konshu

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  1. Quote:
    Originally Posted by Fire_Away View Post
    I'm just not so sure pinning the future of bases on the future of AE is such a hot idea though. With largely empty AE buildings and people openingly questioning the value of MA in total, I'm not so sure this is a great "rising star" to attach to either.
    Back in 2005, and at many points thereafter, I suggested that Cryptic develop a toolset for mission creation that could be used by both devs and players to create content.

    Even back then - if you can believe it - players complained about needing more content and a greater variety of maps.

    Like many, I had played NWN before coming to CoH, and I was familiar with the map, NPC, and mission creation toolset we had with NWN, and the resultant huge vault of player created goodness, and I thought it would be a win/win situation to have the dev team make a toolset for mission and map creation. A toolset which would not only enable players to make content, but also greatly ease the burden of the devs who were working on official content.

    Joe Morrissey - who was hired to the dev team in 2007 - suggested the same thing, and actually got some traction with the idea. When NCsoft bought out Cryptic and asked the devs for a business proposal, the devs responded that one of the things they wanted was support for building new content creation tools.

    The long and the short of it is that the devs are getting money from NCsoft to develop a full suite of content creation tools, some of which will find their way into the Mission Architect. And since it has been a complaint for ages now, one hopes that map creation is HIGH on their list of things to do.

    Once the devs have a new map creation tool (like the one we had in NWN), they can greatly increase the number and quality of the available maps. If they hook it up to the Mission Architect, we can make new maps too.

    And surely, if we have a tool to make new maps, it will eventually be used to replace the base editor. Or at least one would hope it would be so! lol

    Though of course if we can make new maps, we'll need about 10x the file space we presently have.
  2. Quote:
    Originally Posted by Arcanaville View Post
    I would occasionally like to enter an office building that doesn't look like a scene from Being John Malkovich. And to be honest, when the building layouts are actually logical, it actually makes players *think* more: if this is the lobby, does that mean the elevators are that way; if I want to get to the storage rooms, would they be in the back of the building? Random layouts just make me think "run real fast and kill everything." I rarely even have the sense of being in a building so much as a concrete hedge maze with elevators.
    I'd like to see a map editor that would enable me to make, for instance, a hotel where there are maybe 20 floors and an atrium that allows fliers to travel to any floor off the atrium.

    I'd also like to have the ability to create a building map where the interior fighting can spill outside, or onto the roof, as you attempt to capture the fleeing villain.

    I'd also like to have instanced exterior/interior maps where the player is outside a building and is faced with multiple doors on the building and must choose an entry point that actually reflects where they will appear on the interior map. For that matter, if there is a team, different team members can pick different doors to enter.
  3. Quote:
    Originally Posted by UberGuy View Post
    At one point someone told us that there were two performance issues on that map. One was the number of patrols and ambushes and another was the Shield Defense powerset of the Cimeroran mobs. Consider what that powerset does. Several times a second, for every Cimeroran mob (well, the ones with Shields) the server has to figure which other mobs are within a certain radius around it and use that to control the defense and mez protection of each mob.
    If this is the case, it sounds like server lag in the ITF could be greatly reduced by improving pathfinding algorithms and by causing Shield Defense to run its calculations less frequently.
  4. Quote:
    Originally Posted by Jophiel View Post
    Speaking of ears, why on earth isn't there a "no ears" option for the full tights on the head? I was making a character and realized that if I wanted tights over his head, I'd still have his ears poking through them in all their glory. I could make them elf ears or vampire ears or goofy long imp ears but they had to be ears
    Y'know, one thing I'd like to see - aside from the "no ears" option, and maybe some fins or other monster ears - would be a second slot under ears that would enable you to add earrings.

    I think it would be great if there were maybe 4-6 earring types that were applied to the different ear models and then selectable and colorable.

    I think it would also be good to add some bangles for arm and wrist.
  5. Quote:
    Originally Posted by Dr_Mechano View Post
    The other word is that Positron TF is actually an amalgamation of his own TF and the Faultline Trial hence why it's so ruddy long...
    I've heard this before, probably as a quote from Matt Miller, but it's hard for me to pick out what would have been the basic Posi TF before the Faultline story got added.

    To my eyes, the Posi TF seems like an encapsulation of 3 unpublished Faultline arcs that could have resulted in the trial.

    Faultline was populated with Vahz, Circle, and Clocks ... the same mobs that are in Posi.

    Each group had its own agenda regarding the dam.

    But in the Posi TF I don't think the story works.

    If you're in Faultline, and you find there are 3 villain groups in the zone that have designs on the zone and the dam, it seems fairly logical. The villains must be there for a reason, right?

    Unfortunately, when you encounter the same stories and foes in the Posi TF, it comes off as an outrageous coincidence. We're supposed to believe that the Circle, Vahz, and Clockwork all plan to destroy the same dam at the same time for their separate reasons? And they're tripping over each other in the attempt? lol

    It was a weak story concept to start with. It's good that they changed things up when they revamped the zone and presented us with a more complex story that not only reached into the past of the zone, but also had tentacles extending into RWZ.
  6. Yes, I have had a difficulty like that before with a GM. But only a few times. Most of my experiences with GMs are better.

    I'm going to guess you were doing the Seer Marino arc, in Mercy. It's an arc that you get pointed to by all your contacts at one point, yet it is notoriously bugged and has been bugged from the beginning (or close to it).

    The devs are aware of the bug, but don't fix it. It looks to me like it should be an easy fix.

    Players cope with it much as you did, or just routinely skip the arc - which is what I do.
  7. konshu

    Takin' A Break

    I'm probably one of the few not looking forward to GR.

    I'm thinking that if I buy it I will get maybe 18 new arcs ...?

    I don't see the side switching as being all that valuable for me, since I've played the content on both sides so much and am pretty darn bored with it all.

    The ability to continue adding enhancements to level 50 toons doesn't interest me. I mean it is nice, but I'm not really going to use that feature.

    So my current plan is to fill up all the extra arc slots I bought, and then I guess I will take an extended break.

    I wish the devs would re-evaluate their strategy of focusing the entire development team on "new, big" projects. I think there is considerable value in having a smaller team - even just one person - dedicated to revamping old content and adding new content.
  8. Quote:
    Originally Posted by Eek a Mouse View Post
    If the tech is one-of-a-kind, customized, or otherwise unusual then it would be Technology origin. A guy who builds a freeze ray device and straps it to his arms is a Tech origin. A Crey scientist who is issued a freeze ray is Natural.
    That's a good point.

    One other aspect of this always comes to mind for me, though it doesn't really have much of a role in this game.

    To me the real point of declaring an origin is to determine what type of milieu or what type of foes you see your character existing in / fighting with.

    For example, normally a Natural hero like Tarzan, Shang Chi, or possibly Daredevil or Batman would fight against foes who are also of Natural origin.

    Science heroes like Superman and the Fantastic Four fight primarily against foes of science origin.

    It's a feature I'd like to see explored in game content. It may have even been part of the original plan for CoH, as you can see with the various origin based contacts (MAGI, ELITE, etc.), but a concept that was dropped almost immediately, probably due to a desire to limit content creation.
  9. I just thought I'd mention this since nobody else did.

    It seems likely that at some point in the future the Mission Architect will provide the ability to edit maps. In fact, I wouldn't be surprised at all to find this is the "next big thing" for MA.

    At some point I think base editing will be tied into map editing, the two functions being so similar.

    Then again, the devs rarely take the path that I consider logical, so who knows?
  10. Quote:
    Originally Posted by Dispari View Post
    Someone please explain why it makes sense to have robes and swords in a natural pack, but not backpacks and quivers. And I don't mean from a technical standpoint, I mean what's going on with this crazy argument where jetpacks don't belong in a natural pack because you aren't born with them, but gloves and masks are fine.
    I haven't gone through the whole thread to see what might have been said about this. But ...

    While I don't necessarily agree with the way origins have been laid out in the game (kinda confused about differences between Natural and Tech, Tech and Science, Science and Mutant, Mutant and Natural, Science and Natural, Natural and Magic, Mutant and Magic, ...) I think the basic distinction between Natural and Tech is that Tech items are powered and/or produced as the result of a high-tech process.

    Natural items like swords and bows depend upon the user's strength and dexterity to be effective. Guns and flamethrowers and such that are really just modern versions of Middle Ages technology could also be considered as Natural.

    A Tech origin would involve a dependence upon things that have computer circuitry, energy effects, and high-tech performance-enhancing drugs that must be taken repeatedly for effect.

    But the lines are blurry, especially if you consider Science and Magic as additional explanations for powered items.
  11. konshu

    GR bit.

    My ballpark is that we'll get twice the new maps that we got with Cimerora.
  12. Yup, been asking for this sort of thing since 2005. It would be good to have the toon's vital stats in the name bar, including their fractional level.

    I would also like to have a one-line note that we could use to remind ourselves about something related to the character, like: "needs respec," "needs Posi TF," "needs SG invite," or whatever.
  13. Maybe this is like the "5th Column Invasion" ...?

    Probably we'll see two factions of Rikti fighting it out in Founders. Exciting!!!
  14. Quote:
    Originally Posted by Golden Girl View Post
    That's why I think Atlas and Galaxy should be combined into one zone - there really isn't any need that I can see for new players to be given the option of going to a quiet zone as their first experience of the game.

    Plus, the Atlas statue looks way more spectacular when you arrive
    I wouldn't combine Atlas and Galaxy. My suggestion (for the past several years) has been to make Galaxy a little more ... "galactic" ... by replacing the dowdy Freedom Corps building with a towering Space Needle type observatory.

    Also, when we get new / revamped content (devs, please admit you were wrong, it is the first step toward recovery!) we can continue on the path of having separate stories for each origin, and having one set of origin arcs starting in Atlas and one set starting in Galaxy.

    People create so many new toons, I think they would really enjoy a variety of choices for play at the lower levels. (And higher levels too, but start with the lower levels so some stories can continue from lower level to higher level.)
  15. Quote:
    Originally Posted by peterpeter View Post
    I suspect that he knows perfectly well that the rating system could use some work, but he also knows that marketing will beat him with a rubber hose if he admits anything is less than perfect while talking to the media.
    Well, on the positive side, at least he was able to get NCsoft to fund the creation of better content development tools.

    I know from my past in the IT field, when I did custom programming for a health care company, it was a pain trying to get approval for anything that was not an immediate bandaid. There was a tendency to want to stay with what was at hand and not invest in sweeping improvements. But eventually I did get approval to create some tools with universal application, and the whole system greatly improved after that. Better things happened faster, with less work, and people were happier.

    If the devs haven't given up on the MA and are still working on it and making progress - as the interview suggests - then eventually it should be a great tool for the continuing development of the game.

    I'd give it a high priority, but then I'm keenly interested in content whereas others may not.
  16. Quote:
    Originally Posted by Katie V View Post
    There's a fairly comprehensive list of differences here and here.
    All I can say is that I don't experience any differences. Well, I do have compatible cursors turned on, but that's about the extent of it.

    I'm using an ATI 3300 IGP with WINE 1.01 on Ubuntu 8.10. I've not updated WINE or graphics drivers in about a year, but things are running smoothly so why mess with it?
  17. Quote:
    Originally Posted by Arcanaville View Post
    You have a thing for conjoined twins?
    Uhhh ... doesn't everyone?
  18. I know that for myself, and for many of the people I used to play with (they left), the primary problem has been a failure to update the content. This isn't nerdrage, just a natural process of looking for greener pastures after the old ones have been chewed to the nub.

    And yes, I know AE spews out new content daily, but there isn't much I like there (including the UI).
  19. Quote:
    Originally Posted by Calash View Post
    Why do they need a Mothership?? How inefficient is it to build a massive spaceship that never has to leave the planet??
    I suspect the mothership is around because the Rikti have been busy building a gigantic colony on the moon. The mothership provided a secure, habitable environment during construction.

    If you'd been on the moon recently, you'd know that.
  20. Quote:
    Originally Posted by PumBumbler View Post
    Yah, ITF lag, Ship Raid lag have gotten markedly worse as the patches have rolled in. Granted I like pushing the envelope of the engine but if any Redname wishes to tag along for a ride one of these days I'd be more than happy to show them the big red marks all over the netgraph on ITF or a Ship Raid.

    As far as the LGtf final room is concerned generally the TF doesn't last long enough for me to really be concerned about it. Reported the bug when it came out but I figured it was logged and nothing else.
    With the ITF and LGTF being so popular among players, I think the devs probably figure there aren't any significant bugs to fix.

    Ironically, if people weren't playing the ITF and LGTF, I think the response might be that there's no point in fixing a bug for content that nobody plays.
  21. Quote:
    Originally Posted by Katie V View Post
    I've seen it there too, but I wrote it off as simply a graphical glitch from running CoH under Linux.
    I've played CoH under Windows (for a few years) and under Linux (for the last year), and so far I notice no significant difference between the two.
  22. It's something I've wished for across the years.

    I figure they're holding off on it and other QoL till after I leave the game.
  23. Quote:
    Originally Posted by BackFire View Post
    I'm hoping he's not satisfied with how the rating system and MA search tool works, as recently, a farm actually made Hall of Fame before being reported.

    By the nature of the system, most of the "good" content is actually lost deep in the 4 star arc pages.
    I agree with you, but I think this is a pretty good illustration of how the devs and players are divided.

    I think the devs designed for this purpose and that they believe it is working as intended.
  24. konshu

    To Boldly Go....

    Quote:
    Originally Posted by Grey Pilgrim View Post
    As for the other stuff, I knew most of what Konshu said, and that's from playing... I rarely read up on anything on the wiki. That's because I solo and read the text and *gasp* read it.... I'll even do this while on a team. I didn't really know that the sea monster in Striga is a Coralax, though. Is that detailed somewhere, or is that just a guess? If it is, they really should update that, too. Wouldn't be that hard to replace the box with a hostage Coralax... one of us could do that with AE in about 2 seconds.
    I agree about updating the mission. If I could, I'd put a Coralax body in a glass tube, like the specimen tubes we see all the time on Arachnos maps.

    However, I have to say that since the body is never identified by name as a Coralax, and was never shown, I can't say definitively that it was a Coralax. Likewise, I cannot say the strange skull found in The Hollows was definitely Coralax either. These are educated guesses.

    Remember, though, when these missions and clues were written, the Coralax did not exist in the game. They were just in the mysterious "game bible."

    Here are the in-game references to what I believe are the Coralax.

    In Wincott's "2nd Outcast base" mish, there are the following two clues:

    Quote:
    Objective: You found a coral bracelet.
    Coral bracelet
    You recovered this bracelet from an Outcasts' hideout. When you touch the beads, your finger begins to bleed.

    Objective: You found a strange skull.
    Strange skull
    You recovered this skull from an Outcasts' hideout. It is highly similar to a human skull, but the bones are much thinner and more fragile.
    (These are found along with a book with Russian text written in blood. I presume this is a diary of Baron Zoria, who entered Oranbega through the gateway in The Hollows back in the 1920s.)

    Other clues relate to the Seaview Project. There is a plaque in The Hollows relating to Seaview:

    Quote:
    This building once housed the lab of Dr. Calvin Stewart, who pioneered Eastgate Bay's Seaview project. Since the Hollowing, Dr. Stewart has been forced to abandon the lab, and communication with the Seaview project has been erratic. Very little is known by the public about the scientists' activities in Eastgate Bay.
    The scientists you save in the Peebles mission are almost certainly Seaview scientists. Stephanie Peebles says,

    Quote:
    "Seems some researchers over in Eastgate Bay just pulled into port. Say they were attacked by some sort of "fish monsters", and they barely escaped with their lives! They even say they've got one of the creatures on ice down in their hold."
    The clue associated with the crate says:

    Quote:
    Mission Complete: You recovered the specimen and stopped the attack.
    The scientist's find

    The contents of this crate can only be described as bizarre. The creature in stasis within is definitely fish-like, but easily the size of a man. It's long, powerful arms look capable of ripping a boat to shreds.
    Comments made by the scientists you rescue include:

    Quote:
    "I just want to go back to the university! Back to studying coral!"
    "We nearly lost our lives for our research! And these creeps want to steal it?"
    "You wouldn't believe me if I told you about it!"
    The Seaview project, and possibly the Coralax, are also linked to the appearance of Lusca and the Ghost Ship.

    Here's a quote from the Paragon Times in relation to Lusca:

    Quote:
    The Times contacted the Seaview Oceanographic Research Institute for further information. Dr. Matthew Cooper, a noted authority on cephalopods, which include octopi and squids, was dismayed by the official statement. "This was no shipping accident. This photo...what you have here appears to be a member of the genus Enteroctopus--a giant octopus. They've been known to grow up to thirty or forty feet, but this one is...it's some kind of super anomaly and it's way off its usual south Atlantic feeding grounds." When asked why it was here in Independence Port, Dr. Cooper could only speculate, "Something drove it here. Competition. Disruption of its normal environment. If this is truly a massive Enteroctopus, then we have a problem. It's extremely intelligent and highly carnivorous. It has to eat at least 2 percent of its body weight every day."
    The Ghost Ship was the subject of the next issue of the Paragon Times.

    Quote:
    For the past 10 years the mystery surrounding the Moraine's fate has been Professor Calvin Stewart's personal and professional focus. Heading the Seaview Oceanographic Research Institute's "Project Moraine Recovery" team, Prof. Stewart has searched literally thousands of square miles of open water. "I know she has to be out there," Prof. Stewart said in a Times interview early in 2003. "With better sonar and advancements in remotely operated vehicles (ROVs), it's a question of when--not if--we find her."

    This question of "when" was answered on November 24, 2004. Prof. Stewart, aboard the advanced research vessel Paragon City Star, was making on one last sweep of an area some 12 miles NNW of Striga Isle. It was near this area that a fishing vessel had made the last reported sighting of the Moraine on that fateful December night.

    "We were actually on our way back in and this was to be our last attempt for the year," Prof. Stewart said, "when the ship's sonar pinged something large and metallic on the seafloor 168 feet below." Soon the remote cameras began revealing the broad rise of a barnacle encrusted and rusting hull. "She was lying on her starboard side. Intact. I knew right away. It was the Moraine."

    Preliminary ROV inspection confirmed the wreck's identity, but an initial dive revealed no further information as to the cause of her sinking. Before a full search could be made, an early winter storm forced Prof. Stewart and his team to withdraw from the area. "We have the exact GPS coordinates and the location is now marked," Prof. Stewart said. "We'll be back in the spring for a full examination of the wreckage and the surrounding area. She's been found, now maybe we can get to some answers.
    (There's more to that article, about how the Ghost Ship first appeared after the Moraine was disturbed by the Seaview vessel, but nothing that really relates to the Coralax.)

    So what we appear to have here is a backstory in which a group of scientists in Eastgate are possibly pursuing several different angles of research, one of which was the search for the wreck of the Moraine.

    Another angle was probably researching the health of coral beds off the coast of Eastgate.

    One of the strange details of Eastgate is the desalinization plant. It is a physical feature of the zone, and it has its own plaque. Because of this, I assume the desalinization plant has a purpose in the backstory.

    The plaque's clue reads:

    Quote:
    This water treatment facility used to desalinate the water from Eastgate bay for use by Paragon City citizens. In the wake of the Hollowing, the facility became unusable, creating a serious water crisis for post-war Paragon City.
    I speculate that the Coralax were disturbed by the Eastgate desalinization plant. It is a fact that desalinization concentrates salts in the refuse water which is returned to the ocean, and a concentration of salts in a bay like Eastgate Bay would tend to kill off coral. So the desalinization plant was probably sickening or killing off the Coralax who lived off the coast of Eastgate, possibly causing them to prepare for battle with the surface world.

    Lusca was probably an early conception of the leviathans associated with the Coralax.

    The Seaview scientists were probably attacked by Coralax while returning to the wreck of the Moraine.

    I felt fairly certain about all this speculation back in 2006, but when War Witch did her mini-revamp of The Hollows and added the Coralax as a zone encounter, it seemed like a confirmation to me.

    What do you think?
  25. konshu

    To Boldly Go....

    Quote:
    Originally Posted by Death_Conqueror View Post
    I'm going to have to butt in here and say 'no'. You argue in a previous post that you have problems with the way the story is introduced and talked about ingame, and yet you also want to get rid of the intro missions? Let me quote you the intro text for the mission to Wincott in the Hollows:

    (...)

    Yes, there is a clue given as well; it's the background to Eastgate, all about the Hollowing, etc. However, even just from this, you have an idea that the Hollows are called Eastgate. I use this example here b/c you mentioned that players don't know this.
    Death, I'm hardly the first person to complain about being sent to The Hollows. In my experience, it's a very common complaint, and it has been for years.

    Also, my complaint is about being sent to The Hollows just to turn down the arc. Can't I just decline it from where I am in Kings Row?

    Finally, I just used Eastgate as an example. There's lots of things in the backstory that many players don't know.