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I think the devs might replace Statesman with an obvious Statesman steam-powered robot, maybe with a randomly different color scheme.
He would say to the Phalanx, "phhhht - I have returned - phhhht. Let us go stop crime. phhhht"
Or possibly someone would start turning out clones of Statesman, each thinking they are the original and having the original's powers, or maybe sometimes different powers, because you know that's how cloning works.
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Quote:Thanks for the numbers!J
Slice: 8s recharge, 8.53 end cost, 1.05 acc, 44.46 damage, -12.5% defense for 10s, 130 degree melee cone
Build Up: 90s recharge, 5.2 end cost, +20% tohit for 10s, +80% damage for 10s
Parry: 3s recharge, 4.37 end cost, 1.05 acc, 30.36 damage, +20% def(melee, lethal) for 10s
Whirling Sword: 14s recharge, 13 end cost, 1.05 acc, 36.15 damage + 10.84 DoT, -12.5% defense for 10s, 8' radius PBAoE
Disembowel: 10s recharge, 10.19 end cost, 1.05 acc, 70.85 damage, -12.5% defense for 10s, 75% chance for mag 4 knockup
Head Splitter: 14s recharge, 13.52 end cost, 1.05 acc, 93.98 damage, -12.5% defense for 10s, 60% chance for knockdown -
Looking at what they have going on, it could be that the plot on this movie is too epic to complete in one film. This may be a two-parter.
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Quote:My impression is that the game in its early conception was heavily influenced by Lovecraft; with the Circle, the Coralax, Rularuu, Shivans, the original Battalion, and so on. (In addition to other influences, of course.)I actually think having gods be these special things apart from humanity is rather trite. Having them be human, or at least formerly mortal, prior to effectively apotheosizing strikes me as a lot more interesting and makes a lot more sense.
Now it's more of a Star Wars / Green Lantern / D&D scenario, with players charging up at the Well and acting as Guardians of the Well, probably eventually to become Wells themselves (Omega slot?). -
I'd rather have LRM (from Munitions) than Time Bomb. It would be even better if it did extra incendiary damage as DoT.
Just to state the obvious. -
I didn't mention this before, but another thing that could be done for a "Power Sword" set, to differentiate it from all the other conventional weapon sets, is you could take the Swap Ammo idea and have it change not just a minor effect, but it could also change a portion of the damage type.
So instead of counting the blade as pure lethal / smashing, you could have the L/S as half the damage, plus the other half being energy, negative energy, fire, or cold, depending on the power type selected. Maybe have the default be fire/-res (since fire swords are so common, and it also fits with the game concept of Reactive Interface), and the others could be neg. energy with -to hit, energy with +dam and +chance for sleep, and cold with -dam and minor toxic DoT. (Or whatever.)
While I'm sure many different things could be done with weapon sets for various ATs (dom, blaster, corr), I was just thinking of something that would be relatively easy to set up, a low-hanging fruit, that would use existing animations, code, and concepts, yet create something novel.
Applying the code and concepts from Dual Pistols to a melee weapons set for Defenders seems awfully interesting to me, and it actually provides for a true magical weapon (or science weapon) ... which is a feature we really don't have in the game yet. Yes, we have 3 fire sword and 3 ice sword attacks, but Defenders don't get them, those aren't even full weapon sets, and they're very dedicated concepts (fire or ice), whereas this would allow players a greater degree of customization.
It would also avoid one of the more awkward aspects of Dual Pistols, which is slotting enhancements for the special ammo (like slow IOs for cryo ammo, where the slow effect only occurs if cryo ammo is selected). That wouldn't be a feature / problem here, as the various attacks would allow for def debuff and/or knockback, and that wouldn't change according to your selection on "Power Swap." So you can slot for the powers [edit: attacks] regardless of which "Power" you choose to channel through your blade at play time. -
Quote:And since i5 you can go to Croatoa and run Buck Salinger's arc to pick up the iron sword temp power.You know, you could go over to Imperial City and fight the Syndicate with the PPD and at the of it select the Katana temporary power. Thus you have your sword.
But it's really not the same thing as a true magic sword attack power, is it? -
Hopefully these sets will make their speedy way to AE.
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Someone probably knows the answer to this: are the weapons riggings the same between Broadsword, Ax, and Bane Mace? I thought I'd read that before.
If so, I see no reason why these other weapon types could not be available.
Also, while some players would never play a defender in melee, it is still fairly common to see. If you have kinetics and you want to benefit from your own heals, or if you have dark miasma and you want to share your twilight grasp healing with the tank, or if you are leaning heavily on your time manip debuff pbaoe ... then you are probably already in melee range.
And if you are soloing, unless you have some sort of means of prevention foes will run right up to you and melee. So either you hit them with your sword when they get there, or you hit them with your ranged attack (arrow, dark blast, whatever) when they are standing next to you ... not a huge difference.
Also, the primary set can be selected with some sort of synergy in mind, combining distance powers from the primary with the melee attack of the secondary ... like laying down Tar Pit and then drawing foes into range with Darkest Night. Or using Fearsome Stare, and then pounding on the foes one by one while they tremble. Or using Howling Twilight to stun a large group, then jumping in and laying them down with Whirling Sword. -
I was recently catching a cat nap, and I dreamt I was resuming play on a character I'd created in CoH ... joining an iTrial, in fact ... and I was admiring the purple costume with red cloak that I'd created ... and only upon awakening did I realize that my dream toon was a dark miasma / broadsword defender.
Now I know these don't exist, and I know many players might automatically reject a melee defender, but the concept engages me. I'm sure this has been recommended before on the forums - because nothing is new - but I could not find any previous mention.
So, just to give a rough sketch, what about Broadsword for Defenders? Broadsword is melee, but it comes with defense debuff already built in, knockup and knockback for mitigation, plus a defensive power (Parry), and while it is aimed at single target damage, there are small cones and a pbaoe.
I won't try to completely define this set, but the set probably could and should take some tweaking to adapt it to use by a defender.
First, it might be wise to change the typed lethal / smashing defense granted by Parry to a positional melee defense.
Next, there probably isn't much point to increasing the defense debuff aspect according to defender scales, as if you take that and then apply -def enhancements, you shred an opponent's defense probably too quickly and easily. Maybe it would be better to keep the modest defense debuff values but add -res as well.
Along similar lines, there's no point to increasing the knockback aspect of the powers in the transition to defenders, as enhanced knockup for scrapper pretty much already sends foes to the moon.
Last, I'd move the Whirling Sword attack to tier 9, and give it the Hail of Bullets treatment: a brief defense buff to self, and knockdown on affected foes.
Obviously, to maintain parity, the Build Up power would likely be replaced with an Aim type power; call it Focus. But I'm not sure what to do with Taunt.
One possibility for replacing Taunt is to take another page from Dual Pistols and make an adaptation of Swap Ammo.
If you were to call this melee weapon set "Power Sword," you could use a Power Swap power to change the secondary characteristics of the blade, probably in many cases to something complementary to the toon's primary power set.
Suggestions for Power Swap would be: vibration (-res, the default setting), dark (-to hit), electrical (+dmg on self, with chance of sleep on target), and poison (-dmg to target, plus minor toxic DoT). Thematically, I think this would work for science / tech toons, as well as magic / mutation toons.
I could see a variety of defenders using this set, including dark miasma, thermal radiation, kinetics, time manipulation, cold domination, storm summoning, traps ...
Primaries that have some melee defense already built-in include dark miasma (Shadow Fall), storm (Steamy Mist), and cold (Arctic Fog). Other sets have different forms of melee mitigation, such as Time's Juncture (time) and Choking Cloud (radiation), while kinetics can use Transfusion, Transference, and Fulcrum Shift to advantage while in melee.
Anyway, this is just a thought ... based on a dream ... so take it as you wish. -
I've wished for this as well. Evidently the system knows how long I have to wait, and for each reward, too, so it's just a matter of exposing this so I can see it.
I have way too many toons to be able to remember who did what when; apparently this is true because even though I thought I'd done a SSA with a toon on a specific day, and waited long enough before repeating, I still didn't get the reward, so a better system might be in order.
I'd also like a counter on my emails, so I know how many empty spots I still have, as opposed to bumping into the barrier inconveniently during use. It could be as simple as numbering the ones in my list, as I can mentally subtract that from the max number.
Speaking of emails and counting ... I'd appreciate it if there was a way to expose the wait period for that and for costume changes. Maybe there could be a special swirly icon or something that stops / disappears when the timer is done and I can send a new email or change to a new costume? I'd much prefer that to clicking and getting the "you must wait 1 more second before" xxx. -
I realize it is tempting to criticize this story, but keep in mind it is not done yet. It's got two segments left to go, and in many stories there is a twist at the end that makes you see things in a different light.
Now it so happens I'm generally inclined to agree with most of the criticisms offered here, and I agree that the devs don't seem terribly concerned with making their stories good, coherent, or consistent ... they just want them to be played. If the story has a depth and sophistication halfway between a Saturday morning cartoon and level 2 of Frogger, they're okay with it. If someone actually likes the story, then that's fine. And if they think the story is ridiculous and full of holes ... I think devs excuse themselves by pointing out that all superhero fiction is basically silly and nonsensical - BAM! POW! - so just lighten up, don't think too much about it, and try to enjoy it. Laugh at it, if you must.
So yeah ... I'm not expecting a clever twist in this story, I'm expecting something simplistic with big holes that breaks continuity, but to be fair we do have to wait in order to see what we really have here.
Also ... samuraiko > devs. Always. Thanks for sharing the link to that clip. -
I agree that many stories told in the modern era lack the fullness and subtlety we might expect to find. Probably this comes from modern writers learning from film and video instead of learning from literature and live drama, where words and ideas are more important. With film and video the image is typically considered of highest significance, so we tend to have stories with dialog and plot angled mainly at bringing the sex scene to the screen, or the car chase and explosion. In a way, the modern movie is often constructed a lot like a video game, with sexy or violent images as rewards.
Maybe Roger Corman is to blame.
I've read that Hollywood is aware of the superficiality of their scripts, but their complaint is that what we see is actually the best of what they're getting from screenwriters.
I'm not a film critic, but since this is a comic book based forum, what did you think of "V for Vendetta" ...? -
I'm running the 5750 on Linux (Ubuntu 11.10), using the 11.12 driver, which I downloaded and installed today, and overall I'm getting excellent performance.
I have had my game go to black screen twice today, requiring a close/restart of the game, but that was over a 4 hour period (and the first time was at the very beginning), so it wasn't horrible. I was able to run several tips, a rikti invasion battle, and a longish Ice Mistral SF with no trouble at all. -
It could be that in order to keep up with their squad some members have begun taking Dyne.
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Quote:Do the devs have contempt for fiction? Quite possibly so.I don't have any faith in the storytelling team at all, so I'm not concerned. The entire "Who Will Die" thing was a cheap publicity gimmick to begin with, are you really surprised they have to resort to more publicity gimmicks to keep people's interest? At this point actually paying attention to new lore developments is like reading a Twilight parody, realizing you're actually reading Twilight, and deciding to treat it as a parody anyway.
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We might consider that maybe States meets his fate simply to return later in the arc with a new costume.
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So far as I can tell, the SSAs are broken as of the last patch. If you have a native hero / villain who has never run tips, the game won't recognize you as a hero / villain and will fail to offer you the appropriate a-merit award. So no a-merits at the moment for those who have not run at least one set of tips ending in a morality mission to confirm their alignment.
In particular, this affects all characters in the 11-19 range who are able to run SSA1 but are unable to run tips and a morality mission for credit. -
Quote:You have over 55,000 posts. I don't mind what you post, and I use the smiley icons a lot myself, but I think you qualify more than most as a "vocal minority."Actually it's just the same few people - the problem with vocal minorities is that they tend to get overlooked, which just makes them all the more vocal
Just sayin'.
As for the vast majority of players who don't put their voices on the forums ... when they see the game isn't living up to their expectations, they leave. The forums should have some dissenting voices to help the devs understand where their ship may be leaking. -
Quote:IIRC, you were my first troll, Bill, back in 2005. Having been in the game for all of a month or so, and seeing all of the funky stuff that ought to be addressed, I made a few posts on the forums.I used to defend decisions with the same hopefulness and belief you're showing now. You'll note the extreme cynicism and distrust I have now. There's a reason for it - I've had that hopefulness, the belief the devs "will make it right/finish it," broken again and again. That's not a good sign for a developer.
I called for a revamp of the search / team building GUI, and illustrated how it could be made more useful. I recommended replacing the useless origin icon with a colored dot that would indicate player status, and changing the default setting for players to "not looking for team" so they'd have to change it if they wanted to participate in the search-oriented team building system.
Years later, when it has become mostly irrelevant (the number of channels a player can subscribe to has been greatly expanded), the devs finally addressed this in some degree but maybe not in a very good way. I don't know, I don't use the search feature, but I've heard complaints.
I mentioned the need for a revamp of the content in the game. There was a problem where it was difficult for teams to share contact text, and the mission objectives were so generic it was difficult to get a sense of what the missions were about ("defeat villains in warehouse"). The clues we received were like fossils indicating development intended to go in different directions than what we received (Coralax hints, Magma Master hints, back in the Hollows). Interesting characters weren't developed (Greased Lightning, Electric Eel, Frostfire, etc.), groups were introduced and dropped (Hellions, Skulls), there were mysterious mob placements that weren't really explained (Family and Warriors in the Hollows, which aren't explained in the Hollows stories), and the Cavern of Transcendence story didn't really make sense (it looked like it was changed once or twice before publication). Outside of the Hollows we had all of these contacts that gave duplicate sets of missions. Why? Shouldn't there either be more sets of missions or fewer contacts? And we had contacts that I expected would give a type of story, but they instead gave something quite different. For example, the Atlas coroner, Mansfield, sent me off to fight the Circle and to recover an artifact that the Circle had stolen from a museum. Huh. And I'd picked him as a contact because I thought he'd send me on missions against the Vahzilok, because they were stealing bodies from the city morgues. (Yeah, that was early enough in my experience that I thought I might WANT to fight the Vahz. lol)
I commented that it would be relatively easy to assign 1-3 developers to go in and add some new content, fix it so that contacts and their arcs matched, explore some of the NPCs and fossilized trails, and repair the Cavern trial. The change in the search GUI I estimated would take about 20 minutes, but knowing how programming tasks often expand, I allowed that it might take as much as a day or two.
You responded in defense of the devs. You told me that I needed to cut them some slack. The game had just been introduced (well, out for a year), and they'd surely be aware of the shortcomings I mentioned and would get around to it. Just wait. It would be done before the year's end.
But they released CoV at the end of 2005, and they appended the level 40-50 content in 2006, and they added mayhems and safeguards and so on, and more or less never returned to the basic problems I outlined.
People complained in the forums about the limited number of mission maps, and I agreed that while it was a problem, I thought the devs could improve play by making better use of the game mechanics that were available to them. We are now finally seeing a partial degree of development in this area, mainly in content introduced over the last year. In 2005 I was asking for more chained objectives and narrative captions and so on, and five years later they have arrived in a fashion.
I also suggested the devs put forth a toolkit so that players could make their own content.
I wanted to turn the information terminals into a form of arena-like booking for task forces. (At the time if I wanted a task force I either had to form it, or leave my toon near the TF contact and just log in periodically to see if a team was forming.)
Anyway, the gears of the devs grind slowly and incompletely.
In the time since I first made these suggestions, the devs have introduced a variety of systems, but very little content aside from the expansions. They have not revamped the content. The early blue side content is still in disrepair. What they've done instead is they've revised the leveling curve so players spend almost no time at the early levels (which to me is a sad solution), and new players are expected to play the Praetorian content which is so different in theme and structure from the rest of the game it is like a completely different game. AE is no solution either, because the devs borked the search function and upset themselves so much over their own design flaws that they don't want to revisit the feature any more.
So here it is, 2011, and the problems I cited in 2005 are largely still present and what the devs have done in response hasn't been adequate.
My first impressions of the game still stand. I still say the devs could do their game a world of good by hiring a small team of 1-3 developers to revise / create new content for the game, renewing the canon. I think they've covered the whole powers / systems thing fairly adequately (yes, there's room for more proliferation, but really, there's a lot in the game right now). Content does have an appeal that should not be dismissed. I know game designers must look at Ms Pac-Man and Frogger and express a belief that reward systems are more important than content, but I'd point to the book, film, and television industries to illustrate the enduring success of content, and storytelling has its own system of rewards. A game can have both.
One last shot, for now, at the devs: for some years now, I have been calling "The Coming Storm" the "Nevercoming Storm." I expect to be able to continue doing this for a long time. -
Praetoria / Incarnates, as it is currently being executed, is such a bad idea. I think what's going on is that the devs are bored with the superhero / villain game and are trying to transfer themselves to another game while keeping their current salaries and positions. They're doing it by changing the superhero game into something else.
Boo hiss.
I don't want to play a game where the goal is to fight an evil empire, and to become a god in the process of dethroning the evil god. It's the classic bad AD&D story with sci-fi scenery. Bleh. -
I think it is so much more logical for a character with a magic booster to read their own fortune. That way they can give themselves the buff if they want, and not bother other players.
I know the devs typically think in terms of systems and not stories, but it makes perfect RP sense for a magic-oriented character to read their own fortune before entering a mission or starting a boss fight. -
I'd like to make 2 points regarding the use of objectives in missions.
First, IMO a running boss can be okay. It's a standard in serial fiction like superhero comics that the boss can escape in one episode to return in another. In my AE arcs I generally prefer to have bosses attempt to escape if it looks like they're losing control of the situation, because that's what I think most would do. Few would fight to the bitter end.
In AE you can place a boss as an optional objective, so that if he runs away the player doesn't fail the mission. If the player tries to catch and defeat the boss, it's just a loss of xp for the boss kill, not the reward for mission completion.
If players understand that failing to catch a running boss is not the end of the world but an optional challenge, it's less bothersome.
Second, it seems to me that CoH is excessively tardy in developing different objectives and complications for its missions. There should be more triggers and more possible responses to triggers.
The reason you see ambushes used so frequently is that they're one of the very few complications a designer can currently add to a mission.
Why have complications in a mission at all? To me, that's how the story is told through gameplay, as opposed to storytelling through text. While it's fine to use contact, clue, and dialog text to tell a story, what people really experience - and remember - is the factions they're fighting, the powers of the bosses, the map, the way the objectives are chained (if they are), and then other complications like ambushes, patrol spawns, etc., that happen as a consequence of player actions. In essence, players remember the difficulties they faced more than they remember the textual story.
Furthermore, while using customized mechanics like protect the henge / reactor core / etc. may seem somewhat spiffy to some game designers, as a storyteller I much prefer having a good supply of standard events and triggers that I can use in different ways to make a story develop in a mission as a consequence of player-made decisions.
Other games - like NWN - have had a well-developed base of triggers and results and used them for eons. I have no idea why CoH hasn't followed this well-paved path. There's no reason why they can't be used in a MMO. -
I agree with most of the sentiments already expressed here, but I'll add that lately I've been distracted with playing tips missions.
I used up all 8 of my arc slots some time ago, and have already started unpublishing and re-using them.
We can't get more than 8 arc slots, can we?
Other reasons for a slowdown in production are that my arcs are rarely played, especially lately, and my usual playtesters were absent from the game for over 6 months (playing a different MMO), so my writing stalled out over that period.
For the most part, the only people who play my arcs are the playtesters and myself, despite the comments I get from the occasional random player who says "Wow! Great arc! So much better than the other AE stuff I've been finding!" So insert the usual rant about the search tool, etc.
AE has been a disappointment as a system, but I'm glad to have even this rudimentary toolkit.
If I'd been hired as a dev back in 2005, this game would be so different ...