Ninja Run and a stale game.


Amanita

 

Posted

Maybe 'stale' was the wrong choice of words. What I'm going for is really is 'too familiar' or 'routine'. This is simply from my point of view seeing as I've played this game since a month after launch in 2004.

The game was just 'too' familiar.

Now other day I decided to purchase the Martial Arts Booster for the Ninja Run, all I can say is 'wow'!

There are new animations for every movement. Jumping forward, backward, strafing, backtracking, stances.. every movement was new.

This, paired with Dual Blades made this feel like a completely new game! Everything was awesomely fresh again!

I remember a few years ago the devs said they could definitely put in different 'stances' and 'movements'. I just want to throw in my 2 cents and say this would breathe so much new life into the game.

I've always loved the game, but now it feels like a new experience again.


 

Posted

I can identify with what you are saying. More accurately I found that Ninja Run has added a different level of gameplay, even if it is visual only.

I, like many others, rolled a Ninja Stalker and got myself up to the magic level 4 to play around. What I found is that the new mobility made playing the stalker fun (I hate stalkers...they just do not work with my normal playstyle)


Quick attack from stealth, then flip back and out of range. By the time they can catch up I am in hide again and can leap from the rooftop and hit them with another critical.

For me this little bit of mobility really gave me a new perspective, one that I really enjoy.


 

Posted

I've found that Ninja run, though it clashes with some of my character concepts, just adds an INCREDIBLE amount of character mobility. The combination existed to a certain degree already, but required several power choices to achieve, limiting options elsewhere.

I ran the final "Crown of Glory" mission last night on my Rad/Elec blaster.

Where, on my Fire/Fire/Fire, I would have hover-blasted, here I wound up ninja-leaping onto portions of the container stacks that the NPCs just couldn't get to and zapping them from there. I've run the mission multiple times on ranged combat characters before, but this is the first time I've done it this way. And it added a completely new dimension to the run. One I enjoyed tremendously.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

I hear that dude. I want bot stances badly. Seeing my brutal mindless bot brute stand there, arms crossed, then on the hips, looks around, crosses arms again, that's garbage. It's way too human-like. Maybe a stance tab in the char creator?


 

Posted

For me ninja run makes the early levels so much more enjoyable and at later levels it is just a really helpful and cool looking power. I don't use it much in battle but in between or for the first strike it makes a real difference.

For some characters it even freed up two power slots at 12 and 14 which I really like.

Not that I really think City of Heroes is a stale game though.


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I'm not good at giving advice, can I interest you in a sarcastic comment?

@Lyrik

 

Posted

Quote:
Originally Posted by Angello View Post
I remember a few years ago the devs said they could definitely put in different 'stances' and 'movements'. I just want to throw in my 2 cents and say this would breathe so much new life into the game.
I don't remember them ever saying anything to this effect. In fact, a few years ago I believe it was either BABs or the unnamed developer Positron was posting for who explained that different running animations would not happen, but he could add idle, stationary "mood" or "stance" emotes for us to use.

Reading between the lines of BABs recent posts, the Ninja Run was a major pain to put together, get working and debug, so while it's possible, new running styles will probably be at a serious premium. I certainly want to see at least a few new ones, myself. Robot, animalistic, a Magneto-style constant hover and that's without thinking about it too much. It would definitely make the game feel a LOT more alive and a LOT more like a new game.

That said, well... The Ninja Run itself just doesn't do it for me. I use it for Teleporters who don't get to have decent close-quarters mobility from their travel power, but the animation itself it... Eh! It's clearly designed to be a cliché, campy ninja run, like those from older, shameless anime, and while it's cute, it's not something I can use seriously. Power customization had a MUCH greater effect on the game for me.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
It's clearly designed to be a cliché, campy ninja run, like those from older, shameless anime, and while it's cute, it's not something I can use seriously. Power customization had a MUCH greater effect on the game for me.
Exactly why I love it! I mean this is a superhero game, how seriously can you take it?

I also agree, Power customization gets a higher notch than Ninja Run in my book.

But I would definitely love to see Robotic, Animalistic, and Casual/Civilian stances and animations.


 

Posted

Of all people, I used it on my sword and shield scrapper, TollTaker Jones. His backstory is that he's a tolltaker on the Golden Gate Bridge, possessed by the bridge's spirit. Well, with moves as awesome as his were with Ninja run engaged, he sure looked the part. Even standing still with his sword and shield out, and ninja run on, he looked wicked cool.
My only regret was not changing over to his toll collector's uniform costume before helping pwn snaptooth. Imagine that redcap boss looking at all these spandex and armour clad heroes, and spotting a normal guy in a tolltaker's uniform. "What's that clown doing here? And why is that foolish mortal carrying a glowing orange sword..OWW, Sonuvab!!ch, Whaa???..Thunk!!"


A (Golden Gate) Bridge Too Far- arc 299315
Crazy NIMBY's, Railroad robber barons, and kickboxing Engineers, Oh My! Go back in time and join the fight to save a San Francisco icon!

 

Posted

Take a stale game and place it on a cookie sheet. Now run around it at ninja run speed. The heat generated will bake out the staleness.

True story.



my lil RWZ Challenge vid

 

Posted

Ever since picking up the MA booster, I too have found that the game has a brand-newness to it that I haven't felt since around the time of I7.


 

Posted

All ninja run needs now, is the ability to keep Combat Jumping toggled on while I use it

So much fun to just hit jump in combat when using Ninja Run.

Admittedly, I don't use it on every toon. It just doesn't fit the concept, but for my main and the few others I have that it does...GLEEEE!


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Reading between the lines of BABs recent posts, the Ninja Run was a major pain to put together, get working and debug, so while it's possible, new running styles will probably be at a serious premium.
Maybe. Or maybe they went the extra mile and revamped the system so that adding more in the future is easy.


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
That said, well... The Ninja Run itself just doesn't do it for me. I use it for Teleporters who don't get to have decent close-quarters mobility from their travel power, but the animation itself it... Eh! It's clearly designed to be a cliché, campy ninja run, like those from older, shameless anime, and while it's cute, it's not something I can use seriously. Power customization had a MUCH greater effect on the game for me.
It looks absolutely AWESOME with claws out though. My main will be getting respecced again to drop Super Jump, because Ninja Run just looks THAT cool with his claws drawn.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I was running baby new year mission on my mastermind last night. I usually don't play that character with ninja run on, but I had to turn off superspeed and shadowfall so that Baby would follow me. So I turned ninja run on.

I was having so much fun running up, debuffing a spawn, and then back-flipping behind my minions. So cool!


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Overlord of Dream Team and Nightmare Squad

 

Posted

I'm just wondering... what exactly do I have Combat Jumping for now that Ninja Run makes you jump LOTS higher, makes you also much faster, and is generally absolutely awesome?
Only for yet some more immobilize protection?

Does Ninja Run take up a power pool selection too?


 

Posted

Immobilization protection, a little defense, and a great place to stick IOs.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad

 

Posted

Quote:
Originally Posted by Bionic_Flea View Post
Immobilization protection, a little defense, and a great place to stick IOs.

and a lot less End use



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Amanita View Post
Of all people, I used it on my sword and shield scrapper, TollTaker Jones. His backstory is that he's a tolltaker on the Golden Gate Bridge, possessed by the bridge's spirit. Well, with moves as awesome as his were with Ninja run engaged, he sure looked the part. Even standing still with his sword and shield out, and ninja run on, he looked wicked cool.
My only regret was not changing over to his toll collector's uniform costume before helping pwn snaptooth. Imagine that redcap boss looking at all these spandex and armour clad heroes, and spotting a normal guy in a tolltaker's uniform. "What's that clown doing here? And why is that foolish mortal carrying a glowing orange sword..OWW, Sonuvab!!ch, Whaa???..Thunk!!"
I like Ninja run because it doesn't look particularly like a campy anime stance for everything. Like your Sword/Shield character, it looks totally natural and awesome the way it runs, as if you're charging into battle *with* your shield rather than just lugging it around on your arm.

Although it does look anime-ish with my Katana scrapper, at least it looks FREAKIN' PERFECT! I love the way he lets the katana trail behind him, as if the sword has a bit of weight.

Oh, and my MA/Shield character is a monkey and he looks more the part when idle and jumping. It's almost like they made it *just for him*!

I didn't like how it looked on my Claws brute, but then he's a werewolf so it doesn't look 'right' on him...but then he's Energy Aura so it's not like I'll actually *see* him running...

I'm curious how it looks on an Archer though...


 

Posted

Quote:
Originally Posted by BlueRaptor View Post
I'm just wondering... what exactly do I have Combat Jumping for now that Ninja Run makes you jump LOTS higher, makes you also much faster, and is generally absolutely awesome?
Only for yet some more immobilize protection?

Does Ninja Run take up a power pool selection too?
No



------->"Sic Semper Tyrannis"<-------

 

Posted

I am not sure but I think the DEVS might be figuring out how to make things a bit more exciting. I really hope they have learned giving us the same content and slightly changing it is killing this game.


 

Posted

Quote:
Originally Posted by BlueRaptor View Post
I'm just wondering... what exactly do I have Combat Jumping for now that Ninja Run makes you jump LOTS higher, makes you also much faster, and is generally absolutely awesome?
Ninja Run suppresses in combat. COMBAT Jumping does not.


Paragon City Search And Rescue
The Mentor Project

 

Posted

If Ninja Run was such a pain for BABs to do the animations for I'm surprised he didn't try to sell the idea of a Ninja power pool to Posi/Castle to show it off more. Stick in something like Throw Shuriken/Entangling Arrow/Ninja Run/Smoke Flash. (craptacular powers!)


 

Posted

Quote:
Originally Posted by Ironblade View Post
Ninja Run suppresses in combat. COMBAT Jumping does not.
Ah. Sorry, I read something about it shutting down in combat, but this:
Quote:
Originally Posted by Calash View Post
Quick attack from stealth, then flip back and out of range. By the time they can catch up I am in hide again and can leap from the rooftop and hit them with another critical.
made me think it practically doesnt.


 

Posted

Well, the suppression is surely perceived differently by different people, but Ninja Run suppresses exactly like any regular travel power. It doesn't last an onerous duration but, if you're in a sustained fight it will be suppressed pretty much constantly.


Paragon City Search And Rescue
The Mentor Project