Old Complaints ~or~ 'A More Perfect Superhero Simulator'
Actually, I figured out a succinct way to put my issues with the encounter Drax described above.
A group of bad players with a good strategy guide would stand a good chance of winning on their first try.
A group of good players with no strategy guide would have little hope of winning on their first try.
It basically makes knowledge of the specific encounter more important than knowledge of the game as a whole.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
A thread about the stuff to get rid of/change? AWESOME!
I submit this: Get rid of the stupid NPCs that run around inside missions! They just get in the way, and piss me off. If they worked like rescued NPCs on the streets, and ran to the nearest exit, I'd be happy. But nooooo. They run around like heads with their chickens cut off, getting in the way, and making you wish you could kill them! |
Concerning what exactly?
I could just go in and slap them and be perfectly content...but it might help if I can scream something at them while the slapping action happens. |
"How do you like me now?" is a good, general thing to scream at people you're beating up.
@Golden Girl
City of Heroes comics and artwork
I always thought they should add a story arc mission check list. As you do missions with people in different story arcs it will check off each mission of the arc that you have completed, and once all of the missions for that arc are completed you get the reward merits for that arc. No matter what order you do the missions, once you complete all of the missions you get the reward even if you do the first mission last.
Once you complete the arc it resets your completed missions so you can do it again in the future.
Friends don't let friends buy an ncsoft controlled project.
I like this idea more than puzzles. In fact, I've been wracking my brain for a way to make a crafted mission force you to do something like this, such as send one team to unlock a door that a second team has to get through and finish the mission within a time limit.
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@Golden Girl
City of Heroes comics and artwork
A fine example of how two players have two completely polar, and opposite desires for content. One wants more unpredictable, random maps...the other wants maps with more carefully planned, and logical layouts.
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I'm sure it woudn't enrage marketing - it's not any real info - it's like saying Praetoria has "several zones" - totally vague, but still interesting to know - so if you just said "yes, GR will have some new mission maps", we'd be very happy
@Golden Girl
City of Heroes comics and artwork
I actually tested this before the break. Using similar NPC models with different number of cape FX systems. Here are the results:
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Hide other players: Capes, auras, wings.
Hide other teams:Capes, auras, and wings.
Hide other players: Buff effects
Hide other teams: Buff effects
Hide player pet: buff effects
Hide player pet: aura effects
Hide NPC: Capes, auras, and wings.
Hide NPC: Buff effects
Maybe you could someday do this, then you could remove costume restrictions. So if someone wants a trenchcoat, cape and wings... (hmm that would look very silly.) They could do it.
Friends don't let friends buy an ncsoft controlled project.
Here's something I've been pondering ... Let's say you have an original character you've made. They're your own work and everything, your own IP.
You play City of X and decide to make a character in-game based on your own original character. Would you still be subject to the IP protection practices? |
1. Copyright protection is granted to the author of a creation, at the moment of creation. This fact cannot be altered by contract or other legal agreement, except in the specific case of work for hire. Therefore, if player characters are artistic creations at all, the player owns the copyright to them, at least initially.
2. The artistic components that are in the game itself and the character creator specifically, such as the costume designs and body elements, are still owned by NCSoft regardless of whether players incorporate them into their creations, and ownership of the whole does not mean ownership of the parts under copyright law. So even if you own the artistic creation of your character, you don't own the individual visual elements of the character as they exist in the character creator. So you can't arbitrarily use the visual appearance of your character as it exists in the game. You could use a drawing of your character based solely on your own artwork.
3. NCSoft requires you to grant them (at the very least) a non-exclusive license to use anything you make in the game. This is entirely legal for them to ask for, and it grants them the right to use your creations in virtually any way they see fit, even if you are the owner of them. However, they do not grant you a similar license, so you do not have the same right to use their stuff. Its highly problematic to use a character in the game when you are not allowed to use its visual appearance (without recreation from scratch) or any of the backstory elements of the game (no mentioning the Crey or Lord Nemesis in your backstory, for example).
What's at least somewhat debatable are the following:
1. Is the EULA sufficiently specific that it meets the requirements under copyright law for a copyright transfer? In my opinion, it does not. But if a court were to rule that it did, then theoretically speaking we could be the authors of our characters under copyright law, and then we transfered those copyrights to NCSoft as part of agreeing to the EULA.
2. Are player characters even "creations" under copyright law? I think this is bogus myself, but there are some people who contend that players do not put enough work into their characters to constitute an artistic contribution, and therefore characters are really just trivial assemblages of NCSoft's intellectual property. The amicus briefs that any court hearing this argument would be flooded with staggers the mind, but its at least a theoretically non-frivolous legal challenge.
3. Can players be considered "employees" for the purposes of work-for-hire statutory requirements, and therefore NCSoft considered the author of anything the players create? I mention it only because some people have in the past, but I think this is *so* out there that it falls just outside the boundaries of being frivolous. I think it wouldn't be considered literally frivolous only because while its probably stupid, its legally interesting to rule on this theory and set a precedent, so I think a judge would consider it sufficiently intellectually interesting to maybe hear the case out.
Bottom line: in a legal sense you almost certainly own your characters. However, "your character" may not mean what you think it does, and in particular if you want to use your character in another setting, you'll have to figure out a way to do so without using the direct visual elements of the game, without using the protected elements of the game's story, and without using any other element of the game that is protected by copyright that you didn't create yourself without permission (this includes other players' characters).
Conversely, whether NCSoft owns your characters or not, they do have the legal right to use them in just about any way they want.
And of course, as some people do rightly point out:
1. Tort is expensive. It is very likely to cost you more to defend against a suit filed by NCSoft than the character is worth, unless your name happens to be Stan Lee.
2. Since you can't use any of the CoX elements in your character if you attempt to use it elsewhere, its far simpler to make a similar character that lacks those entanglements than it is to try to "purify" an existing CoX character. This dodges the whole issue of character ownership to the best extent possible.
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In one little corner of the universe, there's nothing more irritating than a misfile...
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Some things make sense to be random - caves, for example. Caves are random things that come into existence by the power of water to dissolve stone. They should be quite random and still logical.
The lairs built into caves should be somewhat random, though only certain types of cave shapes should get "logical" pieces built into them. The multilayer room found in some of the Council lair maps is pretty logical. The weird staircase/multilevel/trapped inside till you go back up the staircase aren't very. Some things should be logical and, if random, only within very constrained parameters. Office buildings are like this. Elevator placements especially. Both logical labs and crazy/random ones would make sense depending on plotline: logical for businesses, crazy/random for mad scientists' secret labs... There are already a few logical, nonrandom maps, like the casino map, the pawnshop, the map for the salvage run in the University tutorial. It's not as bad as you imply... there are compromises that would improve things for both the commenters above. Examples of random map generation that makes sorta-enough sense can be found in games and other applications long before CoH was even begun to be developed. There's a feel to, specifically, the office maps in CoH that give the impression they were purposely created to give you the feeling you were in a crazy maze office, not a real one. Doors that are painted on and don't open, the rooms they look like they should be leading to: nonexistent. Hallways that dead end. Stair cases and balconies and especially the elevators that go to one next floor. What about a map with an elevator bank, where each one goes to a different floor? Where all the floors are similar so it looks like they're really one above the next in an actual building? Where the doors all click to open or are destroyable like jail doors, and 'doors' aren't used as wallpaper? |
Twisty, meandering passages work for underground complexes mostly built into existing cave systems and tunnels, but not so much in office buildings.
Dr. Todt's theme.
i make stuff...
This is a frequently debated question on the forums. However, there are a few things that are essentially fact, and not subject to interpretation (although people argue them anyway) [...]
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For what it's worth, I wasn't talking about taking a character made in City of Heroes that the person then tried to use in their own works or IP, though it was helpful to know.
I was thinking more along the lines of a person who made their own character or IP before playing City of Heroes, then tried to make a facsimile of their character in the game, just for the fun of playing as their own creations in a superhero game.
Like, if Howard Tayler (the author of Schlock Mercenary) tried to make a version of one of his webcomic's characters (let's say Kevyn Andreysan, Tagon's Toughs chief engineer and mad scientist) in City of Heroes, just so he could run around Paragon City as Kevyn Andreysan. I was wondering if and how the IP protection rules would affect him, since in a case like that, he'd be playing with a character modeled after his own IP.
So I guess it would be a bad idea to offer you cookies in hopes that you one day implement performance options such as
Hide other players: Capes, auras, wings. Hide other teams:Capes, auras, and wings. Hide other players: Buff effects Hide other teams: Buff effects Hide player pet: buff effects Hide player pet: aura effects Hide NPC: Capes, auras, and wings. Hide NPC: Buff effects Maybe you could someday do this, then you could remove costume restrictions. So if someone wants a trenchcoat, cape and wings... (hmm that would look very silly.) They could do it. |
@Golden Girl
City of Heroes comics and artwork
So I guess it would be a bad idea to offer you cookies in hopes that you one day implement performance options such as
Hide other players: Capes, auras, wings. Hide other teams:Capes, auras, and wings. Hide other players: Buff effects Hide other teams: Buff effects Hide player pet: buff effects Hide player pet: aura effects Hide NPC: Capes, auras, and wings. Hide NPC: Buff effects Maybe you could someday do this, then you could remove costume restrictions. So if someone wants a trenchcoat, cape and wings... (hmm that would look very silly.) They could do it. |
Hide other players: Uniforms, make everyone but me look like a phantom illusion (minus FX)
Hide other players: I don't want to see them at all.
Hide world: I just want to see mobs and flat untextured ground for them to fall dead on.
Do puzzle games really work in this internet age? Especially online games, where you already have guaranteed access to the web and convenient access to wikis, FAQs, walkthroughs, etc.
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No, puzzles with fixed responses don't work "well": this is how the midnight thing works (not that there's anything wrong with that) and so it's just a "click on a list of items." If you want to just get it done, then you can do so. (Note that for those who enjoy reading (I, personally, LOVE the text parts of CoX) you still might end up reading everything anyways
Yes, puzzles in online games work. How about this for a puzzle (knowing full well that you can't do this with architect, but that I always wanted a mission that WOULD do something like this) :
There are 8 options (switch to pull, button to push, door to open, whatever.) When you read a clue(*) you obtain information about which option to choose (maybe "it's a odd number" or "it's on the left, not on the right!") The option changes each time, though, so the clue won't be the same for two runs through the same puzzle. If you pick the WRONG option, then there is a negative consequence. If you pick the RIGHT option, you can complete the puzzle.
I wish there was more of this kind of thing in MMOs: I wish there was more thought required than "find glowie, click glowie, kill everything in sight". Yes, it's much harder to do this kind of thing WELL, and yes it's much harder to debug, to write new stories, etc. but I'm just saying that it CAN be done and I definitely WOULD enjoy it (though I don't really expect it.)
It does lead to an interesting point of MMO contention, though:
Other than top level raiding (hammi, lord recluse SF, etc. or any of the bazillion things in WoW, or....) MMOs are generally, well, REALLY easy. I enjoy playing CoX, don't get me wrong, but it's SOOOOO easy. I don't mean "I can kill anything at any time" easy, I mean "I don't feel ANY source of challenge-based frustration" when playing CoX. I RARELY feel like "damn, that made me really think about how to do it!" because, at a certain point, you have your character well defined, you have your power set built out, and you know what you can and cannot do. Once you identify, say, "hey, it's an EB longbow ballista" you know right away "yes I can beat that" or "no, I can't do that on my own" without any real "puzzle solving". Then, when you get the right people on your team (i.e. add a brute to help your corruptor) you go in and run right through with no hesitation. There's no real "difficulty", it's just "got enough DPS/defence? yes? no problemmo then".
Wouldn't it be cool if you could find a clue that would say "you can avoid the EB ballista in door number 1 and complete the mission directly in door number 2" that took some effort to find out, and then could use your brain to work through things?
I'm not demanding this for GR or anything, just thinking out loud
A fine example of how two players have two completely polar, and opposite desires for content. One wants more unpredictable, random maps...the other wants maps with more carefully planned, and logical layouts.
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Let's not even bring up the fact that these buildings seem to have elevators that only connect 2 consecutive floors and are at random locations throughout the building.
Paragon City Search And Rescue
The Mentor Project
A fine example of how two players have two completely polar, and opposite desires for content. One wants more unpredictable, random maps...the other wants maps with more carefully planned, and logical layouts.
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I mean, seriously, I often think that the Paragon University School of Architecture must have been founded by Ivo Shandor with the intent of summoning ancient gods to destroy the world. Buildings in Paragon already have a Lovecraftian relationship with Euclidian geometry. And let's not get started on the city planners and civil engineers who designed the public works and roads...
Weak sauce, BABs. In point of fact, the two points are entirely orthogonal to each other and complementary in that they're both valid reasons that the current maps blow chunks. They're old and tired AND they don't make sense. Both points I've raised in the past myself, though separately.
I mean, seriously, I often think that the Paragon University School of Architecture must have been founded by Ivo Shandor with the intent of summoning ancient gods to destroy the world. Buildings in Paragon already have a Lovecraftian relationship with Euclidian geometry. And let's not get started on the city planners and civil engineers who designed the public works and roads... |
In the defense of Paragon City's design, though, I'm pretty sure that plenty of real world cities have mind-bendingly illogical layouts.
Agreeing with the post above me.
While certain maps are all well and good to be 'random' Caves of any type and the Circle of Thorns city (it's an ancient underground city filled with ghosts, most of which is in ruins, makes sense that tunnels have collapsed and with the use of portals for a Non-Euclidean geometry and city building).
However office buildings which follow and different floorplan on each floor, some of which if you take the actual floorplans would be a complete mess of a building where it looks like random sideways tetris blocks stacked ontop of each other.
Both posters want more maps AND maps that make sense but 'random' as in you get office block 1, 2, 3 etc. unfortunately that's a lot of work to put out but the two points aren't something that clash.
The ship map by contrast makes a whole lot of sense, they're long and..well..cargo ship shaped as they should be.
I think what the second person was actually taking issue with is that the floors in an office building are all over the place. The vast majority of buildings I have been in are the same SIZE on each floor and have the elevators in standard locations.
Let's not even bring up the fact that these buildings seem to have elevators that only connect 2 consecutive floors and are at random locations throughout the building. |
Hrm, I see.
For what it's worth, I wasn't talking about taking a character made in City of Heroes that the person then tried to use in their own works or IP, though it was helpful to know. I was thinking more along the lines of a person who made their own character or IP before playing City of Heroes, then tried to make a facsimile of their character in the game, just for the fun of playing as their own creations in a superhero game. Like, if Howard Tayler (the author of Schlock Mercenary) tried to make a version of one of his webcomic's characters (let's say Kevyn Andreysan, Tagon's Toughs chief engineer and mad scientist) in City of Heroes, just so he could run around Paragon City as Kevyn Andreysan. I was wondering if and how the IP protection rules would affect him, since in a case like that, he'd be playing with a character modeled after his own IP. |
Where the practical difference comes up is that in both cases, to use the character outside of the game you'd have to recreate elements of the character which use NCSoft IP you have no right to use outside of the game. So for example, in both cases you'd (probably) need a visual representation of the character that was different than the game's visual representation of the character.
However, in the case where the character already existed prior to the author playing the game and recreating the character, the author would almost certainly have a visual representation that predated the game, and would not need to invent one. In the case where the character is created in the game initially, one would have to be invented. In the latter case, its potentially tricky to prove that your new visual representation is not too derivative of the game's graphics to be a unique creation of yours. In the former case where the character predates the game, its a lot easier to prove that.
But that's a question of proving the elements are non-derivative creations. In both cases the author's rights are identical if he or she can prove it.
In terms of the game rules its probable that an author could overturn a genericed character if he or she could prove they were the actual copyright holder. But that's not trivially easy to prove to a game publisher, and they could still bar someone from playing such a character if they felt it would cause too much disruption in the game to do so: players could keep petitioning the character because they did not know the player was the copyright owner, and NCSoft could simply decide it wasn't worth it. Since they can pretty much prevent you from playing anything for any reason, they do not have to produce a legal justification for genericing a character. Convenience alone could be sufficient justification to act.
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I would be happy with just a couple of screen shots that we can oooh and awww about.
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Really, the silence is deafening. I know you've got the first round of testers working and secretes are everything but give us a little something.
The only way I know that they are doing anything is that I get major lag when ever they are loading things up on the back end.
I'd be happy with just a picture of the the crew/guys/people/things working on the game.
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I'm not so sure that'd be so good - the costume creator is a big feature of the game, and having options that mean your creations mightn't have all the parts shown to other players would take away from it a bit, I think.
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So if you dont want to see capes, etc because they make your machine lag then you can disable them.
Friends don't let friends buy an ncsoft controlled project.
Quote:
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1) STSNPCU - Shut The Speical NPCs Up. You know, the Ship Information Officer in the Vanguard Base in the RWZ, or the receptionists at the Vaults, or the Vanguard guys outside the Vuanguard Depots in the zones that connect to the RWZ, who ALWAYS talk when you get near them. They say the same every time, and it's annoying. They should say it once, and then be silent.
2) Tutorial Mission Doors - For Outbreak, the mission should always be at the set of doors at the building behind Coyote. It sucks to have to run to the far side of the zone, because by the time you make it back to Coyote, and pick your starting zone, your Level Up Buffs have pretty much worn off. For Breakout, the door that's to the left of the Arachnos Pilot should be the mission door. Granted, you don't have to run nearly as far, but it's far enough.
3) This is for Heroes only: Starting Zone Equality. Galaxy City is treated like a red-headed step child. And I don't like it. Galaxy is far superior to Atlas. It has Badd *** Brawler to train you, instead of wussy Ms. Liberty. But I digress. Galaxy needs to have an Auction House added, and an NPC added inside the Freedom Corp. building to hand out the Cape and Aura missions. Atlas needs to have an Arena added, and an NPC added inside City Hall to do Resepcs.
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Biggest Troll on the forums? I'll give you a hint:
Trying to make your own IP out of a character you made in City of X first, though, yeah--I could see a lawsuit coming out of that.