UberGuy

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  1. UberGuy's Characters

    Originally, I intended to create a section here outlining my characters. That now seems like it needs to be its own thread, honestly. I have a good 14 characters who deserve serious write-ups. Some would be more detailed than others, but regardless, most of them deserve a post of their own. I also want to include some good screen shots of them, and I don't have hosting space for that at the moment. That's not hard to solve, but I don't want to leave this thread laying around incomplete for several days while I get it fixed up. So I'll create a new thread in the next few days, and link to that one from here. (That's probably not that important - the General Discussion forum is on fire, and threads like this sink fast. But hey, I'll feel like I did a thorough job. )
  2. Why I Stayed (Part 2)

    I think that, most times, my backstory concept comes first, and then I start building a costume that makes sense for the backstory. On occasion, if I am struggling with coming up with a backstory, I’ll fiddle around in the costume creator first, and sometimes I stumble across a look that inspires a concept for the character’s background (and Origin).

    Every character backstory I have written is either directly tied to in-game lore, usually via some association with NPC villain groups such as Crey, the 5th Column, the Rikti, or Arachnos. At my most free-wheeling, I have written things that I believed were compatible with canon lore even if my story did not directly reference that lore. I think I pulled this off with some success – I have a character from Issue 1 whose backstory involved gods and god-like power, and yet managed to not conflict with Incarnates, twenty-odd issues and seven-odd years later.

    So, costumed appearance and backstory, including how the backstory ties the character into the wider game world, both become critical elements in my attachment to a character. I have had highly-performing characters that just never made it that far because the right switches in my brain didn’t flip in response to their look and concept. Likewise, I had some characters whose backstory and appearance I really liked, but if they couldn’t solo decently enough, I lost most of my interest in them.

    Naturally, I’m sure I’m preaching to the choir if I talk to other CoH players about the game’s costume editor. It has its annoyances and some very significant limitations, but it is still fantastically flexible. It has been well-regarded in MMO discussions outside of the CoH community for as long as I can remember. The great degree to which the costume editor was a success may have been accidental, but someone clearly set out to make something better than other games had provided previously, and I think they pulled it off in spades.

    But the description field for our characters? I have often wondered if that was not almost completely accidental brilliance. Sure, the community (myself included) has long groused about the character limit and, more recently, the foibles in the text editor. But I think that simply giving us a blank slate in which to write about our characters is brilliant. It’s not something many games have, and it is the ultimate companion feature to the excellent costume editor – the ultimate stamp that says, yes, this character is truly my creation.

    Believe it or not, I’m not completely rambling. This is strongly relevant to why I stayed in CoH for eight years. I originally came here for multiple reasons that had nothing to do with characters. After all, I didn’t have any characters, at first. This was finally an MMO I found enjoyable, with a genre I liked, where friends I already knew were playing, with gameplay elements not so far removed from the fast-paced FPSes I had loved. I stayed initially because I met new friends, and there were many different things I wanted to experience.

    But eventually, I realized I was really, really attached to playing just a handful of my characters. I had plenty of alts I could level up, and (given that I had two accounts), I had plenty of open character slots for brand new alts, even just on Justice Server. But more often than not, I would log in one of my existing favorites, and either join TFs with friends, or run repeatable content solo. I still enjoyed the idea of playing new characters, of getting those many lowbie alts to 50. But in practice, when I logged on, I was most likely to play the characters I had already invested the most time in. They are like comfortable clothes or a broken-in baseball glove – they are easy to get into and use.

    Because of all the time I’d invested in them, tweaking their builds, funding their Inventions and (towards the end here) earning their Incarnate Powers, they became the ultimate expression of that enjoyment I derive from taking on foes I theoretically shouldn’t be able to win against. As the sun sets on CoH, I have characters that can take on the highest challenges available and come out on top. Most have soloed Arch Villains. Some soloed Giant Monsters. All can solo missions filled with level 54 foes, on team sizes from x6 to x8, even in places like Dark Astoria or against nasty foes like Arachnos. These things aren’t always easy, and flawless victory is almost never assured, but my best characters win far more often than not, and in quite reasonable time, in my opinion.

    And I enjoy the hell out of it. This, more than anything else, is why I play. The thrill of logging in one of these favorite characters, whose backstory I am proud of, whose appearance I am proud of, and rampaging through enemies. It’s like I am some sort of Conan of Cimmeria for the digital age (sadly without the bulging biceps.)

    One of the best messages I often saw written on the CoH forums, especially in the days before IOs and Incarnates, was that CoH was more about the journey, and not about the destination. For me, this was incredibly resonant – I never wanted to actually reach the end of the journey with my characters. With the plans for so many Incarnate slots in the future, that was virtually assured. Meanwhile, while I waited I could avail myself of the many ways we could now repeat content.

    For what it’s worth, I did level new characters. Right around when I24 was hitting VIP beta, I was finishing leveling, slotting and “Incarnating” Tachyonic Daze, my Mind/Rad/Fire Controller. But it took a long time for me to get back to her after richly investing in Incarnate Powers for the characters that preceded her to level 50.
  3. Why I Stayed (Part 1)

    Looking back over the synopsis of my time here given above, I mention several times that good friends of mine left CoH, while I stayed. That really begs the question: why did I stay? The answer to that involves the complex interaction of multiple factors, but I think it is key to understanding why CoH became such a big part of my life that losing it leaves a gap large enough that I actively mourn its loss.

    A lot of those friends who left CoH did so in order to play other MMOs. As mentioned, I didn’t like most other MMOs enough to follow them, so despite wishing I could find yet another game to keep playing with them after Tribes, the games they were leaving for just didn’t appeal to me.

    Another problem was that they didn’t all just go to any one game, especially in the longer term. They slowly all went their own ways.

    On the upside, it’s not as if I was left completely alone. Not only did Jax and Quat stick around, but we did pick up other CoH players who joined our SG and became new friends. Sadly, these players, too, all eventually moved on. Sometimes they first went to other, more populous SGs (as ours became thin), but eventually all of them stopped playing CoH altogether.

    While I long prided myself on my willingness to play solo, I think I was somewhat kidding myself that I would not have missed bantering with friends while I played, even if I wasn’t teaming with them. The thing that really kept me in the Justice Server community, and so gave me these kinds of ties, was access to the various global channels I was invited to. I particularly owe @Quatermain for my access to some of the private channels I was invited to. I’m positive I’m not the only person for whom global channels became a replacement for SGs. While SG bases were a great (though limited) addition to the game, they were not really a vehicle for social interaction. That was really what each SG’s member list and chat channel were for. But using SGs as the basis for social interaction is pretty limiting – you can only be in one SG at a time. Global channels effectively let you be in multiple virtual SGs, letting actual SGs just provide access to bases for storage and transit. Global channels, then, provide access to social interaction and teaming across zones and even servers. I think that’s a far superior, and I consider myself fortunate to have had access to the best of both bases and global channels.

    Meanwhile, there was a lot I still wanted to do in CoH. I did want to try more ATs and powerset combinations, but mostly I wanted to get more of the characters I’d already gotten to middle or high levels. I wanted to experience them with more powers and more enhancement slots. The point wasn’t to hit level 50, but rather just to continue to experience how the characters improved as they advanced. One of the best messages I often saw written on the CoH forums, especially in the days before IOs and Incarnates, was that CoH was more about the journey, and not about the destination. For me, this was incredibly resonant, for reasons I struggle to explain well. But it has a tremendous relevance to why CoH captured my attention for so long.

    Growth and advancement of characters in any MMO takes an investment in time. Generally, the higher up you get, the longer it takes to get to the next milestone. I don’t always share this view, but I have seen many forum posters over the years express their opinion that CoH’s returns in new advancement didn’t feel as large at high levels as they did at earlier levels. These folks often didn’t think that getting more slots versus more new power picks was as exciting. I saw similar commentary about Epic or Patron Pool powers – some folks didn’t feel that getting these powers made as much difference to a character as earlier powers in primary and secondary powersets. For some players, this meant that they rarely took characters all the way to level 50, or if they did, they often preferred to “power level” them there, so they could just cut right to experiencing the whole set of powers, without the incremental progress.

    For me, though, there was something about certain characters that made worthwhile putting in the extra time and effort to see them to each next step, even when the process slowed down. I really wanted to see the incremental performance change from those added slots, or from layering on Epic/Patron pool capabilities onto primary, secondary and pool powersets. This is the part that gets hardest to explain, because for each character, a sort of perfect storm of factors had to meet to make me want to play the character that fully.

    I’m a very performance-oriented player. I want my heroes (and villains) to kick butt. I have, from the very first days I played CoH, loved that we can take on multiple foes and win, even when solo. Also, and I have no idea why it should matter quite so much, it was always exciting to me for my CoH characters to be able to take on high-con foes solo and still win. If foes conning white through orange were where we were “supposed” to fight, fighting orange through purple felt like I was somehow getting away with something. If the Devs had left the challenge alone and simply reassigned the con colors, branding +2 minions as white con, it would have sapped some of the enjoyment of the game from me. I know this is true even as I acknowledge how illogical it is. If a character could more-or-less-consistently take on “over-con” foes in this way, I cared more about the character than if they could not do this. Conversely, even if I liked a character a lot for other reasons, the less capable they were of fighting stuff that was technically over their head, the less attached to them I was.

    I know I’m not the only person who enjoys this about CoH. I think the fact that it worked this way, that we were allowed to “break” the con system so easily, was a formative accident early in CoH’s history. The early Devs missed their mark on player vs. environment balance pretty widely. So widely, that their corrections, in terms of the “Purple Patch” , Enhancement Diversification, and the “Global Defense Nerf” still left us pretty capable of thumbing our noses are the con system.

    Even though performance was quite important to me, it was far from everything. The other critical factor was how I felt about a character’s customized appearance and backstory. At this point, I feel the need to explain a bit about how I create characters in CoH. I know a lot of folks don’t bother with character concept at all. They are just interested in the experience of using given AT/powerset combos in the game. But I also know folks who start with a character concept and then try to match that with ATs, powersets and costume elements. Neither of those approaches would ever make me happy with my characters. Every character I ever made starts with a powerset combo I want to play, which then drives a choice about AT. Then, I create a character backstory that makes sense for a person with those powers, abilities and (sometimes) AT role stereotypes. This usually also drives my choice of Origin. While Origin may have little mechanical meaning in CoH, I never choose a character Origin that I consider at odds with my backstory idea.
  4. Loss and Grief Over a Game

    I’ve seen many posters compare the news that CoH is ending to the loss of loved ones, of pets, and of significant others. To some, this may seem very extreme. CoH is not a person, it’s a video game. Even if you (sensibly) expand losing CoH to mean losing access to its community, it still seems hard at some level to reconcile that loss with comparisons to deaths in the family or a divorce.

    And yet, I think I understand. I’ve felt those senses of loss before, and it does share something with them. Personally, I was completely taken off guard that this was the case. I always knew I’d be sad to lose CoH someday, but I never expected it to hurt the way it has. That led me to reflect on why it has hurt quite so much. After a couple of days to reflect on it I think I understand it better. I apologize if this was blatantly obvious to some readers – it took me a while to make sense of.

    When we do suffer “real-life” loss, such as a death of a loved-one, the end of a relationship or friendship, even the death of a pet, that loss leaves a gap in our lives. When that person or pet was around, became accustomed to having them in our lives. To whatever degree is appropriate based on who we’re talking about here, we plan our future around the expectation that a person will be there. We plan vacations, anniversaries, having children, home purchases, etc. with a spouse. We plan season game tickets or Friday night movie nights with good friends, or to be able to chat with them on the phone in the evening. We plan to walk the dog every day when we get home from work. You learn to know how the other person or pet will act and react to things around them, including you, and you adapt as needed. You gain familiarity and stability.

    When you suddenly lose the other party, you lose all that. All your plans are uprooted. A huge part of what you are familiar with could be gone. You may be faced with the choice of being alone or having to start over with someone else, learning all their foibles and traits from scratch. A new pet will probably have a wildly different personality. You are faced with having that with which you were happy and comfortable replaced by an unknown, uncertain future.

    And this is why I think losing CoH feels a lot like these other kinds of loss which we would expect to be much more personal. Look at how much history I have with this game, how much time I’ve spent on it, and how much a part of my everyday life it has become. For those of us who played it a lot, for a long time, it has become something we made plans around, have deep understandings of, and have mementos (characters, badges, etc.) that we’re attached to. It’s not like a person or a pet, but it’s still a big part of how we live our everyday lives that will be lost. Old habits will be invalidated. For a lot of us here now, there is no clear expectation that another game will hold our attention the way CoH did, that the community or devs will be as welcoming or engaging. We don’t know what the future will bring.

    It’s not exactly the same kind of gap as when someone you care about dies or leaves, but for those who played it a lot, who actively participated in its community in some way or other, losing CoH is still going to leave a gap in their lives. It may not have the same magnitude of loss, but it feels very similar.
  5. UberGuy on the Forums

    I suspect I first came to the CoH forums looking for game info. I know my experience in Tribes taught me what a great resource forums can be. Honestly, though, I no longer remember why I visited. My CoH master account dates to April 26, 2004, and my forum account to May 5, 2004. I suspect I didn’t register for a while because it took me a while to want to post anything. I am fairly sure my first post was in a thread claiming that Scrappers were pointless. This was early in the “City of Blasters” craze that swept the playerbase early on, when we were all low-level, most critters lacked ranged attacks, and most of us didn’t yet know how mez-happy the higher levels would be. (If you weren’t around back then, you might be surprised to know that mezzing in the 30s was worse back then than it is now. The 40+ game didn’t exist yet, though.)

    Over the years, I have been a frequent poster in one of two forums. Probably the greatest part of my posting career here has been in the Scrapper AT forum. My first two characters were Scrappers, I have more level 50 Scrappers than any other AT, and I play the ones I have a lot. The other forum came much later, and was the Market (auction house) forum. (Originally, the Market forum was distinct and separate from the Inventions forum.)

    Over the years, the Scrapper forum has been an incredible source of information about the game. People tested and measured things, came up with models for survival or victory conditions, and generally applied excellent logic, math and rigor to understanding the game. Why? So they could kick more ***. Because that’s what Scrappers were for: flipping out and killing people, and the Scrapper forum regulars wanted to flip out as optimally as possible for maximum carnage.

    The Market forum obviously didn’t come out until after I9 brought us both the Auction House / Black Market and Inventions. CoH’s market system has a lot of unique aspects. Some people like it, some hate it, some consider it a necessary evil, and some consider it the work of Satan. For a very long time after the market was added, there were two main types of threads that would appear in the Market Forum. One type was theory crafting about how market forces of supply, demand and other external factors interacted with the market implementation. The other was a sort of emotionally charged quasi-religious debate about people who used the market to maximize their own profit, whether that should be regulated, and how the market should be changed to enforce such regulation. Often, topics from the generally unemotional theorycraft threads would be brought to bear in the emotional debates, though it was rare that anyone who came into the forum breathing fire and brimstone was swayed by logic of any quality. (It’s worth noting, though, that over the years, some market haters came around to see the other side, and came back and said so.)

    As time went on, I started to branch out more, poking into the Defender and Corruptor forums (I had a lot of those AT's too), plus the Brute and Stalker forums. By extension, I also started to hang out in the AT & Powers general forum, as both cross-AT and sometimes AT-specific topics of interest to me would appear there, as well as general discussions on game design or “balance”.

    Finally, in the last year or two I’ve been spending more time in the General Discussions forum. Sometimes topics that probably strictly belonged in the AT & Powers forum would appear in the Discussions forum, but I did start to get into some of the more philosophical discussions. These were less about how the game worked, but why did it work a certain way, or would it be better if it worked differently. A lot of design and balance topics naturally arose, but so did a lot of discussion and debate about lore, presentation, quality of writing, direction the writing was going, etc. This was a whole new sort of debate for me, and it served both to open my eyes to other opinions and teach me how to defend more subjective positions than I usually had to debate in the AT or probably even Market forums.

    I’m one of those people that this comic strip describes perfectly. I dislike seeing two kinds of posts.

    · Factually inaccurate ones that may spread misinformation or misunderstanding
    · Subjective opinion presented as fact, particularly if it is used as part of advice on choice making

    Having those character traits means I got into a lot of debates here.

    So I have liked reading the forums to increase my own knowledge (and to re-share what I’ve learned with others, where possible) and to fight the good fight against the People Wrong on the Internet (PWotI). Just looking for new info and questions to answer naturally means I run into what I think are PWotI all the time – and I was never afraid to dive right in. Between the two, I have spent just a ton of time on the forums. According to the forum software, I have over 26,000 posts on the CoH forums (spanning both the phpBB and vBulletin incarnations), which is an average of about 8.5 posts a day. If every one of those posts took 5 minutes to write up and proofread, that’s close to ¾ of an hour a day. I’m pretty sure 5 minutes is a low estimate for me.

    Given that most of what I’ve learned on the CoH forums is game mechanical information that will be pointless to know after the game is gone, it may seem like this was a colossal waste of time. But I don’t think it was. You see, I have communicated with a host of other forum-goers. If I’m explaining how something works, I sometimes need to give clear, concise explanations. If I am proving something to someone who doesn’t believe it, I need to provide proof or strong evidence. If I am debating something with someone, I need to make sure I check my facts before I discredit myself by posting bogus conclusions. If I care whether a poster becomes angry with me, I need to choose words in ways that help overcome pure text limitations.

    Sometimes I screwed up and posted a conclusion based on false info, because I didn’t check it. Sometimes I made someone mad when I didn’t mean to, because I didn’t consider how what I was saying might sound outside my own head. But those taught me lessons to remember.

    And I would be remiss if I were to fail to attribute improvement on my part due to reading the posts of others. I learned a lot not just about the game, but about how to communicate with others by reading what other posters said and how they said it.

    So in summary, I believe I have become a far more effective communicator, both in written and spoken word, because of the years I have spent posting here. This is reflected in my professional career, where my communication in mediums like emails, design documents or project documentation is held in good regard. I directly attribute a lot of the improvements in that area to my lessons learned posting here.

    On many levels, CoH is very simple, and yet its implementation is almost hideously complicated. That creates a sort of fascinating environment where it’s not particularly necessary to dig into the details, but when you do, it can go on forever. I will miss the intellectual stimulation of debating models, math, and theories about how this game works, not just at an engine implementation level, but also at a social level, with regards to features like the Auction House and Incarnate Trials.

    There are so many posters I want to thank for being people whose posts I enjoyed reading. I want to list some I can think of, but I will undoubtedly forget some. I’m afraid I never got to know most of you, but you still affected my life without even knowing it, even if you were arguing with me, and I thank you for it.

    Arcanaville, bAssAckwards (a.k.a Fire Man), Dechs Kaison, DeProgrammer, docbuzzard, Obitus, PleaseRecycle, Hopeling, Nethergoat, Werner, EvilGeko, Starsman, Samuel_Tow, Sarrate, seebs, TopDoc and more I’ve missed.

    There are more who stopped posting long ago, such as The_GameMaster, whose insights and knowledge I really miss.
  6. How I Got Where I am Today (Part 2)

    Along the way, a lot of those core folks I knew in real life from that original supergroup trialed off and left CoH. Some of them were (and still are) what I call “MMO butterflies” – constantly fluttering from game to game as new ones are released. Some, like my now ex-girlfriend (but to this day close friend) and the husband she met while part of Fireteam, were really looking for PvP, which was non-existent in CoH, so moved on to other games to find that. We picked up some new blood for the SG from other players, and also some of my childhood friend’s team at work joined us. We formed a new SG (Metahumans Local 181) which lasted through I6 and beyond.

    Once CoV came out, the same guy who started MHL 181 also started a villain SG, (E.C.L.I.P.S.E.) He used to invite lots of completely random people to the villain SG and ask them to turn SG mode on, and then mostly leave them to fend for themselves. The result was a kind of revolving door prestige sweatshop. These folks would get bored with us and leave the SG, but their prestige stayed behind. I wouldn’t have treated people that way, but I will admit that it did get us a decent lot of prestige in a relatively short time.

    I started a second account for CoV, because we had a limit of 12 characters per server per account, and I only played on Justice. I needed more character slots.

    Eventually, the two other coworkers also faded away from CoH, leaving a few players met in CoH, my childhood friend / ex-boss (known to some on Justice as @Majic Jax) and one person from the Tribes / Tribes 2 days (well known on Justice as @Quatermain). When the SG leader had been gone long enough, Quat inherited the MHL 181 SG leadership and I inherited ECLIPSE.

    Quat and I played this game a lot from I6 through I12, though Quat’s interested waxed and waned along the way. Jax also waxed and waned as work and family limited his play time, but he tended to play less than Quat or I until I14 or so. I got distracted sometimes, but usually was never away for more than a week, and never touched another MMO.

    I did have one problem with CoH. Level 50 felt very hollow to me. Not in the sense that I felt I should get more benefit when I hit 50, but in the sense that there was nothing really to do there once you reached it. I didn’t want raids or anything, I just wanted something I could keep doing as a 50. For the longest time, there was really no repeatable content, other than, eventually, Task Forces. Once you ran out of missions, your character couldn’t initiate anything new to do on their own – they could only attend other people’s missions or street sweep. That bugged me a lot. My high-level characters, Steele, Sable and Nightfall in particular, we getting close, and this created a bizarre dilemma for me. I knew that once I hit 50, I would no longer be compelled to play them. They would be “done”. But I didn’t want them to be done. I enjoyed playing them, but felt I wouldn’t want to bother with no progress goal. As a result, I got inventive about spending time among different characters and working on alts, all without hitting 50 on any of them. Paradoxically, I was playing them less to avoid getting to a place where I felt I would barely play them at all.

    Issue 9 transformed this aspect of the game for me with the introduction of Inventions. As I mentioned early on, I was never into loot or grinding for it. Fortunately, as loot systems go, Inventions are pretty lightweight, and has only gotten to be more so as time has gone, with the addition of Reward Merits, Hero Merits, etc. Now, at last, I had a goal beyond 50. By then, there was more repeatable content (Safeguard and Mayhem Missions), even if it wasn’t terribly varied, so I could actually feel like my 50s were an active part of the game world. As soon as I9 went live, I got my first hero to 50. I specifically chose to hit 50 first with American Steele. He’s the closest thing I have to a main, so he got that “honor”. Checking my chat logs, it looks like I hit 50 on Nightfall next, then a Dark/Psi Defender on my 2nd account (Fortune’s Shadow), and then Sable.

    Quatermain got involved with CoH PvP, raiding Hamidon on Justice (particularly after I9’s changes), and a few other groups of players, and it was through him that a mostly-dedicated soloist like me was invited to several global channels, mostly for Justice players. Several, including one run by @ConFlict (“Con”) and one run by @PumBumbler, were populated with folks who combined power-gaming mindset with friendly attitudes. This was such a perfect match for my personality. We ran Invincible speed TFs back before Inventions made that fashionable. We made it look easy when Inventions gave us new motive to speed content. Access to these folks and the way they ran content kept me in goods and money to equip my characters. Those were great times for me.

    A lot of these players were avid members of CoH’s PvP community. I never cared much for CoH PvP, even after I6. It could be fun, but as an old FPS player, I disliked the extent to which having the right character influenced the outcome. Unlike some, I saw firsthand how a skilled player could take a non-FoTM build and excel with it, but I preferred what I felt was a more “purist” reliance on skill most FPSs offered. At least the old-school ones I started on-line gaming with. But I hung out with these PvP crews, enjoyed learning a lot about PvP strategies and tactics, and generally learned that CoH PvPers were some of the most motivated and skilled players out there at figuring out how to “break” the PvE game. To their credit, the ones I knew reported exploits quickly. They just also used them afterwards until they were fixed!

    Sadly, I13 really splintered CoH’s PvP community, and over the next few issues, a lot of them faded from the scene. Quatermain was eventually one of these, and ownership of the hero SG also fell to me as a result. Now I had two fully-equipped bases, on one each side. Eventually, Jax split off as well and formed his own SG base so that he could have more base storage of his own, so both bases are basically fully my personal ones. Fortunately, I had been introduced to another global channel full of PvE-centric power gamers, and I’m in that channel to this day.

    I have a peculiar OCD nature about completing content. Most people are happy to get to 50 as fast as possible. That urge is there for me, too, but I want each character to do all the story arcs in each level range. I want to feel like they are “the hero” (or villain) of the game world. That doesn’t really make sense in a world populated by multiple characters, especially ones on the same account played by the same player, but I am willing to gloss over that in exchange for the sense as I level my characters up that they solved great mysteries or participated in key world lore. I never PL characters any more – I don’t think I’ve done that since probably I4 or I5. I almost exclusively play them solo to 50, so I can control what they out level, and maximize the sense that they’re the hero of the story. Since we were given the “noXP” toggle, I regularly use that to stop progress so I can complete a contact’s arcs. It’s a source of pride for me that my later characters have full contacts progress bars wherever possible, with a few exceptions where I screwed up and leveled by accident, or the contact just doesn’t offer enough missions to fill their own bar.

    I take a vaguely similar approach to inventions. While I’m willing to “twink” new characters to some extent, giving them a few key IOs or accolades or such to make them easier to level, I have largely insisted on self-funded IO progress. How “self-funded” is achieved varied from character to character depending on their abilities, but my approach almost always called for playing the character at 50 for extended periods. This is a natural extension of my old view that 50 was “the end”. The opposite of that is having a reason to keep playing. So having all my Inventions ready to slot as soon as I hit 50 (or earlier, where possible) would partially defeat the point.

    Because of all this I’ve gotten a relatively small stable of characters to 50, for how much I played over the years. I added it up, and I have over 20,000 hours of on-line time across my most-played characters. That’s probably not completely accurate, as I do dual box a fair bit, but there’s probably no more than around 10% overlap there, which is still going to be something like 18,000 hours. My Dark/Dark Defender, Nightfall, has just shy of 2700 hours on-line, with the Dark/Psi Defender next at about 2525, and then my badger, Sable Slayer, at 2180. That pales compared to some folks’s time on their main characters, but I don’t have a main, so I have a bunch of characters with 1000-2500 or so hours on them. I have eleven level 50s in total. The one with the least time played is Tachyonic Daze, a Mind/Rad Controller who just hit 50 a couple of issues ago. Tachyon’s an example of something I have a lot of examples of – a character who I created years ago who has languished at low levels for years. I think Tachyon was level 22 for about five years while I leveled up other characters.

    Given my desire to progress my characters “beyond 50,” the Incarnate system has been of great interest to me. I like the idea, though I’m somewhat lukewarm on the execution. I know there are some people who wanted end-game raiding in CoH, but I’ve never felt like it was that many. I have no way to validate that, though. What I do know is that progress mostly tied to content calling for league-sized teams was a big break from both regular leveling and the Inventions system. I always felt like I could make progress in CoH while alone, even though I teamed quite often. On that count, Incarnate Trials bothered me. That said, I piled into them with gusto, and have run literally thousands of them. All my 50s have at least one T4 of everything, hundreds of Astral Merits and have earned dozens of Empyrean Merits. (I spent a lot of Empyrean Merits on PvP +defense IOs before Converters came out. I don’t regret it.)

    I have known the player behind @Majic Jax since we were children. We grew up in the same neighborhood and shared a love of video games and computers since back then. (We became friends over Commodore computers.) We grew apart for a while after we both went to college, but we really got back together after I started working with him. Jax now has three kids, and I am the godfather of the oldest, who grew up around Jax and I playing the game – he literally cannot remember a time before when we played it. (He is very displeased it (and his characters) will go away soon.) Jax and I usually both hop in game every night and chat on Skype while we play, and have been doing so for a few years now. This is essentially a continuation of something we’d do when we were teens, getting on the phone for hours while we did chores, played with computers, whatever. Today, though, we can both be in the same game. We’ll have to find some other thing to do together while we chat, but neither of us has any idea what. Jax didn’t play on-line games at all before I snookered him into CoH.

    I found out the other day that the carpool buddy who originally told me about CoH, but who hasn’t played since something like I7 or maybe I8, has kept his subscription active all this time. That means he paid without playing for roughly six years. I’m not sure if I’m impressed or mortified (I think it’s both), but I’m also grateful. While a drop in the bucket, he was doing a little bit towards helping keep the game alive for those of us still actively playing.
  7. How I Got Where I am Today (Part 1)

    I used to play FPS games.

    The first game I really got into an on-line community for was Tribes. There used to be a game studio named Dynamix, and if you’ve been playing PC games long enough, you might remember their Earthsiege games, which were essentially Mechwarrior crossed with Terminator – mankind had made giant, cybernetic war machines to fight their wars for them, and (naturally) these machines attained sentience and tried to wipe out humanity.

    Tribes came out in late 1999 or early 2000. It was actually a throw-away side project – the makers just trying to make a buck off of something they threw together to test or showcase their Earthsiege physics engine. It was a team combat game with fanciful, futuristic weapons and armor, and several mission types. It had Death Match and Capture the Flag, but also others, which would be important to me later. Of particular note was that all the armor types (light, medium and heavy) had jet packs. You could sort of fly – the lighter your armor, the faster you could get aloft and the longer you could stay there. You had health and energy bars, not too unlike CoH’s health and endurance, but weapons actually had ammo, rather than drawing on your energy reserve to fire. Only firing the jetpack and some of the optional backpacks used energy.

    I really had no idea what to expect with Tribes. My initial exposure to it was via a pirated copy. (I later learned that this was how most people found out about the game. Most who became regular players went on to buy at least one copy, myself included.) When I fired it up, it asked me to choose a player name. I pondered for a few moments. I had a friend who had recently gotten in the habit of prefixing “uber” to stuff a lot. A really big hot dog was an “uber hot dog”. A bad car accident was “this uber pileup”, and so on. For some reason, that popped into my head, and I figured it would be amusing to be “UberGuy”. That’s been my online handle since 2000…

    So, there was a glitch in the Tribes physics engine. As in CoH, there was a jump key, which most people bound to the default of the space bar. If you jumped repeatedly while moving forward on a downgrade, no (or greatly reduced) friction applied to you. Because of gravity, you could accelerate down slopes and hills. You could attain incredible speeds in the game by doing this, and it handled that very well. Environments in Tribes were vast, if mostly barren, so you could put this speed to good use. By combining this with the lift of a jetpcack, accelerating down a hill, “skiing” up a facing hill, and then using the jepack as you flung off the peak, you could fly for immense distances, crossing the space between enemy bases in very short times – sometimes seconds, depending on the map.

    This one bug transformed Tribes from its intended design as a sort of plodding strategic game into a frenetic tactical one, where mad twitch skill was the rule of the day. It grew a fairly stable community of devoted players. Because it had a steep learning curve, due to the need to master 3-dimensional combat and fast reaction time, it never became really big. The devs at Dynamix never fixed the skiing bug. They embraced it as a core element of the game.

    Though I had many friends who played video games, and I think some who played Tribes at the time, we didn’t formally play together, and certainly didn’t team regularly. One day, though, I caught the attention of some players I didn’t know due to my refusal to surrender without giving them hell, even though my side had definitely lost. (They blew up our inventory supply point on a map and we didn’t have anyone left who could repair it.) They admired my tenacity, and invited me to a “tribe” they were forming. (This would be a “clan” in other games.) The tribe was named “Fireteam” – FT for short – homage to a game of that name they had played before Tribes. Eventually, I recommended several of my real-life friends to join FT, and even got my on-and-off girlfriend of the time into the game, where she became one of the core members of the tribe. We eventually joined ladders and leagues to play competitively, and in our chosen map type, we were never defeated in about a year of competitive play.

    In 2001, a sequel, Tribes 2 was produced. The lead designer of this was Dave Georgeson, who went on to work on the original Planetside. Tribes 2 reflected the vision Georgeson eventually realized with Planetside – he was more interested in making it about large-scale battles (teams could be up to 64 players, and you could have more than just 2 teams) with a slower pace. The pacing issue was a huge problem for loyal fans of the original, as the speed was part of their addiction to Tribes. Tribes 2 did have some merits, though, especially once the community produced a server-side mod that made it feel more like the original Tribes. But the result was to fragment the community. Worse, the gameplay type that FT focused on was not present at all in Tribes 2. As a result, many of my friends from Tribes did not carry over to Tribes 2. I found a new tribe and played CTF competitively with them, but we never meshed the way FT did. Our competitive record was pretty mediocre, despite having some very skilled players. We just lacked the magic, which was very depressing, having come from the unstoppable juggernaut that was Fireteam.

    I became much more active in the community for Tribes 2, a frequent poster on third-party forums for leagues and ladders, but mostly the Tribalwar fan site, which still exists today (which is incredibly impressive). I gained minor notoriety as a client-side modder – Tribes and Tribes 2 both had a very flexible scripting interface into the client, and while I knew my way around it in Tribes, I never published my scripts except to other Fireteam members. I actually had hosted scripting sites for Tribes 2 scripts and was somewhat well-known.

    During my time playing Tribes and Tribes 2, I had been an electrical engineer for a small research instruments company and then a C++/perl and web developer for a shopping portal site. That shopping portal flirted with greatness but was one of countless others swept away in the dot-com boom correction. They ran out of cash and I ended up unemployed, though with more marketable skills. Fortunately, a childhood buddy of mine had a job opening for someone with something like my skills at a company specializing in sub-prime mortgages. (From dot-com to sub-prime loans. I know how to pick them, eh?) I didn’t work for my friend that long at that point, as he moved to a different part of the organization and I stayed where he had hired me. Under my new boss, I eventually made a recommendation to hire one of the college friends I used to play Tribes with, and he got the job. He and I used to carpool, and we’d chat about all kinds of gaming stuff on the ride to and from the office.

    One day, probably late in 2003, he started telling me about this game he was in beta for, called City of Heroes. For the first time in my life, this sounded like an MMO I might be interested in, if only just enough to try it out.

    You see, most of these same real-life friends I played Tribes with and this coworker I carpooled with were all regular MMO players. I used to watch what they played and got quite a lot of general knowledge about the games from them, and with the exception of early Dark Age of Camelot, never once did the games appeal to me. The combination of loot grind, loot that could wear out or be lost, non-consensual PvP (that was often a way to lose loot), and a monthly subscription all combined to something I found mildly repulsive. People paid to suffer through that?

    But this sounded different. There was no PvP. Loot was not particularly relevant, though there was stuff that sort of wore out in the form of standard enhancements. And it was about superheroes and comic-book themes. I was never an avid collector, but I read superhero comics throughout my childhood and college years. Things like Super Jump and flying sounded pretty nice to me. Then my friend compared the experience of CoH to the speed and 3-dimensional movement of Tribes, which sounded pretty freaking amazing to me.

    I never bothered trying to get into CoH beta, but I pre-ordered the game from Game Stop and signed up with my friends during the pre-release head-start. We formed a super-group on Justice Server (Phoenix Star Rising), led by my carpool buddy, and did all sorts of silly stuff together. My gaming friends realized early the power of buffs and debuffs, and particularly favored Radiation Emission characters. We were in Talos fighting Freakshow by level 11. There was no “purple patch” back then.

    My first character was a Katana/SR Scrapper. It was a choice based off of the descriptions in the character creating screens. The self-reliance of the Scrapper appealed to me. To this day, Scrappers are my favorite AT, though I enjoy all melee ATs. (For me to enjoy the ranged ATs, they need to have powersets that lend them something like that self-reliance.)

    Not long after, maybe just a couple of weeks, I created a new Broadsword/Invul Scrapper named American Steele. SR wasn’t doing it for me, because, well, back then, pre-perma-Elude SR was pretty poor. Invul meanwhile, was brokenly good at much lower level, benefitting from stacking pulses of Invincibility, though I didn’t really know that back then. I relegated my SR to activities with my SG and my new Invul became someone I soloed with. Not too long after I also created an Ice/Devices Blaster (WinterStrike) who I mostly led street sweeping teams with and a Dark/Dark Defender (Nightfall), who I mostly played teamed with a close subset of friends from Tribes.

    As an aside, I was using character builders that first week of play. Steele was built with the original Hero Planner. I can thank my friends who were in CoH beta for that. Mids is light-years beyond those early efforts. Of course, those guys back then didn’t have the inside track to powers info that some of the community does today. Jack Emmert’s effort to hide how the game worked from players was in full swing back then.

    Somewhere in here, we were handed the original version of the “purple patch”, intended to prevent things like our SG rampaging against +10s in Talos. It was surely a good idea in general, but the first pass was far too aggressive. It made fighting +2s almost impossible for characters on TOs and even DOs, which was the vast majority of characters back then. We had the old sidekicking system, which allowed for a much wider range of character levels on a team. The problem was that if you were any worse than -1 to the mission holder, you were basically useless offensively. This led to me soloing a lot, which mostly meant I played my BS/Invul. I may be wrong, but I recall this situation actually persisted for multiple months before a modified purple patch was released, which is either the one we have today, or one not too different from it. Finally, teaming was viable again.

    Originally, there was also no exemplar system. You could out-level content permanently. If you did, the only way to revisit it was to get an invite from a lower-level character who had the mission. Task Forces had max level limits, so if you out-leveled one, you could never go back and do it. Because there was originally no badge system, and no other real reason to try not to outlevel content, I participated in a lot of high-reward XP gain activities, like Oranbega demon portal missions, Rikti Sewer trials, etc. This meant I had already missed out on a lot of potential badges by the time the badge system came about. I decided to start a new character who would be a dedicated badge collector late in Issue 1, a Dark Melee/Regen Scrapper named Sable Slayer. Back then, Regen was crappy before level 18, and then pretty much God mode from then on. (I may have enjoyed it and missed it when it changed, but I can admit how overpowered it was at the time. Invul was, honestly, not that much less overpowered.) The funny thing was I had no idea. I just wanted a secondary with unconditional mez protection. I hated Unyielding Stance – back in the day Invul’s mez protection toggle immobilized you.

    Steele, Nightfall, Winter and Sable (how I refer to them for short) were the characters I spent most of my time with early on. Which got the most attention was a bit of a function of what was going on in the game in terms of nerfs and buffs. Between various vogues in power-leveling, street sweeping or just lots of hours of play, I got all of them into the mid-30s to low 40s.
  8. Hi, my name is Paul. I want to give other forum readers here some insight into how I came to play CoH, what my experiences were like here over the years, and how those experiences had significant influence on who I am today.

    Writing this is as much for me as it is for readers. Learning that CoH is going away had an emotional impact on me that I never in a million years expected. In posting here and on Facebook the last few days, I have discovered that writing about my experiences and feelings is cathartic. It helps me get to what it really is about CoH that’s so important to me that the idea of losing it could make me cry despite being a grown man – something that boggles my mind even now. So this is a pretty serious brain dump, sharing a lot of info about my time here, what it’s meant to me, and why that then means the sunset announcement is such a big deal to me.

    While it’s almost certain that I’ve spent more time playing CoH than I should have by some ways of looking at it, I feel it’s been a net positive influence on my life, by bringing me new friends, giving me a new way to spend time with old friends, expanding my understanding and acceptance of other people’s viewpoints, helping my critical thinking skills, and so on.

    In order to give contexts, these posts will be long. I apologize in advance for that – I’m trying to keep them toned down, but I’m the only one editing them, and I’m sure I’m not always the best judge of what background I could leave out and still get the point across.

    Each major topic will be its own post in this thread, maybe more if it’s really huge. I know the CoH forums may not be around for a lot longer, so I have written these posts off-line. If I can, I’ll get them hosted somewhere else after these forums are gone, as a long-lasting record of the legacy a video game can have on a people’s lives.
  9. There's another possibility, which doesn't preclude your conjecture. "Return on investment" doesn't just mean return on up-front costs. Maintaining, deploying and hosting CoH takes people, servers, data center floorspace, bandwidth, etc.

    By and large, those things have unit costs that have no relationship to the game you're running. A programmer probably costs about the same whether he's working on CoH or some other game. A server of a given capacity definitely costs the same. So on and so forth.

    Even if we ignore the notion that NCSoft seems to realigning its focus east on Asian markets, it may be that they decided that they would get better return on investment by folding the head count, server infrastructure, or whatnot, into some other game that they think will net them more subscribers (or more microtransactions) per unit of resource.

    To give a hypothetical example, if CoH took, say, 30 servers to run and sustained 100,000 players, and Guild Wars 2 took 100 servers to run, but would sustain 1,000,000 players, it'd be 3x better a return on server investment to re-allocate CoH's servers to Guild Wars 2.

    Edit: I can tell you from experience with corporate date centers that server cost is not just considered the initial price tag of the hardware. They have ongoing costs for maintenance, from software licenses to paying for people that figure out when the OS needs to be patched, apply those patches, monitoring the systems, and all kinds of other ongoing maintenance to keep the server running.
  10. Codewalker, GP,

    If I could add a request for something to this tool to export, could I ask that it also include...
    • Non-AE souvenirs
    • Contact lists and progress
    Of the two, souvenirs are probably more important for the collection fanatics among us. I know I treat them as a kind of badge. This would be useful for any off-line tools for viewing snapshots of our characters.

    Contact lists and progress would be more important if there were ever a chance of actually getting these characters imported into a server back-end. While outleveled contacts are not a must-have, it's nice to have some handy across the game world's zones to sell recipes to or buy inspirations from.

    In any case, thanks for all of this.
  11. UberGuy

    False Hope

    Quote:
    Originally Posted by Fire_Away View Post
    Thank you op for having the courage to tell it like it is.
    But he's not telling it like it is. He's going full-swing in the opposite direction, and saying that since any hope is risky, the right thing to do is to give in immediately to despair. That's hogwash, and personally sounds pretty reprehensible to me.

    I've got what I think is decent perspective here with respect to what we're fighting for. We're talking about the fight to save a game and its community. While that can be very important to some of us, it's not the same as fighting against repression, genocide, natural disaster, or any other of a number of situations where having hope against the odds is often held up as a human ideal. Hope is what gives people the motivation to act in dire circumstances. Without it, far more loss and darkness would have engulfed our world throughout history.

    But we don't have to be facing awful, real-world consequences to celebrate holding out hope in the face of adversity. Hope can be harnessed to achieve great things in any context, not just the most terrible.

    We need to keep our heads on straight, sure. Refusing to accept that the game will change at all, or perhaps even go away for ever, is very foolish. But hoping it might not? As long as you realize and accept that it might, there not that much harm in that, frankly.
  12. Don't forget, for some of us, time spent in game is only a loose idea of how much time we've actually invested. Folks who spent a lot of time on the forums, in Mids, etc., may have spent a lot more of their life on the game than our characters indicate. (In my case, I spent a ton of time on both the forums and Mids, but more on the forums.)

    I know the OP isn't about that, but I wanted to throw that out there given the mention of how much of our lives we've spent on the game in relation to character on-line time.
  13. UberGuy

    False Hope

    "Hope" is the belief that something can happen given the understanding that it might not. If you firmly believe that something will happen, that's not "hope", that's conviction. When people have "hope", they realize that the outcome they want to see may not come to pass. Hopes that are not realized are not "false hopes". They're just hope that didn't pan out.

    "False hope" is hope for something that is almost certain to not happen, or predicated on fantasy. Some of the folks on the forums are showing what I would consider false hope. I consider the odds of the game being lifted and shifted, as-is, to another publisher pretty damn unlikely. I don't accept that it's impossible, but it's not something I want to get excited about, because it seems too likely to be a let down in the end.

    Some of the other things that seem to be going on feel, on the face of things, a lot less improbable. Getting the community to work on tools that will let us export characters, or even build CoH server emulators? That seems possible. Hard, maybe not available for some time to come, but possible. Ideal? No. Would it be CoH as we know it today? No, not exactly. But for a lot of people here, it might be close enough to be worthwhile.

    I think there's value in trying to keep people's expectations reasonable. I certainly don't accept that doing so requires us to timidly accept the end date set before us. Realism and fatalism are not the same thing.
  14. All of my eleven 50s are something I really enjoy playing. For me, by definition, that's how they managed to get to 50 - stuff I don't really enjoy never makes it that far.

    However, in contemplating what character I'd want to be logged in on when the lights go out, I decided that it would have to be my Dark/Dark Defender, Nightfall.

    Nightfall was a very early character of mine, made before Issue 1, back when I didn't know much at all about the game's mechanics. What I didn't know at the time was that Dark Miasma wasn't a very good Defender Primary. Issue 4 changed that dramatically, making Dark much closer in nature to Rad Emission.

    I got lots of playtime on Nightfall. She's the characters I did most of my early teaming with, and that teaming was with Real Life friends or on-line friends that came from other games, so people with whom I had strong bonds. I think that created a kind of proxy bond between me and the character - I associate her with the good times of playing with those friends. Eventually, most of those those friends left for various reasons, and I spent a lot more time soloing melee ATs, which are, in general, my favorite things to play in CoH. (I consider Scrappers my favorite AT.) But I never forgot Nightfall, and I would come back and tweak her build as various changes in the game made that sensible - something I do with all the characters who, eventually, made it to 50.

    I eventually started attending Hamidon Raids with her. Justice has a long history of regular Hamidon raiding, so I attended many, many raids. I got the badge for healing 10M points of damage mostly just from using Howling Twilight on masses of people who wiped at raids. If there was any one power that could salvage a pre-I9 raid that was going sideways, Howling Twilight was probably it. There weren't a lot of DDDs at raids, and people were always glad to see Nightfall there.

    Over the years, more stuff changed and was tweaked, but what really turned Nightfall into a powerhouse was IOs. This build is the one I had ready for I24. (If you can't follow the link, the data chunk is at the bottom of the post.) Basically, I built for moderately high ranged defense, high global recharge, and aggressive endurance management.

    Dark Miasma's fear cone, Fearsome Stare, is large and powerful enough to give Defenders (and, to a lesser extent, Corruptors) a taste of the power of Controllers, even though it is "soft" control. It lets them manage large spawns in great safety. Also, Tar Patch is amazing at managing critters that are susceptible to slows. It allows you to clump them in one place - a place that happens to badly debuff their DR. While Dark Blast is certainly not known as a powerhouse of damage output, its cones are excellent for taking down large spawns caught in Tar Patch, and keeping Tenebrous Tentacles in the rotation keeps the critters in the patch. Once you have a few cycles of the cones applied, you can usually slack on refreshing Fearsome Stare, depending on the foes, just because you're debuffing foe toHit while you defeat them and keep them in place. So I would slap Darkest Night on some dangerous foe, drag the spawn to a Tar Patch, let them clump a bit, then lay into them with Fearsome Stare and the two Dark Blast cones, inserting Gloom and Dark Blast into gaps between recycling the cones.

    Oh, and there's usually a Dark Servant running into the middle of them, usually absorbing alpha strikes (which he's not that good at, at least if they're ranged) and generally diffusing aggro so I can establish my pattern of mezzes and debuffs. He dies a lot, but better him than me! (I actually preferred Dark Servant with ranged AI. He stayed alive a lot better, and was far more prone to stay where you summoned him as long as he had a target to fling attacks at.)

    Many players of Dark Miasma advocate using Howling Twilight as a stun, and take Dark Pit to stack with that. Using the build and tactics outlined above, I have never found that compelling. Both Dark Pit and Howling Twilight have long recharge times and fairly short base mez durations. While I'm not above flinging a HT at an unfortunately-timed ambush, I normally reserve it for foes whose regen I want to debuff.

    Because of the above synergies, I think Dark Miasma/Dark Blast really a great combo. Nightfall obviously has nowhere near the damage output of some my Scrappers, Brutes or my one Blaster can dish out, yet she is without question one of my most powerful characters, able at times to survive things that the melee characters could not. With Clarion to keep mezzes from disabling her, I solo this Defender on 54/x8 as a matter of course, against both standard and Incarnate foes, regardless of the critter group involved. I can solo crates/containers in Lambda with her.

    Nightfall has T4 Alpha (Cardiac Core), T4 Judgement (Pyronic Core), Interface (Reactive Core), Lore (Phantom Core), Destiny (Clarion Core, Rebirth Radial and Barrier Core), and Hybrid (Control Radial and Assault Core). She also has a T3 Ageless Core.

    If you're wondering why I took Assault Core on a Defender, when DoubleHit can be such a big boost in damage, it's because DoubleHit has much reduced average damage in cones and AoEs in general. Core gives more average damage per cast in the cones. Since slathering foes in cones is such a big part of how I play Nightfall, it made sense to build Assault Core. Assault Radial would be better for hard targets using my single-target attacks, but barring I24's fast snipe changes, Defender Dark Blast was never particularly good at single-target DPS, so I focused on what I was already good at.

    T4 Control Radial Hybrid is sick on Dark/Dark. It basically turns the character into a full controller for 2 minutes. 70% chance that a foe who's already immobilized and terrorized gets a mag-4 stun? On a character who's predicated on stacking fear and immobilize? Yes, please! Against all but the most obnoxious of foes, this is 2 minutes of sheer domination. If foes can't kill you before your first cycle of attacks and mezzes go off, they never will.

    Edit: Oh, by the way, the energy resistance in Shadow Fall is terribly useful in Incarnate content. In a pinch, I have pulled Siege and Nightstar in the BAF, and (get this) Antimatter in the Keyes iTrial. If I really needed to do that for more than a few seconds, I would use Force of Nature to really drive up my resists. Darkest Night was usually involved as my "taunt". Being able to do absolutely ridiculous stuff like that only endeared me to the character even more.

    Trivia: Nightfall is the first female avatar I ever had in any video game. Before CoH, I played FPS games, and my in-game avatars were intended to be projections of myself. A female avatar made no sense for that. In CoH, I finally learned to create characters that were not such overt projections, but stand-alone characters with personalities of their own.

    Nightfall has the most playtime of all my characters, at 2699 hours. In comparison, my badge character (created late in Issue 1) has 2182 hours.

    I'm particularly proud of Nightfall's bio. Over the years, particularly before we had Global Names, this backstory apparently made many people think that I was female, a roleplayer, into goth stuff, or some combination of the three. This is the original bio - it has not been changed in many years. It's actually impossible to edit this bio in the modern text field, because it will not accept the accented "e" in her last name.
    Not all heroes are inspired by a sense of justice and honor. Andrea Duprés was 12 when her parents gave her as an offering to dark entities in exchange for wealth and power. More wise by far than Andrea's parents, the forces of shadow saw in Andrea more use as a tool than as a sacrifice, and they fueled the feelings of hatred and betrayal she felt for what had been done to her. Trained to use this hatred to call up dark forces, she was molded to be their agent among mortals; an assassin and spy - a hunter of the night.

    But her new patrons underestimated Andrea's will, and she eventually mastered the dark arts well enough to escape her bonds of service to them. For five years Nightfall evaded the agents of her patrons, eventually coming to Paragon City, where her powers draw less attention. She now uses her status as a licensed Hero to vent her rage, using her dark powers on those who break the law, all while gaining the protection of other Heroes against the forces of her one-time masters.
    As you might guess from that bio, I made Nightfall a Vigilante. She wouldn't be as callous and, well, dumb as Vigilantes are often depicted in alignment missions, but she would not be above killing a lawbreaker if she thought she could get away with it. She's incredibly loyal to the few people she considers her friends, but is not someone you want as an enemy.

    Nightfall's Build

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |58D206A8C2157B82D8DB5342D467DF42BF8E29B8980A82F3C B8807E037D727B13BF|
    |82CB1730757AE6DFD2A4376D7E7366E6FCCFCC59E20F628DF BF38FA68572E242C62|
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  15. TJ,

    You and I never chatted that much, but on the odd chance you might not realize this, in a community such as CoH's global channels and forums let us create, people don't have to directly interact to have impact or be important to one another. Long-time players become a part of the firmament, the foundation and the very atmosphere of places like JFA and the Justice forum. I appreciated your humor and grumpiness alike, and those "places" wouldn't have been the same without you. And I mean that in the good way.

    Take care, and hope to see you somewhere out there, perhaps on some other forum, some place like Facebook, or something. I guess just not Steam.
  16. Mac,

    Glad you made it back before the end. Good players and good peeps are the best thing a person can ask for to hang with in any game.
  17. UberGuy

    I...

    Thank you guys for posting these feelings and thoughts. I have felt really silly tearing up (a lot) over a video game. I never once thought it would hit me like this when CoH closed down, even though I always imagined it happening differently. (I'm pretty sure everyone did.)

    I'm getting better today. I still mist up, but there are less open tears. There may be more later, as we get closer to the very end. But I will be there, on my favorite characters on both accounts. And I will never forget everything that is so awesome here. Because that's what we should do for things we love - cherish their memory.
  18. On topic, I think I'll go MMO-less for a while. I might get into the new Tribes game, but I think the best thing I could do for a while is take a break from hard-core gaming and get some stuff done in Real Life.

    I would much rather play CoH. But if I can't, I have some other things I've been wanting to do.
  19. Quote:
    Originally Posted by Chyll View Post
    I'll choose to believe the Dev staff that have insisted Freedom was a financial success. I'll also refer back to an observation a month or so ago that the copyright/license notice on the login screen was out of date.

    At this point I choose to believe, until something definite develops, that CO found a way to kill the superhero gorilla competition.
    For what it's worth, Zwil, Posi and BaBs have all said they don't think this is the case. Notably, BaBs works for Cryptic. While the conspiracy theorist in us might claim that makes him untrustworthy, I think it's worth considering that two Paragon Studio peeps agree with him.

    It's not impossible, but right now, it doesn't seem particularly reasonable that Cryptic had anything to do with it.
  20. While I will eventually be unable to visit City of Heroes again, I do not take that to mean it ends. It will live on, in my imagination, as will my characters. They have come too far, done too much, for me to imagine the end of my time with them as the end of their existence. I want to be able imagine their further adventures and exploits. I just won't be "driving" in the same way.

    So there will be no deleting for sure. There won't even be any "final" defeat. There will simply be a curtain call, perhaps a bow, and the screen will go dark. Like a movie you might have enjoyed that never got a sequel, it's up to each of us to dream up the further adventures, the way we'd have liked to see them. You don't have to be a writer or artist - just imagining it will do.

    City of Heroes let us make our dreams come something close to real, and it definitely shaped them, but it didn't create our dreams. They're ours. We get to take those with us when we go.
  21. Quote:
    Originally Posted by TonyV View Post
    I honestly don't see myself getting involved in another MMORPG anytime soon. City of Heroes has been an unbelievable experience and I don't regret one minute I've spent playing it or working on our web sites, but I really don't want to get sucked into another game like I have this one. I'm still convinced that we're going to be able to rescue Paragon City, and we'll be pushing out Titan 2.0 in a new era of heroes, but if everything falls through and the unthinkable happens I will probably stick to single player games or games like Portal 2 that don't require massive time investments. Or honestly, what I'll probably do is buy a ton of games on gog.com that I missed or didn't have time for and scale my online activities way back.
    Yeah. I'm with you.

    Starting over would not have the same initial conditions this game had for me. I started with a large core of RL friends. They all left eventually except for one (my best friend IRL), but by then I was in love with the game and stayed.

    I was also younger, with fewer responsibilities. Now, I have more stuff to do. By the time I was "on my own" with respect to my original SG, I had lots of characters, a decent hoard of "stuff", two fairly honking SG bases, and two accounts. That made it easier to keep chugging along.

    Starting over without that core of RL friends would be a lot harder for me. Starting over without all the "stuff" from 8+ years of play would be harder for me. And starting over at this point in my life would be harder for me.

    I won't swear off MMO-style games 100%, but I sure plan to take a decent break from them.
  22. Quote:
    Originally Posted by Dark_Respite View Post
    I apparently misjudged how long I'd be crying. I've been doing it on and off since Friday afternoon.
    Sam, if it helps you feel better about it, I've been tearing up reading this stuff.

    And I'm a guy. >.>

    On the other hand, I am mostly getting a handle on it by this evening. I have found it really cathartic to write up my feelings and share them with others. It helped me really put in perspective the things I have loved most about the game, which I don't think I'd really pondered much until now.

    I still have an epic post coming.
  23. That is really awesome stuff to know.

    And I'm also sad about demorecord stuff that is now never to be. Not Samuraiko sad/livid, but still sad.

    Thanks for all the stuff. I also though the marketing was good. I naturally wished it could get a wider audience in more media, but understand why that might not have been feasible.
  24. Quote:
    Originally Posted by Zortel View Post
    I was so psyched for Issue 24: Fix Everything and Issue 25: Fix Everything Else for the power changes. I was getting very excited about the changes happening to older characters.
    This.

    Ice/Dev Blaster - so happy (damage buff on FR, range increase on BIB)
    Ice/Dark Corruptor - so happy (damage buff on FR, range increase on BIB)
    Dark/Dark Defender - so happy (fast snipe)
    Dark/Psi Defender - so happy (fast snipe)
    Dark/Dark Corruptor - ditto
    Sonic/Dark Corruptor - happy for range increase on Shriek
    Psi/Psy Dominator - happy for fast snipe
    Warshade - so happy (travel pool unlocks)

    I'm pretty sure I am forgetting something - I was looking forward to a lot of things in I24. It's heartbreaking to know they'll never happen, but that we wanted them so bad and were getting them is why you deserve our thanks!
  25. ROFL. I saw the video yesterday but only today read the rest of the thread.

    The bathroom stuff is pure gold.