-in-training for *20 levels?*
    22 levels. Until you can slot SOs.