Ultimo_

Legend
  • Posts

    915
  • Joined

  1. I can't say I'm disappointed, or suprised. City of Heroes certainly had its day, but it was really showing its age. It's just time.

    The graphics are almost laughably bad compared to newer tech, and the gameplay is pretty dull compared to some newer games too.

    Now, the Architect system still stands as one of the best UGC systems I've seen, and of course, character customizability remains awesome, but in most other areas, the game just falls short of expectations in today's market.

    I have (mostly) enjoyed my time in Paragon, but I can't say I'm going to miss it all that much.
  2. Imagine my suprise to be in agreement with Bill. Alas, I've been saying this for a few years now. It's a shame, and I think it's the beginning of the end of gaming as we know it. I suppose we'll see.
  3. And I used the Big Mac analogy as a bit of a joke to make a point. I think the point got across, so the analogy accomplished it's purpose.
  4. So, I went into McDonalds today and ordered a Big Mac. They said I couldn't have one, there weren't any left. I looked behind the cashier, and saw several on the shelf. "There's some right there," I said. The cashier shook his head and said, "Oh, no. That one is reserved for a customer that came in yesterday. He might be back today for one, so we're holding it for him. That one there is for a customer we had last month, and this one is reserved for a customer we had two years ago."

    Now, if this happened to you, would you settle for a Quarter Pounder, or just leave and go somewhere else?
  5. Quote:
    Originally Posted by Stryph View Post
    Especially from a business stand point, subscriptions take precedence... not cosmetics.
    But you see, this is my point. As was pointed out, they can't afford to lose customers over something like this. I'm paying for my subscription. KEEPING that income is more important than hoping someone that stopped paying might pay again at some point.

    Granted, I'm unlikely to stop playing over this, but that doesn't guarantee no one will. A bird in the hand, and all that. You have to consider the interests of your PAYING customers before you consider the interests of anyone who MIGHT pay.

    But then, that's just my opinion.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I have never understood this position. You're saying if you can't get the name you want you'd be upset, unless you knew for certain it was taken by an active player, in which case you don't care as much. In effect, this implies the issue is not a character naming issue at all, but an entitlement issue.

    For me, this whole topic boils down to this: only one player can have a name. If you want it and an inactive player has it, the notion that freeing it will mean you can have it is spurious at best: most likely if it is a popularly sought name it only means someone else will get it, not you. Only if its a name that you and one other person, ever wanted is it likely you'd get it in a purge.

    Whether we purge names or not is not a question of choosing one player over another, one paying and one not. For every player that returns and finds all his characters names messed with, that one player is going to tell others, and others. I acknowledge that the same thing is true for players that can't get the names they want. But we can avoid the purge problem entirely by simply not doing it. We cannot avoid the name-frustration problem at all because purges don't solve it.

    The calculus of that tells me that purges are not a good idea for the game as a whole, and this is a decision that should be based on the game as a whole.
    The reason I would be upset is not so much because I don't get the name I want. It's because the interests of someone who is not paying for the game gets placed ahead of the interests of someone who IS (me, in this case). In that sense, it is a matter of entitlement.
  7. Quote:
    Originally Posted by Stryph View Post
    Not necessarily and yet not right either. Some folks have harder times than others coming up with different variations that reference the same thing. Take blood for example: Crimson, Amber, Red, etcetera. Where one may have difficulty, that doesn't mean it's universal to all participating parties but that's besides the point, you said it yourself; it's subjective. Absolutely.
    Quite so. Certain themes are so common that it's nearly impossible to find something fitting for a character that uses one such theme.

    Consider my Batman homage. The idea was a grim, dark watcher of the street. His emblem is an eye. I tried so amny variations of Watcher, Watchman, Guardian, Guard, Black, Dark, Night, Moon... you name it. NOTHING was available that fit the theme.

    Again, if I'm being restricted in this regard for the benefit of someone who isn't paying for the game when I am, then I become somewhat irked. If all those names are on characters on active accounts, then so be it. It's if I, as a paying customer, am being put behind someone that is not a paying customer.
  8. It's not always a matter of creation either. I have all my Marvel homage characters on one server. However, before I started that, I had previously made a Mastermind based on Dr. Doom on another server (Triumph). I went to move him to the server with the other characters, but found I couldn't because his name wasn't available.

    Now, I suppose I could rename him, but he's been Lord Dire for many years now, and it would be frustrating to have to do that, especially if the reason I can't is because someone made a character with that name then left the game 5 years ago. As it is, I haven't been able to bring myself to make the move because of the naming issue, and as a result, the character hasn't been played in over a year.

    Now that's my particular situation, but suppose someone is on a dead server (Triumph comes pretty close, in my experience, but whatever) or has some other reason to change. They might find themselves unable to do so in a manner satisfactory to them.

    (Woo, 100th post in the thread!)
  9. My two cents.

    Paying customers have to take priority over non-paying or prospective customers. A bird in the hand is worth two in the bush. This is a basic principle of ANY business.

    I'd like to see characters on accounts that have been inactive for lengthy periods have their names unreserved. The precise timeframe involved would need to be determined, but let the paying customers have access. That would mean that as long as the account is paid for, the names will remain reserved. Once it's been inactive for a period of time, the names are unreserved.

    I know the argument has been made that there are times when people have no choice but to take lengthy breaks, such as when military service occurs. In this case, the individual would merely have to ensure his account was paid for before departing. Perhaps NCSoft could add a new level of account status: paid, but unplayable (say, $5 a month), which would keep the account active but not cost as much.
  10. Ultimo_

    Super Strength

    Knockback is often reviled, but many of us really like it. As I say, it's something that's pretty definitive of superhuman strength, so I don't think it should be removed completely. I refer you back to the suggestion I made earlier.

    That is, change all knockback in the game into knockdown. Then allow any knockdown to become knockback by adding a knockback enhancement. Finally, make knockback do a bit of damage; more knockback = more damage.

    This would allow people who don't like knockback to slot damage enhancers (retaining knockdown) while those that DO like knockback can have it. Giving knockback a damage component would ensure that these people are not severely disadvantaged by needing to slot knockback enhancers rather than damage enhancers.
  11. Ultimo_

    Super Strength

    Quote:
    Originally Posted by Johnny_Butane View Post
    Ultimo, you've always maintained that SS lacked for presentation.
    I've always maintained it was a combination of unfit performance and presentation, favoring the former rather than the latter.

    So, let me pose this question:

    Of the only two ATs that get Super Strength, why is it only Tankers that ever discuss or complain about it?


    .
    There's likely a number of reasons. To begin with, there's likely different sample sizes. That is, I suspect there are more Tankers than Brutes, at least at the moment. Even if there was the same proportion of Brutes complaining, they'd be far less visible.

    However, I don't honestly think that this is the case. As has been mentioned, I think the reason Brutes don't complain is they're happy with the performance of the set. I suspect the majority of Tankers are too (I number myself among them, obviously).

    The issue is game balance. I agree, Super Strength should have been a HARD hitting power set, but to make that balanced they would have had to reduce some other aspect of performance, be it attack rate, accuracy or what have you. Somehow, I don't think you would care for that either. Besides, that would mean a DRASTIC alteration to the nature and performance of the set, which you and I know isn't going to happen.

    This is why I restrict myself to smaller changes and tweaks. Altering the animation to add some debris and dust, and perhaps some damage decals to the ground is something that should be easy to do (comapred to revamping the whole set, anyway). Likewise, switching the order of a couple of less popular powers shouldn't be difficult. Thus, I suggest these as an alternative to a complete revamp, since they can make the set FEEL stronger without needing to actually BE stronger.
  12. Ultimo_

    Super Strength

    Quote:
    Originally Posted by ClawsandEffect View Post
    You CAN'T switch the order of those two powers. If you did it would break every single SS character in the game. The people who actually DID take Hand Clap would find themselves with a power that isn't available at the level they are at. It would essentially require there to be 2 completely separate versions of Super Strength.

    For an example of this exact thing in action, look at Electric Armor's Energize. Tankers and Scrappers got it earlier than Brutes and Stalkers.....because when they ported it there were no tankers or scrappers in existence with the set, but there WERE brutes and stalkers that had it. They couldn't move it in the pre-existing characters because it would have broken things badly.

    Another example is Brute SR. It gets Evasion at level 20, as opposed to scrappers getting it at 35. It makes more sense to get it earlier than 35, but they couldn't move the power because of all the characters it would break. But, when they ported it to brutes they COULD move it, because there weren't any SR brutes that would be hurt by it.

    So, anything else that is done, the powers will have to remain exactly where they currently are.
    This argument doesn't wash with me. It's an excuse not to do anything, ever. All they need do is give out a freespec, and existing characters can choose Hurl or something else. I think many if not most would agree, Hurl is far more useful than Hand Clap (at least right now), if only because it's a ranged attack.
  13. As an update, it's been happening to my Scrapper (already a Hero) as well. 16 radio missions later, not a single tip.
  14. Ultimo_

    Super Strength

    Quote:
    Originally Posted by Vox Populi View Post
    I'm all for an interactive environment, picking stuff up and clobbering eachother with it, but I have a feeling those ideas are better left for a City of Heroes 2. The closest we can probably get with the current game engine is the often suggested "change Hurl to throwing objects like Propel" idea.

    An old idea I liked was applying extra knockback to "killing blows"- attacks that drop the target to zero Hit Points. It doesn't matter if they're knocked away when they're not getting back up, and it would look cool. Years ago the devs said this couldn't be implemented, but they've done a lot of surprising changes since then, so who knows.
    I know, the engine just doesn't support that kind of interaction. It's my feeling it should have from the beginning, but we have what we have. This is the reason I didn't suggest full on interaction with the environment - because I know it can't happen (not that it won't, but that it can't).

    Quote:
    Originally Posted by Auroxis View Post
    In response to that video, you should watch the rest of that season. Superman got so much grief for that episode that the government tried to put the Justice league in jail two episodes later. And they agreed to it.

    The only way for a hero to be excused from property damage is if the threat is so major there was hardly a choice left for the hero. Such is not the case in City of Heroes.
    That was just one example. There are many, both in the comics and in tv shows like JLAU.

    Quote:
    Originally Posted by Rowdy View Post
    Personally, I like superstrength the way it is. Nothing feels more 'super' that footstomping (or in my case, groundpunching) the floor causing the 12 or so baddies around me to fall on their arses. There was a suggestion made by someone a while ago suggesting that the set recieve a "Wham!" "Pow!" balloon appear on screen under certain conditions when punching someone. That suggestion was made a long time ago, so I'm guessing it won't likely be occuring. 'shrugs"

    I do however like your debree and dust floating across the ground. That'll definately spruce up the set some. As for hurl and handclap, I never take them anyways, so do with them what you want.
    That suggestion was an April Fool's Day prank, it was never a serious suggestion.



    To be clear, the debris and dust is what I'm suggesting as a substitute for the environmental damage we saw in that video. Some persistent rubble and cracked ground decals would go a long way.
  15. Ultimo_

    Super Strength

    Quote:
    Originally Posted by Johnny_Butane View Post
    Ultimo, your posts (and any posts about SS for that matter) fall of deaf ears.

    The devs are too busy creating massively overpowered AVs who's attacks we must run away from to worry about allowing players to be able to do cool things. Because what does punching someone through a wall or throwing cars have to do with super heroes and villains anyways?

    Besides, if it's not aping something that's in D&D or a WoW encounter, Positron can't be bothered, no matter how fundamental or iconic super strength is.


    .
    While I understand your frustration (and share in it), I don't think that is a terribly constructive attitude. I prefer to think that if we present logical ideas that might be beneficial, someone might eventually have an epiphany and say, "Hey, maybe they're on to something there."

    They may not, but we lose nothing by trying.
  16. Ultimo_

    Super Strength

    well, since we're wishing into the wind, here's mine.

    First, I'd change the way knockback works. ALL Knockback in the game would be changed to knockDOWN. Slotting even one Knockback enhancer in the power would make it knockBACK. More enhancers would mean more knockback. Additionally, Knockback would do damage (it should hurt being dropped on your head after flying 30 feet). Again, more knockback would do more damage.

    Second, the set should have SLOW, EXTREMELY DAMAGING attacks that use low endurance. This is at the base level before "Rage." The idea here is the unmodified attack is refelctive of the character holding back. You can rationalize it as a subconscious or a deliberate self-control. "Rage" would be renamed and would become a toggle. It would increase damage, but also greatly increase endurance use, and possibly slow attacks even further. I don't know, balancing would be needed.

    Third, Super Strength is defined, not by just hitting things, but by other feats - by lifting, holding, carrying and by collateral damage. I'm sure you've all seen this, but if not watch it.
    http://www.youtube.com/watch?v=B2BvSqqmidM
    THIS is how Super Strength works in comics. Observe the titanic knockback. Massive environmental damage, dust and smoke. Lifting heavy objects to clobber each other with. Thus in my perfect world, the set would incorporate these things. There would be fewer attacks based on punching things, and more that make use of hitting things with objects (it would probably have to be chunks of ground in each case since we can't interact with the environment). I once posted a thread that included a new list of powers but it seems to have been purged when they changed the forums. I'll see if I can find it again.
  17. Ultimo_

    Super Strength

    I recognize and sympathize with the urge to lament the performance of the set, and specific powers in the set, but that's not really the point of the thread. On the other hand, I did just name it "Super Strength," so I suppose anything is fair game.

    For my part, I think the set is pretty decent. It performs well, and the Rage crash has never really bothered me. I don't anticipate them making any major changes to the set, though. It's my understanding they said flat out they wouldn't make any more major changes to any sets. That's why I thought to suggest adjustments that are not major. Switching the order of two powers would not alter the power of the set, and adding some cosmetic effects might make it seem more powerful without actually altering performance.
  18. Quote:
    Originally Posted by Golden Girl View Post
    That's where your problem is - you're trying to become a hero by killing people, which won't work - you need to defeat them.
    LoL.

    I also have been having this problem. Since it's a bug, apparently, I'll just have to stop playing this character until I can switch again (I don't want to level any more before I can join my SG, in order to maximize prestige).
  19. Ultimo_

    Tips

    I've spent two days, roughly 8 hours total, grinding bad guys in IP and Talos trying to get tips to convert my Stalker to a Hero, but I haven't had even ONE. Is there something I'm not doing? Is there something I'm missing?
  20. Ultimo_

    Super Strength

    Quote:
    Originally Posted by Hyperstrike View Post
    Maybe so. However, some people aren't really willing to risk the set and it's current levels of performance to the devs' "tender mercies".

    Probably the very first thing they'd go after would be Rage, turning it into a Build Up clone, completely destroying the efficacy of the set.
    Agreed, that's why I didn't suggest a revamp. I'm trying to keep it simple.
  21. Ultimo_

    Super Strength

    Quote:
    Originally Posted by Auroxis View Post
    Picking up a citizens private property and throwing it at an enemy doesn't seem too heroic to me. Works on Brutes though.
    That doesn't stop it happening in the comics. Quite the contrary, it happens all the time.


    Quote:
    Originally Posted by Dechs Kaison View Post
    As you have clearly seen, not everyone thinks it's a good idea. And this is just a sampling of the people who play SS. Even considering its popularity, only about 50% of the population would likely care about any changes, 25% may even like your proposed changes.

    Since it's not clear that everyone wants it, it would be a waste.
    Not everyone thinks it's a bad idea either. As I say, I have seen people comment on this before now, I'm not the first to bring it up.

    The thing is, it's not really going to change much. It's not going to affect performance, really. You'd get another useful attack earlier, but it's the sort of thing that will not easily fit into an attack chain, so it's situational, as it is at L35. The only difference is that it will make people seem strong (because they're lifting something heavy) earlier.

    This is what defines super strength, the ability to move heavy things that normal strength people can't. Everyone can hit things, so that's not definitive of Super Strength. MANY powers knock foes around, so that's not definitive of Super Strength. It would be, if Super Strength actually knocked foes around as it does in the comics.


    Really, I think the set could use a thorough revamp. However, I know that's not going to happen, so I am resrticting myself to something simpler that could happen.

    As I say, I've not seen anything here that says why it should not be done. Perhaps I'm misreading you, but it seems like you're somewhat ambivalent. That is, you don't want it changed, not because it's a bad idea, but because you don't percieve the issue that some others do. To me, that's not a sufficient reason not to consider it.
  22. Ultimo_

    Super Strength

    Quote:
    Originally Posted by Dechs Kaison View Post
    Because we don't want developer time wasted on it.

    Especially since it is not clearly beneficial to everyone.
    Who's to say it's a waste? Because it isn't valuable to you doesn't mean it's not valuable to others.
  23. Ultimo_

    Super Strength

    I'm not seeing a cogent argument against this idea. Obviously some people like it the way it is, but this change wouldn't be that significant, so why would you oppose it?

    Many people don't take Hand Clap, so I don't expect it would be missed if it was delayed til later, especially if doing so would mean it could get a damage component.
  24. Ultimo_

    NPCs in missions

    They have unique heroes appearing as ambushes... I wonder if that would work...
  25. Ultimo_

    NPCs in missions

    Is there a way to get NPC heroes into patrols?

    I made a mission, and I want to have NPC heroes wandering around engaging the enemy as they encounter them.

    I tried putting them all in a single group and making a patrol that chooses from that group. However, this usually results in multiple iterations of the same NPC character (when they're supposed to be unique). Further, they all stick together.

    I tried making them allies to rescue with no guards, but then they won't wander unless the PC first frees them, then stays close to them.

    I'm kind of at a loss at this point.