-
Posts
4288 -
Joined
-
-
Quote:People may understand the guy and he still might suck as an artist.The question however is where is the line drawn of Does this guy suck as an artist vs These people aren't ready for it.
I would say it depends on whether you place more importance on what you say or how you say it.Quote:I can make both arguments and both seem valid to me, but still there becomes a matter of to what extent does that hold up? Should I, as writer, write in the simplest forms possible in hopes that one day they'll understand if I just simplify a little more? Or should it be the case that I be elitist and say you can only get this when you become as elite as I? The obvious answer is that the reader needs to try harder and the writer needs to simplify, but to what extent? Many writers choose words for a subtle meaning or feeling or rythm. Should a writer compromise for that for comprehension? Wouldn't doing so make the work less to some degrees? If that is the case should there not be elitism to some degree? That if you can't understand this or that, too bad for you? -
Quote:I was familiar with it before I was into manga/anime. But I was a fan of martial arts...I am totally secure in NOT being a geek. Seriously, has anyone who isnt (I assume) a hard core fan of manga and comics heard of ANY of those things you are basing the set on?
It does all sound very cool though.
And this may sound weird, but I'd almost rather see something like this as a ranged set. -
I can't be 'left feeling' anything until a conclusion is reached. I'm currently curious as to where they're going with it - the death of a character or characters involved seems to be a consequence of where they're going rather than the actual "destination" as it were - but until that is seen I can't really be disappointed or left feeling hollow or what have you.
-
It's never taken me *hours* to respec, but the process is rather tedious. It's especially irksome when all I really want to do is remove one of my last few power picks.
-
There is no responsibility. "Responsibility" implies that the message must be understood - it doesn't. Heck, in some cases a message may not even be intended. An artist's only responsibility is to create his art (or not), and the subject's to experience it (or not).
-
Wait, "Overview"? Are you trying to tell me CoH has a website here beyond the forums?!

This revelation requires more coffee. -
Hrm, looking at the Olympian Guard pictured at paragonwiki, isn't that just the same old painted-on spandex with baked-on Gold Stars using one of the existing stripe patterns, as well as bracers and boots that already exist in-game? The only thing new (in that particular pic, I'm not sure how varied these Olympian Guards are) appears to be a faceplate, shoulder pads, and belt. I gotta say that I'd love to have that chain independent of the shoulder pads or as a cape brooch option, though.
-
-
-
Quote:It doesn't really work as a narrative reason. Doing twenty-two missions in-game could equate to days or maybe weeks of in-game time. That sun moves quickly. Arbitrarily being unable to find crimes through beating up criminals also doesn't really make sense from an in-game point of view. Ergo it's a meta reason the only purpose of which is to explain design reasoning or as a red herring of player pacification.There's a difference between a narrative description (how a game mechanic is explained within the context of the in-game logic) and the actual specific design reason for something.
Assuming it's the latter, what's the supposed real reason? Time-gating the rewards isn't it as that can clearly be done without gating the content. And the phantom exploit reason postulated up-thread doesn't really fly unless side-switching can be done instantly, and even then it'd be kinda iffy. Is there an official reason other than the popular one we were given?
And heck, even if there's some sort of valid reason for not side-switching via Tips in a few hours, I maintain that the Tips should keep rolling in, but doing them should give no Alignment progression until the proper time elapses.
That would be relevant if I had a complaint about the in-store availability. I have no such complaint. Indeed, I'd like to see them take it a step farther and allow us to unlock Patron pools from the store. But that's another discussion.Quote:Separate from that, one of the explicit intents of the store is to provide ways to purchase QoL enhancements and that includes reducing the amount of time it takes to do things in-game. All rules involving how much effort it should take within the game to do something aren't applicable to a store specifically intended to allow players to purchase options without having to satisfy those requirements.
And it's not relevant to the flipped complaint, as that isn't about *effort*. Twenty-two missions takes the same amount of effort whether you arbitrarily limit it by time or not. Well, actually, I suppose it could potentially take *less* effort if you stretch it out temporally, as it could allow you to auto-complete an extra time.
There's a difference between accepting a reason and liking the reason or the reason making sense. "Because I said so" is a reason that often must be accepted regardless of whether it's sensible or liked. A valid explanation for it may make the sensibility apparent even it continues to be disliked.Quote:It may be senseless to you, but that's not because its actually without reason. The decisions must seem capricious to you if you think there's no reason behind them, but that's because you don't seem to want to accept what those reasons are. That's a problem beyond the ability of the devs to address. -
-
Without the current time gate, you'd still have to do twenty-two missions in a row which is still paying for it with time. As I said before, or did you have trouble grasping that concept?
-
Quote:That was the given reason as I recall it: Switching alignments should take time because it shouldn't be trivial. I'd look it up, but the only dog I have in this race is a desire to continue doing Tip missions - I generally don't care about about alignment progress and I certainly don't care about alignment merits.It does not. If you believe the reason behind the time gate is that it should be impossible to switch sides any faster, that's false.
The given reason was nonsense when it was given, the in-store item is just an accent mark. I'm sure any other concocted reasons are equally senseless. -
Quote:The store item invalidates the reasoning behind the time gate. And getting rid of the time gate doesn't invalidate the existence of the store item.How is that relevant? You seem to be saying that if the store offers it instantly, that justifies eliminating the time gate in-game. But why is that relevant? If the store purchase is designed to buy your way past the time gate, saying that the existence of the store item invalidates the reason for having a time gate is illogical.
-
Quote:Doing twenty-two missions in a row without the current irritating time limits would still be far slower than switching instantly with a token.A lot of people ask for nothing to be offered in the stores you can't also earn in-game. A lot of people, not necessarily the same ones although I will bet there's overlap, complain when the store offers a QoL item that allows you to do things faster than normal.
If we're only going to sell things we can get in the game, and it has to also be as easy or easier to get in-game, that limits what you can sell in the store significantly, or realigns its target audience to be brain damaged players. -
Getting those Morality missions is part of the process. And since it perforce takes more than 24 hours to get them, switching sides takes more than 24 hours.
-
A major issue for me is the painted on tights/masks. The worst offender of which are full masks that cover the ears yet you're left with those ugly ears sticking out.
Simple spandex texturing would be nice. Masks with lens options would also be nice. But for Buddha's sake get rid of/flatten the ears when they're covered by spandex. -
Quote:Deconstructing a story doesn't affect my belief in it any more than knowing the outcome affects my enjoyment. If the character's are believable from my perspective, then they are. If a story is enjoyable, then I enjoy it. I like muppets even when I can see the hand-sticks.The strength of art is the suspension of disbelief. I call your outlook cynical not to insult your intelligence, but to criticise you insistence on disbelieving. No story can ever be good if you deconstruct it into its component parts. It's worse still when you disregard intent all but completely, and the author's intent matters. What story is this person trying to tell? What is the message behind it all, the emotion at the end of the tunnel? These things matter.
And while it's not particularly "compelling", IMO, I'm enjoying the SSA. Despite the fact that it's seemed a bit contrived and occasionally it seems pointless that my character is involved at all.
Oh, and unless the author directly tells you their intent it's nothing more than immaterial supposition. And even if an author tells me their intent it has little to do with whether I like their story. A chef's intent to serve me a delicious meal doesn't make their shoe leather any more palatable.
I can care about a plot device, if it's written in such a way that I like it. One of my favourite Dragonlance characters is somewhat literally a deus ex machina. There's nothing inherently bad about being a plot device.Quote:Maybe you simply don't care either way, and that's just fine, but that doesn't mean it's impossible to care about characters as a general thing.
All of this over the simple fact that fictional characters don't really make decisions or create dialogue.
P.S.: Wasn't insulted in the least. But I will blither on in these sorts of back-and-forths with little encouragement. -
Yeah, I like them a lot and generally would like to keep doing them (irrespective of Alignment merits or changing alignment) but alas they nonsensically cease being available far too soon.
-
-
I suppose it's okay to be hypocritical as long as you're getting paid extra for it.
-
It could be a memorial login screen.
-
Quote:What I mostly have to go on in this area is the knowledge of experience. And in the case of literature I much prefer it that way given some of the rules I've been exposed to.To be honest, I've used these kinds of self-engineered re-definitions for my own sake in my own writing projects (I'm the kind of guy who starts out messy, but who eventually categorizes and compartmentalizes all the parts of a story, and it helps to see it in whatever way, y'know, helps), but I know from experience that it can induce much face-palming when said out loud to someone who Knows The Rules.

A character has the personality the writer imagines it to have. How the reader relates to those traits - whether they find them to be good, bad, sensible, realistic, etc. - is highly subjective.Quote:Characters can act as plot devices, but that doesn't mean they ARE plot devices. Characters can move the plot, but the plot doesn't have to move the characters. This is not semantics, you're simply applying a one-way-street relationship in both directions. Yes, the plot CAN control the characters, but that's more the realm of hack writers (One More Day comes to mind) than the realm of good fiction.
A good character has the personality traits of a real person, or what a real person might be if he came from a specific fictional world. A good plot is written around the personality traits of good characters, such that it feels like the characters are moving the plot, as opposed to them being constantly ret-conned and changed to match a narrative.
And a good writer may be able to hide the strings, but they're still there. You may call that outlook obstinately cynical, but I call it pragmatic.
I do not recall ever seeing a particularly compelling story in the game. Certainly not one compelling enough for me to specifically recall it. I have a sense that I kind of enjoyed the Faultline story arcs somewhere along the line...Quote:Yes, ultimately, everything is a literary device to craft a completed work, but the whole point of good writing is to present that as a compelling, believable story. Creating a story with the kind of cynicism you display here is precisely what's responsible for the downward spiral of City of Heroes storytelling.
