vulpish_one

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  1. Sounds like a bug. Try typing "/screenshotui 1" into the chat box before taking your screenshot; that'll turn the UI on. (Once you've got shots you're happy with, "/screenshotui 0" will turn the UI off in future screenshots.) I think the people on the boards actually seeing your problem might be helpful, though.
  2. Were that I had more time, but duty calls.

    For now, I'll throw this out there: I'm in a small, but very active, RP community on Protector. Throw me a PM and I can see about introducing you around.

    Good luck--wherever the road takes you--friend!
  3. Quote:
    Originally Posted by Infinity Blade View Post
    Or Praetoria kidnapped them.
    We did nothing of the sort, sir, and I resist your insinuations that we would!


    We merely uplifted them from their troubled existence and gave them a better life, a more complete life, a more peaceful life, in the glorious vision that is Praetoria. Of course our world has its problems--whose wouldn't?--but compared to the strife faced by you and your Primal bretheren on a daily basis, it must be considered a Utopia. Oh, the ones we've welcomed into our world might not necessarily feel the same way now, but they will in time.

    They will in time.

    (I have no clue where the civvies scamped off to, but don't say things like that so loud, chomper!)
  4. I'm officially ambivalent - I see the pros and cons of both sides quite clearly, and it's not my place to say that someone using the old "head wings" as cranial ridges should have that functionality removed. Meanwhile, the look of the game as a whole is beginning to suffer from "art drift." Making the game uniform is going to mean making it crisper all the way around.

    That said, I came here from the Dev Digest. The post from Noble Savage that comes before the first post of this thread deals with new costume pieces losing functionality if shader options are turned down to a certain level.

    Would revamped costume pieces be fully compatible with lower graphics options? Some of my friends (virtual and real) have to run the game on lower settings if they want to run it at all. I may be showing my ignorance of graphical design here, but if replacing old/adding new costume pieces could finally push the game into "unplayable" on low end systems, I'm not sure I could support it at all.

    In other words, no matter what the choice, I hope you guys have a legacy system in the back somewhere to try it all out on.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    By the way, if it seems like I'm just shooting everything down, please understand that that's not the point. This is simply how my mind works. In order for me to be truly confident and unshakable in a decision, I need to know not only that it's right, but that all other choices are wrong. This is not always (or indeed, often) the case, but it does mean that knowing what I can't or won't use is as important, if not more important, than picking what I actually WILL use.
    No, no. It's no trouble at all. Like I said, I saw a lot of other people had already suggested the ones that seemed obvious to me, so I was intentionally meandering around in left field, looking for anything that might work with a twist. (I liked the "Fortunata/Night Widow" suggestion someone else had, in that vein.) I wasn't married to any of the ideas I suggested, either.
  6. I can go either way. I imprinted something fierce on Chell in Portal, right up to telling the final enemy where she could stick it. Which probably sounded pretty dorky when it's just me and my computer monintor, but I did it anyway. Link is also a wonderfully executed heroic cipher. I know I wasn't the only one yelling at Morpha to put me down. Playing a game with a character like that feels like walking through the adventure world yourself, sampling all it has to offer.

    It falls flat sometimes, too. I didn't really care too much about the Lone Wanderer in Fallout 3, but the setting was interesting enough to keep me on the hook. The "I'm a floating gun" character even reached the pinnacle of deconstruction in BioShock.

    At the other extreme, you have characters like Kratos, Solid Snake, and JRPG protagonist #291. These characters have personalities, goals, and aspirations, and it's my job as the player to help them accomplish things. Playing games with these sorts of protagonists feels more like I'm reading a book or watching a movie. It's enjoyable, but maybe not necessarily so interactive.

    When these characters fail, it's usually because the audience doesn't react to the main character quite like the writers hoped they would. And that's going to be more subjective than "the player character is hollow." I can't see myself playing Prototype because I already don't like the main character, but I hear some people love the guy.

    But there are ways to try to resolve the dilemma. Commander Shepard is essentially the perfect way to stand in the middle and reach for both ends: give the character a goal, but let the player choose from variations on personalities and methods. Heavy Rain does the same thing with n characters simultaneously. (I should probably take notes while playing that one.)

    That doesn't always go right, either. The Grey Warden tried to have his cake and eat it too, but mostly fell mute while interesting things happened in the vicinity. That occasionally made me wonder why everyone in the room was suddenly looking at me for a decision, when I could well have been in the corner staring at cracks in the walls up to that point. Hideo Kojima created Raiden for MGS2 because you, as the pasty clueless mass of flesh that you are, will empathize with the pasty clueless androgynous protagonist. I don't think I need to rehash how the fandom reacted to that, but even trying to put a "blank" character in a series like MGS may have been a mistake from inception.

    MMOs have to have enough flexibility in presentation to cater to both ends...and to the person that wants to farm White Silver Paladins and rolled a Pestilence-specced Hellmage because they're good at that once they hit level 43.14159. CoX does a very good job of that, but the moral choice systems--where they exist--add a little edge of Commander Shepard.
  7. Having skimmed over the thread, I think most of the "obvious" picks have already been suggested. So, let's see what I can come up with in out-of-the-way ideas...

    Shaffakoom: Discounting Scrappers, that leaves us with Tankers and Brutes. Anything else would be a disservice to his looming physique. Someone else suggested War Mace; have you toyed with the axe models for this character at all? Stone Melee might be a hard fit unless you alter the physiology of his race somewhat, but it does have such a satisfying "shaffakoom" sound to it, as Abrams pointed out. But with those gauntlets...perhaps an Energy Melee Brute? As far as secondaries go, Willpower is tough in game mechanics...if not in presentation.

    Iprit: While everything about him screams "Necro/Poison" to me, too, I liked the Rad/Fire Blaster idea. Spines might work for this character; as a Stalker, I somehow see him materializing behind his opponents and absorbing them (" ime to di est!"), perhaps using a spine as a feeding tube. Then reconstitute them, add contagion, and..."deposit"...their remains elsewhere later to act as a disease vector.

    Heck, Sam, if you don't use the "I-eat-you-through-my-hand-spikes" motif, I might.

    Duriel: Okay. Can Fiery Melee be recolored to some sort of dull gray-green? Here's what I'm thinking: what if, on contact, she releases small swarms of insects on her enemies? They then begin to attack her opponents, causing DoT. That adds a whole new layer of squeamishness to the breath attack, which would imply she's hocking up a stream of her bestest little pals and spitting them on you. On the downside, the fire swords would need some form of explanation if you took them.

    If you're looking for something really off-the-wall, how about Stone Armor? The crystalline look could be explained as her covering herself with a specific breed of her tiny friends.

    She's actually the one I see as the most open-ended, though. For the record, I like the insect wings, but I generally prefer slim designs.
  8. Quote:
    Originally Posted by Ravenswing View Post
    I'm moderately sure that Superman exists to sell comic books. He's too inhuman to be a useful metaphor. There is more or less nothing he can't overcome with simple brute force. To use your own term, Achilles was a superhuman, but Superman isn't just a superhuman, he's a god.
    Well, any metaphor obviously breaks down under sufficient scrutiny, but either character was conceived as a physically impervious juggernaut with only one really interesting weakness. They embody "Truth, Justice, and the Grecian/American Way." And I know that, as a kid, I was told to look up to characters like Superman. I can only imagine young Athenians and Spartans were told to look up to the war heroes of their epics.

    Quote:
    This likely explains the tendency to be happy when a hero falls: "they had that bit extra, bit they aren't really any better than we are. In fact, we're better than hey are, because they were better and still messed up!" Suddenly, the common man can feel great about himself while portraying one of his worst character traits. Aren't we all wonderful?
    Hm. I was already leaning toward a more sympathetic viewpoint before reading that; having to crystallize my thoughts in response may have finally put a fine point on something I've already felt. Maybe we like these heroes and villains because they do what we tell ourselves we'd like to do: we'd like to save the day. We'd like to exact vengance on an unfair world. We can't because the world's so much bigger than us.

    From that perspective, the failures may be hard-hitting because they imply that we would still fail, too. That's bleak, but probably truthful: failure is a part of life that we all have to cope with in our own ways.

    All that dodges one very big point: for most comic book heroes, by the time there's even a chance to fail, something very bad has already happened. The police don't prevent crimes any more than a suture prevents bleeding. Yet, when we have characters willing to take extreme proactive measures to prevent crimes from occurring in the first place--this seems to be part of Emperor Cole's balliwick--they are seen as morally ambivalent at best. For them, we are told, failure isn't just dramatic, it's a good thing. Yet all they've done is taken the superhero's agenda and advanced it to its logical conclusion.
  9. Quote:
    Originally Posted by Ravenswing View Post
    Having got a bit tired of mega-heroes, mine tend to be fairly human (even the inhuman ones) and their problems tend to be personal, rather than world shattering. My main is currently getting over a failure which resulted in the death of a girl she was looking after. There was no way she could have saved her, but she feels guilty about it. She's not a famous hero, so the world doesn't know about her guilt. It's just her, sorting out her own problem.
    I was tinkering with a plotline now where a character's pre-existing romantic relationship is sorely, sorely tested by the change in dynamics introduced by one character's emergent powers (and, of course, being a hero). It sounds like we're on a similar page there.

    I've always been more into designing superhuman characters over superhuman ones. If I articulated my previous point improperly, that reflects poorly on me: what I mean to say is that I think that we, as humans, have made characters with abilities that defy belief since the dawn of time. Then, we've loaded them with problems similar to our own. That's a mechanism we use to gain parallax on our own lives. Achilles and Superman both exist to teach us about how to live as unbreakable men (in Ancient Greece and contemporary America, respectively).

    I'm not sure what it is about the abilities and powers that makes these stories more compelling than simple drama. But given our historical proclivity for deifying war heroes and wise men--that is, making reality more memorable by adding superhuman aspects--I'd have to theorize that the abilities do add something.
  10. Quote:
    Originally Posted by Ravenswing View Post
    You have a definition of 'subdued' which I'm unfamiliar with.
    Well, given a choice between the two listed. I didn't want to derail a good theoretical discussion with going on about my characters.

    Quote:
    Being a hero so does not suck for Rushmore. Yes, he does it because America chose him to do it, so he feels responsible, but he generally has a pretty good time of it.

    And if Z were to actually do anything bad to Rushmore (not that I think she would), the Union RP community would collectively lynch her. No one wants Rushmore to fail.

    Exceptions... always exceptions...
    Of course, of course. But I'm applying my real-world logic (and no small amount of cynicism; I've described myself as a eudaimonist in the past, and I suspect I tend toward the Stoics' school of thought on the matter). It may speak more of my personal philosophies that I feel this way: "nothing worthwhile is easily attained," and so on. My logic tells me that, in most worlds a lot like ours, anyone who wanted to live like a superhero would have to deal with a lot of adversity, too.

    Now, that doesn't mean any superheroic character shouldn't enjoy themselves. Quite the opposite: not depicting them as enjoying at least some parts of life would be poor form. Depending on the person, they may well remain pleasantly affected all the way through, too. But saving the world is srs bsnss. So is taking it over. If Lord Nemesis has it in for you, your life is going to occasionally suck royally.

    But--and this is a measure of a hero--when life gives you a poo sandwich, how do you eat it? The best can remain strong when faced with incredibly undesirable circumstances.
  11. Well, as some of the people reading this may know, my character designs tend toward the subdued. Given a choice between creating a ten thousand year old spirit of divine retribution and a thirtysomething from Peoria who happened to be sharing a body with a ten thousand year old &c &c? I'll go with the latter every day of the week and twice on Sunday.

    Spider-Man was always one of my favorite heroes. He's funny in a fight, and he's fallible in his personal life. Being a hero was meaningful to him. We know because of all the sacrifices he had to make. Because...let's be honest. Being a hero sucks. Why do it? Because you feel like you should, for whatever reasons. If it was easy, every Outcast and Warrior would do it.

    I'll side with the thesis of the OP. I've always thought that larger-than-life characters make taut, but otherwise somewhat routine, emotional scenes more visceral. Simply by standing on a larger-than-life stage, their triumphs and pitfalls are magnified. And I don't think I'm alone in feeling this way. You see, the characters we create in this game aren't that far removed, spiritually, from the heroes and gods of folklore. They are defined by their capabilities, but they are given life in their foibles (especially in European myths). Herakles may have had the strength of a god, but he was the victim of fits of rage. There's a reason his story endured for thousands of years.
  12. If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.

    Sadly, Maintenance Unit 009 was only moments away from a tragic accident that would illustrate exaclty how much Super Speeders prefer ramps to stairs.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Large gloves, Rough Leather texture, Rough Leather pattern - The moment I saw how these gloves hold the axe, I went "Bingo! This is exactly the look I want!"
    Sounds like you've got your look, then.
  14. If you like the "Large" gloves, then use those by all means. But let me put something else forward for consideration: one of my closest offline friends is a young woman who grew up in the 80s, when strong female role models were just beginning to trickle into popular culture. She's still a gamer and a writer today, and she has a strong prediliction for the capable female characters that made such an impact on her young psyche. And I can't blame her.

    But I've helped her design some characters, too. One of her core design principles, though, was that her characters have to have some outward show of femininity. Otherwise, it rather defeats the point, no? Samus Aran doesn't do the trick. Neither does the perpetual victim, Princess Zelda. Lara Croft does. (Less Valkyrie and Swan, more Ms. Liberty, if you prefer.) Personally, I like the slightly softer look of the Tai gloves, and I think she'd agree.

    That said, there's plenty of decorative touches about the character already: the tiara, the hair, the midriff. If you're not enamored of the Tai look, let me ask this: have you tried the different forearm wraps? Forearm wraps with chains could hopefully be made to match the leather boots and the chest detail. It'd have a delicate core wrapped in iron.
  15. My villain saved the faulty clone, then let it walk away later. Why save it the first time? It's a potentially valuable pawn, and it did show the proper level of respect ("The Creator! The Creator!"). Why let it walk later? Because, when given the order to fall in, it chose to show courage.

    The villain I was playing was violent. And spiteful. And a thousand other bad things. But also honorable.

    I'm looking forward to more BioWare-esque decisions in future content.
  16. Ethnicity is a part of a character's story. The degree to which ethnicity affects any individual person is highly variable, of course, but it's almost certain to have at least a minor impact on one's experiences and personality. I do have at least one character for whom "rich and white" was integral: said character was also slightly out of touch with how ugly life could be and got a very rude awakening. I've got one character who is ethnically third- or fourth- generation Irish-American, but puts more emphasis on "American" than "Irish."

    I've got a few shades of Native American characters: two built around Aztec (or "nahuatl" or "Mexica", as they call them depending on context) culture and lore, and a far more contemporary Navajo whose backstory is, I understand, all too typical of someone from a Reservation these days: categorized by low-quality education and high poverty. However, he's less "Navajo" and more "poor, blue-collar, and Western."

    Then, there's a character from an ethnicity that doesn't even exist on Primal Earth. I had free reign there, but the character in question is intimately tied to social class.

    Amongst my less often used characters, I do have a 200 year old Chinese psychic, a 150 year old British assassin, and a 100 year old Italian American ex-mafioso. (He was a kneebreaker who worked his way up to skullbasher.) All of those carry attitudes that are, in some way, reflective of their socioeconomic histories.
  17. I was playing a Dark Melee/Electric Brute who was being supported by a Kinetic/Something with Hide NPC. That's right: a Brute with a hidden buffer (complete with +End powers!) lurking nearby at all times. It was so perfect, I thought everyone got the same help, or possibly even help customized by AT.
  18. vulpish_one

    Gaming Survey

    I'll chime in, as well. Should I leave spoiler space? Eh, couldn't hurt...



















    Two of the questions dealt with whether or not video games were becoming more violent. The first question asks, point blank, "Do you feel video games are becoming more violent?" I answered "Undecided" because, to my mind, it depends on the time frame and the genres being considered. Comparing, say, God of War III to the first Legend of Zelda is one thing. Comparing it to God of War II is another. Comparing it to Farmville is another, as well.

    The follow up question asks something like "Do you feel the increased violence in video games relates to an increase in the qualities of graphics technology?" Predicated on my previous response, I had to take a non-answer there. However, when a question later on included a "if you answered 'no' to the previous question..." clause, it made me wonder if the investigator even realized someone might feel video games weren't becoming more violent.

    Of course, this isn't a Simple Random Sample: I'd expect a pro-video game bias in the response because of the audience. Good luck, though!
  19. Quote:
    Originally Posted by Karl_Rove_Man View Post
    The Sidekick Orion_Star has found himself captured and in a villian's DEATHTRAP!!!

    Now is your chance to decide his fate! Should Orion_Star LIVE or DIE? Vote using the buttons below.

    30 seconds remain to cast your vote

    [ ] LIVE
    [X] DIE

    OK
    <clicks on "Die," then clicks on "OK">
  20. To follow up: I petitioned support. They were able to restore my global friends list and chat channels; apparently, this issue affected more than one person. Anyone else experiencing the same problems should probably /petition in-game as well.

    And customer service was prompt, professional, and personable.
  21. Earlier today, my global chat options were offline: no global friends, no global channels. I assumed the global server was off and went about my day. A few minutes ago, my global friends list reappeared...except it's now empty. My global channels have vanished entirely, and my global chat handle (per Menu->Chat Handle) is similar to my previous chat handle, but has garbage text in it: it was @[globalname] and is now @a[globalname]"

    Has anyone seen a problem like this before? Should I just bite the bullet and petition customer service?

    Thanks in advance!
  22. Quote:
    Originally Posted by TyrantMikey View Post
    I propose that we get two new settings added to the Monitor window: Local Time and Paragon City/Rogue Isles time. It could be placed under the Base information category, so it doesn't require a new category of information.

    Local Time displays the time on your local computer. Paragon City Time displays the time in the zone you're in. (Naturally, if you're playing red-side, this setting would be Rogue Isles Time.)
    Second.</scruffy>

    Standard Code Rant applies, but if it doesn't take too long to code, this falls in the "eh, why not?" category.
  23. Quote:
    Originally Posted by Samuel_Tow View Post
    I was actually making fun of the character, since he is the personification of everything that's wrong with City of Villains' settings and storyline. I WANT to take the guy seriously, because he does have some dastardly plans afoot, but seeing how CoV was designed to make a point, rather than be a believable world, I just can't help but see him as the ultimate expression the Dork Age of comic books pretty much defining an entire game.
    That's exactly why I think it might be a good idea to give Recluse a deep, monsterous tone, like Fred Tatasciore's ("The Beasts" from MGS4, for instance). Might go a step toward redeeming Recluse.

    Quote:
    Manticore always struck me as more of a Christian Bale's Batman. Maybe I haven't read enough comic books about him, but the character strikes me as the typical brooding, angsty "woe is me" dark knight who just doesn't benefit from Simon's authoritative voice. And, call me crazy, but after seeing his performance as Dr. Doom in one of the Fantastic Four series, I'd definitely stick Simon Tempelman as Nemesis. The accent would add to the character and the way he can speak with both utter superior contempt and authority at the same time is just invaluable
    Oddly enough, your description of Bale is exactly how I see Simon Templeman. I was thinking more "snarky," though, less "I am Kain, emporer of all I see." I've heard him do it before. And the longer I think of it, the more I like McConnohie as Nemesis. I'll stand by that one.

    Quote:
    On that note, though, I'm reminded of Hynden Walch who did Starfire for Teen Titans. More importantly, she did Velina in Super Robot Monkey Team Hyperforce Go! which I think demonstrates the breadth of her talent. Somewhere between Velina and Starfire would be the perfect combination for Ghost Widow, I should think.
    I finally thought of my Ghost Widow. How about Laura Bailey (Lust from Fullmetal Alchemist)? Quiet, cold, and always just on the verge of actually--God forbid--emoting. I still wouldn't mind hearing Jennifer Hale take a crack at it, though. I like to hear my favorite VAs branching out.

    Here's one: Liam O'Brien as Diviner Maros. Less Gaara, more Radar Man, though. It only occurred to me when I thought about it, but that's the voice I hear every time I read Maros' text: slightly unhinged, slightly raspy. Maros would be more controlled than Radar Man, though.
  24. Quote:
    Originally Posted by AzureSkyCiel View Post
    Nemesis's Japanese voice would be Norio Wakamoto

    And randomly, anyone who could be played by Yuri Lowenthal?
    By extention, that means Michael McConnohie would be a good English VO actor for Nemesis. <thinks> Actually, I can totally hear that.

    As far as Yuri Lowenthal goes, Foreshadow--remember him?--is the obvious choice. I wouldn't mind seeing him branch out from the "young fighter" role, though. I'm sure he's got the chops for it. Unfortunately, Yuri's characters tend to be a shade younger than most of our core CoX characters (Johnny Bosch falls into the same gap). Maybe Malaise, if he could do a French accent.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Eh, I don't tend to read text in "voices," for the simple fact that I don't tend to think in voices, more so in concepts, and I read text how I think.

    That said, after some deliberation, I'd assume Lord Recluse would sound like Street Fighter's M. Bison because he wants to, you guessed it: take over the workd. Of course!
    "Now... Face the mighty Bison!" Seriously, though, with the clip that plays on the Grandville speakers, I'd go with Fred Tatasciore, if budget weren't a concern.

    Excise most of Simon Templeman's British accent, and you've got a good Manticore. Someone upthread mentioned Jennifer Hale, but she can already do almost anything; that's a bit of a cop-out. That having been said, I'd love to hear her read Ghost Widow's dialog, too. Debi Mae West could make a good Indigo.

    Oh, and Tara Strong and Steven Blum--like Jennifer Hale--could do half the darn cast.
  25. Congratulations to all of you! Here's to hoping Protector takes home first place in the inter-server competitions!