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My sentiments, exactly.
On another note, I suspect that pool customization is largely complicated by when we get our first pool powers: level 6. It's that 6-level delay that makes it impossible for you to customize them when you create the character, so you'd *have* to visit a tailor to do so. If memory serves, there are no tailors currently located in really easy to reach locations for level 6 characters.
(Some might argue that the tailor in IP is easy to reach, since you can reach it through Kings Row, but I would argue that the level 20 Family outside the Icon store there pose a significant risk of character death that would put you in the IP hospital. Not a desirable situation. I can't speak to the Rogue Isles, as it's been a while since I played there.)
Back on point, the question for me has been "How will the devs design an interface that allows me to customize my pool powers immediately after selecting them?" Will I have to live with their default state until I can visit a tailor? Will they put new tailors in lower-level zones? Or will they change the default animations, possibly offending players who like them the way they are? -
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I *did* recently read an interview with Mr. Emmert where he basically admitted that their approach to MMOs was rather...flawed (to put it diplomatically) and so they were taking a completely new tack with NWN. In a fit of purely wild speculation, it may be one reason he reestablished contact with the Inestimable Mr. Bruce.
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Well, whomever they are, in whatever capacity they served, all I can say is this:
THANK YOU FOR YOUR CONTRIBUTION to the best game ever, and good luck in whatever it is you decide to do going forward. Your work will not be forgotten. -
I've been doing lots of missions in Praetoria (haven't had much opportunity to play in Primal, lately
), and I can confirm that the ambushes seem off.
If memory serves, ambushes historically came in three waves, and no more. Now, they'll frequently come in waves of five or more. I've been in the Tunnels, and it seemed that they simply would not end until I left the area I was in. Exacerbating the situation was that the next ambush spawned almost immediately, allowing insufficient time to use Rest to recover health and endurance.
This last point is the part that bugs me the most. I'm not given enough time to recover. And given that we are forcibly ejected from Praetoria by the time we pick up Stamina, endurance management remains a problem.
The icing on the cake is that Rest takes so long to recover. Even if I had enough time to use it, it's frequently not recharged. And it takes too long to refill my bars.
So here are my choices. I can slot my powers for endurance reduction, which means I'll hit less frequently and waste the endurance anyway, or I can slot for accuracy and hit more often, but still run out of endurance when the unending ambushes eventually wear me down. Because eventually, my meager alotment of inspirations will run out.
This entire scenario is almost Emmert-esque. -
Quote:Oh boy.I'm not convinced. A quick internet search on MMO costs pulls up information that inndicates hosting an MMO is less than $1 per month per user. I paid $30 for Going Rogue, so all the new Going Rogue content doesn't count as new content paid for by subscription fees. I also paid for the Martial Arts pack, etc. everything except the Mutant Pack.
When you look at "free" new content from the subscription fees, there is not that much. At 100,000 players paying $15 per month that's $1.5 million per month revenue. If they even spent a third of that on new development it would pay for a team of ten full time programmers and artists each making $50,000 a year. You're telling me that ten professional game staff, working full time for a year, could only come up with four new powersets, a few new costumes, and a couple dozen new missions? Don't count the Going Rogue stuff I told you I already paid separate for that.
CoH is a great game, but you can't just play the same stuff over and over forever. There has to be new stuff coming out all the time. You guys are too easily satisfied, I think.
- City, state, and federal taxes.
- Accounting and payroll services.
- Advertising.
- Internet access.
- Phone systems.
- Travel expenses.
- Employee hiring services.
- Employee salaries.
- Rent.
- Legal fees.
- Health insurance.
- Dental insurance.
- 401ks.
- Utilities (power, gas, water, heating & cooling).
- Grounds maintenance.
- Office supplies.
- Computer hardware and software (including internal networks and development systems).
- Offsite backup of source code.
- Ongoing licensing deals with Cryptic & others.
A software company isn't just about maintaining the hosting service. That $15 a month gets split across a wide variety of costs, and I'm willing to wager that you are mind-bogglingly unaware of the vast majority of them. -
Quote:This.But try this, instead of carrying a lot of green healing inspirations, carry some luck inspirations. Pop a Luck inspiration before fighting a boss or big group. You will see a dramatic increase in survivability as that will boost you up into the 40% range. If you are losing the battle, pop a second Luck inspiration. That will put you past 45% and then you will feel nearly invincible.
You will be a lot more out of using a single Luck inspiration at the right time rather than using multiple greens for healing. Without using inspirations, you will be hit hard and often until you reach very high levels of defense. -
Quote:In general, I like the idea.I'm not saying these fixed price items would have to cost billions or anything like that... depending on what they are the prices could vary... or scale with level or what not.
The idea though is that it can't just be some piddly thing that people would snub their noses at, so insanely expensive it isnt worth it to buy or so insanely cheap that any inf removed from the system is negligible.
But in this vein, I also am wondering (along with the usual PvP caveats) whether or not the system could provide certain highly desirable fixed-priced items that are only available to your faction as long as your faction is in control of specific PvP zones.
Mind you, those fixed-price items wouldn't have to be PvP-only items. Perhaps, (and I'm pulling this completely out of my rear) if your faction controls Bloody Bay, for example, your faction has access to IR Goggles, which can be used both in and out of PvP zones to detect stealthed characters or combat Blindness. Once the opposing faction gains control of Bloody Bay, however, you no longer have access to them, until you regain control.
It might help to inject some interest back into PvP, it might not. I'm just throwing it out there. -
Okay, I've seen a few suggestions for changing the way accuracy, range, defense and motion work together.
But there's still a problem.
Assuming such sweeping changes were made, you'd have tons of toons out there that had been slotted and played according to the old system for anywhere from a few days to years.
Changes of this magnitude would require not only the distribution of free respecs, but influence in order to allow those toons who had invested heavily in IOs or specific slotting to recoup their losses as they swapped out accuracy for range (or vice versa). As anyone who's done a respec knows, the reimbursement costs for IO enhancements is frequently far less than what it actually cost you to craft them.
To date, I haven't seen the devs implement any change so egregious that it required both a respec and a gift of influence.
Even if the gift of influence were not permitted, it would likely take characters multiple iterations to correct their builds to a point where they felt that they were finally combat efficient. While some may argue that free respecs are easy to come by (such as Veterans Rewards and the like), I would argue in turn that a player should never be forced to use one of his own respecs due to a dev mandated change of this kind. Especially when it might require several respecs to correct the problems introduced by it. -
Quote:I have to agree with Steam, here.We're not talking about a large overhaul of the engine here. We're talking about abject imbalance and rampant engine re-writing creating an "Elite" cadre of ATs and a few "Useless" ones.
-Rachel-
Further, from a strictly roleplaying perspective, it makes sense to me that characters that use ranged attacks have honed those abililities to such a degree that they should not suffer an attack penalty for it.
Think about it like this. An archer spends an awful lot of time practicing so that he can hit that bullseye from 200 feet. A decent rifleman does the same so he can do it from 300 yards. Why, suddenly, would we want to tell them that all their time spent honing their skills has been retconned and they're gimped beyond playability? It makes no sense to me whatsoever, and it stretches the bounds of both believability and justifiability. -
Now, in keeping with the OP's ideas of the chat channel for the various forms of communication, I wouldn't mind seeing something different visually rendered for that type of communcation as well.
I threw together the following mockup (which isn't ANYTHING like what he mentions--I just grabbed a Crimson headshot and one of his mission blurbs, but it should get the point across), to show would could be used as a kind of distinctive chat bubble for information coming across your headset or police radio ("A bank robbery is in progress!").
Two things of note: the satellite icon to show it's from a satellite communication system, and the "lightening strike" line that should help distinguish it from typical chat.
If memory serves, in older comics, electronic communications or urgent informtion was indicated in a chat bubble like this:
In either case, it would be awesome, I think if, all this type of chat appeared in visually distinctive chat bubbles, AND could be directed to a separate channel so you could read it like a narrative. -
Quote:A booster like this should include a Tailor Teleporter power. Pop the power, and it takes you directly to the nearest Icon or Facemaker./signed
I would pay for more without a doubt but, if it was in a "costume slot booster pack" Id expect a little more, as wed have loads more slots perhaps a few more civilian pieces would be good and/or some special cc emotes.
Personally, I've dreamed of that as a vet reward, but it'd be incredibly handy for everyone (certainly more useful than 1/2 off tailor costs when you have umpteen free tailor tokens), so including it in a costume booster would benefit far more players. -
I'm not talking about the emote, but the visual representation of the chat bubble. It's always kind of disturbed me that thoughts and action appear the same way that speech does.
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These responses have all been extremely interesting. Thank you all for taking the time to reply, and doing so in such thoughtful, insightful, and eloquent ways.
Based on what everyone is saying, it seems like COH has managed to avoid many of the storytelling pitfalls that plague other games.
Our storytelling system largely revolves around contacts, dialog, and clues. You obtain a new contact, complete a mission. During the the mission, you gather clues.
My only peeve with the storytelling mechanism is that clues are easily overlooked because they're buried in the Clue window, and not overly obvious. And they don't seem to be sorted/grouped in any meaningful way. "Clue Found" is your notification that you've found something, but it's rather vague, and when you're racing through a mission on a team, you don't have time to stop and check the Clue window to see what it is. It has to wait until afterwards (if even then).
I'd like to think there was a better way to emphasize the story, the plot, but I'm not sure how to do it. Thankfully, cutscenes are few and far between. Though they might be useful as a storytelling device, there are a few instances where they might get someone inadvertently killed (unintentional aggro during Frostfire, for example).
Again, my thinking is that the story needs to be emphasized more in COH. It's a comic book sotry, after all. Not just a series of random adventures. (At least, this is the case in story arcs.) I'd like to imagine a way to bring the story/plot to the forefront during those arcs, but how to do so escapes me. -
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Quote:Oh, so very true.Even more, if I got a game for US$50 and I only get 10 hours' worth of actual game, then I'd feel ripped off. A book (paperback) might last me that long for a tenth of the price.
Of course, a book only requires the reader to be literate, have a decent vocabulary, and have enough recall abilities to remember what happened prior in the story. (Also the usual mechanical actions of being able to hold the book and turn the pages and whatnot.)And books can be reread far easier than taskforces can be redone, without the headaches associated with them. I have an entire bookcase in my house jammed full of books that have become old friends because I've read them over and over again. But I don't have that same feeling towards the stories in COH.
At some point, the stories become facts, trivia, minutia. I don't feel as warmly about any of the NPCs in COH as I do about, say, Aunt Pol from David Eddings' The Belgariad, or Perrin Ay'Barra in Robert Jordan's The Wheel of Time. I just don't connect with them as strongly. Perhaps that has a lot to do with the amount of time we spend exposed to them, how much we actually get to know about them. I don't know. But I could read these series over and over again, whereas I could punch Crimson in the face every time he scowls at me, and not give a whit about his missions or story line.
Quote:A lot of what happens in games is busywork. Travel is a major one. In progression-based games (with experience points and such), fighting enough enemies to level up to take on the boss at a comfortable risk level is another; in this case, bosses are level-gates.
What can be done could be to integrate the story within this busywork; while you're travelling, make it meaningful, rather than going from point A to point B and only that.
Crimson says that his girlfriend in Founders Falls needs to know something. Run the message over there to her. She gives you a message to take back to him. He gives you a disk to take back to her. She gives you a message to run back to him. It's pointless and absurd, all the more because they both have cell phones and access to a covert network of spies. But you, a superhero, are reduced to errand boy/girl.
It's the worst possible way to move a story forward. -
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I'm all for more mutantish options, including some of the following:
Glove Options:- Hands consisting entirely of tentacles that move like animated tails (new code required, likely)
- Hands with only three fingers (it would be a glove option).
- Hands consisting entirely of one big razor sharp claw (more mutant, I know, but still)
- Hands that look like bear paws.
- Scarless seams like the one from Splice:
- A head with eyes either running from the nose to the base of the skull, or all over it. (Think spiders.)
- Heads covered in tentacles
- Heads covered in short, bristly needle-like spikes
- The ability to completely remove human ears. Human ears should be on the Ears menu, and removed from the shape of the head altogether. (But that's likely a general game change, and nothing to throw into a Booster pack.)
- A head covered completely in short, bristly fur, with only the eyes, mouth, and nose showing, and NO FANGS. It should have no ears on it. You should be able to choose ears from the Ears dropdown.
- Decent dog faces. Several of them, if possible. Some looking all sweet and puppyish, and some looking vicious and pit bullish.
- Chest pieces that are scaled and have gills on the back.
- Fishy fin pieces for head, shoulders, arms, legs, and feet. And when I say fins, I mean like this:
- Scaled leg pieces with and without fins.
- A lycanthropy-themed costume set. From head to toe, pushes a new concept of werewolves that look nothing like Warwolves. Muscular, furry, animated tails, slashing claws, decent heads, etc.
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Quote:Perhaps I haven't had enough coffee yet (it's not even noon yet here), but I'm still not understanding exactly what he's proposing. Any chance you could clear it up for me? From my understanding, to make multiple pattern layers work, you'd have to rework the existing patterns to incorporate transparency.Huh... I thought you were going to talk about overlaying one texture over another, such as Tech Crey over Lizard skin. I'd be totally up for that.
Sounds like you're suggesting we have two pattern layers. I have no problem with that, and voice my support for it. -
Quote:This is actually an undocumented attack in the Hellion arsenal of powers: Crazy Eyes, which they learn by watching The New Guy over and over again.Otherwise, the character would likely just fall over and start bleeding out whenever a hellion looked at him wrong.
Quote:Originally Posted by File:XCrazy Eyes Close (Cone), Foe Immobilize
You snap your head and assault your targets with a piercing, crazy-eyed gaze that stuns them. Foes resistant to stunning will cower in fear instead. This attack has a slight chance to cause knockback. Recharge: Fast. -
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Found this Newsweek article in my feeds today: Why Video Games Matter and found it a really interesting read. The interviewee, Tom Bissell (a video game critic and author of Extra Lives: Why Video Games Matter), argues that some of the best games are from smaller companies, are not as well known, and don't try to emulate motion pictures as story telling devices.
For me, personally, I kept waiting for him to refer to City of Heroes, but I'm not sure that's the kind of game he plays. But his opinions seemed fairly spot-on to me, and made me think deeply about how stories are told in video games, and how often it comes out as a clumsy, clunky mishmash of mouse clicks, cut scenes, and travel time.
The article isn't enough to plumb the depth of the issues, but I was hoping it's enough to start a discussion of the story telling mechanics in COH and how we might like to see it improved. As I'm not a professional game developer, I can't be anything more than an Armchair Expert, but I thought a general discussion of the subject might be interesting. (You guys always have something interesting to say.)
(The link to the book on Amazon is provided because you can actually peek inside that one [as opposed to some].)