Fortune go my wife killed
Arcana, the same could be said of the things you have shared in here too.
Step off the high horse a bit there. |
If it really is just all opinions, then that means mine's as good as anyone elses, and I should act accordingly. Which seems to be the best conclusion this type of exercise will generate at the present time.
This was not, by the way, a completely theoretical exercise. Actually, it was not in any respect a theoretical exercise. But having said that, I'm now going to terminate it, although I am still open to someone satisfying the requirements of convincing me to change my mind. I just won't continue to pursue the meta discussion of why the discussion is either meaningful or fair.
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Arcana, I honestly would have quoted more of your posts and replied and continued a reasonable discussion, but, by the time I came back to this, there were many more replies and lots of the same old... And the prompt/no prompt topic is dead to me.
I think it was said well above by Clebstein. This particular thing does not lead to a slippery slope (Which is basically where you've been coming from, regarding this conversation).
I don't have the time to reply to all the things you asked, but I do understand the idea behind is an MMORPG worse off for all the controls and rules put in place to "maintain order" so to speak.
So many aspects of the game (And the genre) are so long gone from that core of true freedom though. Taking this one tiny matter and pointing to it as a potential step down a slippery slope seems entirely out of place.
Mystic Fortune is a truly unique power. It came with unique rules.
If you think CoH should strip itself of the rules that confine it... We need to look deeper than this one silly matter.
Anyway, we cold walk through theories and philosophies regarding the possibilities of unbound player interaction. I don't see that as pertinent to the prompt discussion.
Also, isn't it more interaction for player A to ask and Player B to respond Yes or No than for Player A to just give without need for an exchange?
What basis are you using for claiming that one is more interaction?
How does the ability to decline the game mechanic results of the potential exchange actually decrease the element of interaction?
Games are more than the simple plus and minuses.
Anyway, I was going to continue rambling, but I'm not sure there's a point, hehe.
I'm sorry if you took nothing away from my replies than the little bit you quoted. However, the comment about not being impressed with the responses and about their lacking of anything beyond opinion seemed a bit off.
It is a bit difficult having a solid discussion about this, what with people coming in and regurgitating the same things without using what has been explored in previous conversation... especially in a thread with this title.
It's all a bit ridiculous.
and round up everyone that knows more than they do"-Dylan
...
...although I am still open to someone satisfying the requirements of convincing me to change my mind. I just won't continue to pursue the meta discussion of why the discussion is either meaningful or fair. |
To me, it seems to be a ridiculous basis to start from.
You say that you would remove the rooting aspect of the power's application...
I could ask why the repercussions of the rooting effect are too much to ask for a payer to have to deal with from the results of interacting with another player.
I believe that people too greatly remove themselves from the aspect of the game is make believe... In that, the powers are supposed to be representing some form of a virtual reality. How is it inappropriate for 1) someone to have to ask to read their fortune and 2) for the recipient to have to "Stand still for a moment... I hope this works out well...".
But no... That's too much to ask, because some players just want to keep racking up the points/xp/Inf/prestige or just simply knocking down enemies as fast as can be.
So... all along, the thing that you keep coming back to is that this playstyle deserves full attention and the style that disagrees with your thoughts on what should and shouldn't be optional, does not.
and round up everyone that knows more than they do"-Dylan
But if you think that these things are "obvious" and simple common sense should tell a developer when to reject them and when to accept them, don't blame them when their common sense radically contradicts yours. It will eventually.
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You act like this is a debate team and we have to logically PROVE that it should or shouldn't be kept.
This
Deliberately doing that is harassment, and the game already has a remedy for that: you can validly petition such conduct. That's really dodging the point though, because the question I'm asking is what is the difference between restricting what the game does to you and what the players do to you. Resorting to conduct defined to be actionable griefing only clouds the issue.
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Conversely, because players act far more unpredictably than critters, and sometimes far more maliciously, the devs cannot simply allow players to do *anything* to other players. In particular, a decision usually has to be made as to whether to allow non-consensual PvP or not, and usually the decision is to disallow that. That's a compromise, though, against the general principle that if it happens in an MMO, you're supposed to deal with it. And in fact, in declared PvP zones, that rule is still in force 100%: if a player takes action which kills you in a PvP zone, then short of them using a game feature that would have been an exploit anywhere else, the fact that they killed you against your will is not a problem the game intends to address.
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I'm volunteering to have mine changed, and I get to decide the rules of that exercise: the rules are that the train of thought must be logical, and supported by a very solid foundation.
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Thus, the debuff in Mystic Fortune should technically (unless Dev policy on PvP outside PvP zones has changed) be removed.
However, as an alternative to removing it, incorporating a prompt that makes risking the debuff optional (as well as other similar powers that may be created in the future, and possibly Speed Boost as well) is acceptable.
Having the power not prompt for non-teammates in Warburg would be acceptable by definition.
By the definition of 'allied character' as it currently exists in game, players should be able to have the reasonable expectation that they will not be debuffed/mezzed/damaged by allies whether they be critters or players.
How's that?
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Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
Here is my thought regarding this: I think that the overall design of this game indicates that players are generally not allowed to mechanically debuff/mez/damage other allied players, even unreliably, because that can lead to griefing and is technically PvP.
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Is Mystic Fortune sufficiently heinous that its clearly an exception, in which case as I said the general principle is still that the power must be shown to actually be an exception, or is the general rule to allow the players control where ever they perceive the desire?
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The thing that strikes me most is... If you have not been convinced by what has been said and explored, before you even started this line of questioning, and if you have taken all of that into account and now stand on the ground that allowing an option to decline the results of the Mystic Fortune Power (and that power only) somehow leads to a landslide of negative community repercussions and player expectations, then I don't know what anyone could say to you, because logic would not seem to be a sufficient tool to lead you out of your opinion.
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To me, it seems to be a ridiculous basis to start from. |
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You act like this is a debate team and we have to logically PROVE that it should or shouldn't be kept.
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Which again gets into the meta discussion of tit for tat. Whatever I say, anyone else can reply in kind. But since I'm the only one actually putting their logic and opinion up for grabs, a tie simply means I don't change my mind. That's just the way it goes.
When you state your opinion, and state you're prepared to change your mind if sufficiently persuaded, you get to decide what "sufficiently persuaded" is. In this case, I do.
It does beg the question if there exists any objective frame of reference that would make these types of discussions profitable. In the general case, I'm not sure there is. It usually seems to be the case in smaller closed situations, but never open ones. What's amazing to me is that there are people saying how unfair this process is that have absolutely nothing to lose, and everything to gain. This isn't me trying to browbeat someone else out of their opinion. The only opinion being judged harshly or otherwise is mine. And even under that totally voluntary situation, consensus even about terms, much less factual points, is extremely elusive. That's a bit disappointing to me, because it suggests to me that even under the most ideal conditions, aggressive advocacy is still better than discussion. Not only is it more profitable, its even weirdly less confrontational.
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Okay, let's see if we can work this out.
You're assuming that the arguments made are logically sufficient. I'm asserting they are not.
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The main point here being that I am not assuming that you have been given grand authority to change what the developers have done (Include an option to decline Mystic Fortune). Therefore, while you may be conducting some sort of test/evaluation/challenge for others to convince you... I can only take that so far and I may be conducting my own practice myself. This Mystic Fortune topic has been an annoying one, in my book.
I had an option I was very pleased with. It was taken away due to an exploit. I voiced my concern with one post in beta. I voiced my feedback with one post when it went live.
Then, later on, I ended up replying in discussions that others had started. Keeping it civil and reasonable, while being sent lots of angry and insulting messages from people who simply hated the prompt and didn't care about other people's opinions/preferences.
With all the talk of people "whining" about no prompt... clearly, more has been made of this after the prompt was announced to be put back in.
If I may, let me ask you a very serious question that I thought you may know the answer to...
Why was there a prompt included with Mystic Fortune in the first place? If you do not know directly, why do you think they included a prompt?
This may actually help me understand your own opinion better (And I am simply curious, to boot).
Fair enough. Specify the hurdle you are willing to state that, if I meet it as judged by others, and not yourself, you would agree to change your mind.
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Is Mystic Fortune sufficiently heinous that its clearly an exception, in which case as I said the general principle is still that the power must be shown to actually be an exception, or is the general rule to allow the players control where ever they perceive the desire? |
Indeed, this seems to have been the main point of contention between us. It is clearly an exception and every time anyone, in the past, suggested that "If this has an option, all powers should" I reminded people that this power is wholly different than others (Based on duration and sticktoitiveness alone, plus the random nature of the power's results).
Bottom line, this is clearly an issue that has opposing personal preferences.
Removing the ability to decline that power leaves one side completely out in the cold.
The theory that this option would lead to an unhealthy sense of entitlement that would bleed over to other aspects of the game does not appear to be true. It existed with an option for all this time and only very briefly without. Now people are clamoring for it to be taken back out again and you are claiming that having an option is bad for the overall life of the game.
The option is not the problem.
The problems are:
1) Some people want to decline the power (Due to several reasons, the most notable is the vast difference in its duration as compared to any other player cast buff... and only a very select few NPC debuffs [what, just three examples?]. Two of which are story driven and in-game canon-related and the others have zero visual effects and can be deleted at the player's choosing).
2) Some people despise having a prompt window.
Both of those are separate issues, yet related.
Both of them are "problems", because both of them have opposing opinions across the playerbase.
The option to decline has been there since April 14th 2009.
The option to delete the Mayhem/Safeguard buffs has been there longer than I know.
Neither have caused a nasty trend towards lack of player created repercussions or interactions.
Actually, I am not sure what, exactly, you think is the real result of the problem you are asking if anyone can convince you does not exist.
Part of this nearly feels like being asked to prove that a particular deity does not exist.
My solution to the only remaining problem is to give people the option to avoid the prompt.
The option to accept and decline the power is already in place and working fine (As it has since it was released). The only remaining problem is some people's preference for no-prompts, which, I can respect.
Honestly, we could make the case that people refusing to accept a simple prompt that is part of a player-to-player interaction is out of line in the face of continuing a multi-player video game community.
I'm not saying that facetiously, I honestly think that player interactions, such as trades, teleportations, team/SG/coallition/friend invites and unrelenting-twenty-minute random player-cast buffs deserve a UI element of some sort in order to handle the interaction.
So, I hope that you find some logic within this post.
Thanks for reading!
and round up everyone that knows more than they do"-Dylan
Where do you draw the line on what an unacceptable debuff is? In the past, similar arguments have come up for increase density, and for that matter some people think that speed boost itself is a potential griefing tool.
Is Mystic Fortune sufficiently heinous that its clearly an exception, in which case as I said the general principle is still that the power must be shown to actually be an exception, or is the general rule to allow the players control where ever they perceive the desire? |
That thought applies to Increase Density as well.
Speed Boost may degrade a players performance, but it is not a mechanical debuff, so it gets a pass.
This all only applies if an actual decision is made as to whether players are allowed to damage/debuff/mez allies in PvE in this game. It should be allowed or disallowed, subject to prompt or not. Either we trust the players with powers that have ally debuffs as part of their 'cost' (which would open up a lot of interesting possibilities for powers, albeit at a potentially high cost), or we don't.
If the player is allowed an optional prompt, that prompt should apply to Increase Density as well as Mystic Fortune and any other powers that debuff allies. I think an optional prompt would be a good way to try to get the best of both worlds: players can in future powersets have powers that damage/debuff/mez allies in order to balance some cool beneficial effect, but the allies can lock those powers out or opt to be prompted before accepting them.
Ideally, there would be a 3 way switch:
- Accept potentially mechanically harmful ally powers without prompt
- Prompt before accepting potentially mechanically harmful ally powers
- Deny all potentially mechanically harmful ally powers
It's not a matter of allowing players control wherever they desire.
Explicitly players should not always have control over the content of a game. Such a game would over time filter out ALL of the players due to conflicting desires and priorities. Not to mention it would probably turn into a game no developer would ever want to develop, just on the PvP vs PvE issue alone, let alone other issues such as RP vs mechanics, casual vs hardcore, etc.
It's a matter of definitions and expectations: if the definition of ally is such that Increase Density is not an exceptional power, and the existance of the ally teleport prompts is the exception, let me know; that's important information.
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Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
...And even under that totally voluntary situation, consensus even about terms, much less factual points, is extremely elusive. That's a bit disappointing to me, because it suggests to me that even under the most ideal conditions, aggressive advocacy is still better than discussion. Not only is it more profitable, its even weirdly less confrontational.
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It is a bit difficult (For lack of a better term) to care to engage you in conversation if you are reading my words as simply aggressive advocacy.
I don't come to these forums to convince people of things. I come here for fun.
The topic of Mystic Fortune going on and on has not been particularly fun, but I have respectfully been willing to engage you in conversation/discussion.
Also... I now understand what you put to me beforehand...
What would change my opinion?
My opinion being that these differing preferences deserve the options to make both sides happy and I would not want to see the option to decline removed and I am for an auto accept/decline option for those who wish to ditch the prompt.
In order to convince me that my stance is wrong, I would have to believe that it was unhealthy for the game overall. That including this option to remove the prompt for those that disllike the prompt (As that is how it exists now and always has, but for a brief bit following an exploit fix) and/or that keeping an option to decline the power would lead to negative repercussions within the game and the community.
(My apologies for not understanding the question beforehand!)
and round up everyone that knows more than they do"-Dylan
For what it's worth, I'm willing to engage in attempting to change your mind, on your terms, and don't find it unreasonable that an attempt to change your mind would be subject to your terms. :P
The issue is basically with the developers being on the hook for delivering the promised experience, even though the players have a hand in shaping it. When players cause other players to have an experience at odds with their prior expectations, the developers have to choose between prohibiting the mode of interaction, or setting a new norm and risking the loss of players for whom that new norm is not enjoyable. The existing norm is that one may be buffed in the shared world and by teammates in instances without consent, but that these buffs last a maximum of 4 minutes and do not persist across sessions. While alone in an instance, a player is inviolate to new external player buffs and can expect to lose any existing ones in 4 minutes or less. Mystic Fortune sets a new norm with a buff that lasts 20 minutes and persists across sessions. (It also has a chance of applying a debuff, or damage, but those are not unique to Mystic Fortune - the duration and persistence are.)
Basically, the prior rule was "after 4 minutes in an instance, your gameplay experience is only affected by your actions, the actions of people you have chosen to interact with via teaming, and the choices of the developers." Sans Mystic Fortune prompt, this rule, which has been true for many years and has had time to become a player expectation, is no longer true. While player actions are the proximal cause of whatever dissatisfaction results, the developers are the ones on the hook for changing the experience.
I agree that in the grand scheme of things, this is a pretty minor alteration. It's not like they've suddenly introduced open-world PvP or automatic assignment teaming or anything of that scale. I personally don't have a problem with it. But it does change the rules, and apparently it changes them enough to make people reconsider whether they want to play a game with this level of player control of their experience. It's not so much that the new position on the continuum of allowable player interaction is objectively better or worse than the prior position - there are many games successfully occupying many positions on that continuum - it's that the position has changed, and those who found the old position acceptable may not find the new one as acceptable. There's always going to be people in the community pushing for a movement in either direction, and potential players waiting for a move toward a position they prefer; whether the positives outweigh the negatives on this move from a game health perspective is something I'm not qualified to address. I'm just trying to prove that the move exists and is nontrivial.
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This is very well said:
...
The issue is basically with the developers being on the hook for delivering the promised experience, even though the players have a hand in shaping it. When players cause other players to have an experience at odds with their prior expectations, the developers have to choose between prohibiting the mode of interaction, or setting a new norm and risking the loss of players for whom that new norm is not enjoyable. The existing norm is that one may be buffed in the shared world and by teammates in instances without consent, but that these buffs last a maximum of 4 minutes and do not persist across sessions. While alone in an instance, a player is inviolate to new external player buffs and can expect to lose any existing ones in 4 minutes or less. Mystic Fortune sets a new norm with a buff that lasts 20 minutes and persists across sessions. (It also has a chance of applying a debuff, or damage, but those are not unique to Mystic Fortune - the duration and persistence are.) Basically, the prior rule was "after 4 minutes in an instance, your gameplay experience is only affected by your actions, the actions of people you have chosen to interact with via teaming, and the choices of the developers." Sans Mystic Fortune prompt, this rule, which has been true for many years and has had time to become a player expectation, is no longer true. While player actions are the proximal cause of whatever dissatisfaction results, the developers are the ones on the hook for changing the experience. |
It is a power cast on an ally that does not require an AT choice, a Power Set choice nor an actual Power Slot selection.
It not only is unique in its duration and random nature (And an exception as a power that may grant a debuff unto an ally), but it also requires zero in-game choice/payment.
This also has the result of making the power rather rampant.
Among the efficiency and number-based preference of playstyles, it is simply a no-brainer of "why not?", as opposed to something that is earned through a player's specific choices for that character.
A "free" power to be cast on allies.
Mystic Fortune is, indeed, an exception, if not utterly unique.
and round up everyone that knows more than they do"-Dylan
I think the situation is more complex than that. I think its like watching movies in a movie theater. I think that while some people just like the free air conditioning and the big screen, a lot of people go to see movies in the theater because of an ephemeral and difficult to describe experience of seeing it in a room with other people.
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I generally dislike people. I don't like crowds and I rarely play with people in COX who are not friends or people that I have at least met and talked to and decided I like enough. I don't like PuGs much and raid type activities are not a huge draw(Rikti Invasions, Hami, Zombie Apocalypse etc.)
I go to the movies often enough. Simply because when a movie that I think is going to be great comes out, I don't want to wait for it to hit DVD/Blu-ray etc. before I see it. I may not go opening night...and I may, in fact, go when the crowd has thinned enough that there is no huge crowd in the theatre. But at no time, am I ever going to the movies because I like a crowded movie theatre or free air conditioning.
Of course, no one wants to be sitting next to the people that are talking, putting their feet up on your chair back, or throwing popcorn around, but its also not the same if they are watching the movie in an empty theater where the sound and picture are the same, but there are no people to bother them. |
I think MMOs have the same quality. I think most of the players that play them don't want to be *bothered* by the other players, certainly, but they want them to be there. |
The question for me is at what point do you make the other people so "optionally controlled" that they cease to really be there in a meaningful enough fashion to recreate that experience. |
For us old-timers, the "other people" are sitting in our global channels. They are always there, and there's always evidence that they are there, chatting away. But for new players, the "other people" are so invisible due to instancing, that many feel the game is empty and lose their interest in the game for that reason. This is a very tricky thing to balance: by allowing established players to gain more control over their own local experience, they are removing themselves from the global experience that other players might want and need to grow an attachment to the game. |
I'm not advocating against instancing itself, but pointing out the tradeoff that exists. The notion that giving players control is always a good thing, and only a good thing, is false. |
There is always a downside, and you have to be careful not to accumulate too many downsides in the pursuit of diminishing returns on the upside. No one thing is going to have a big effect here, so an option for Mystic Fortune buffs isn't going to radically change the game either way. But the principle which guides that change can, over time, have an overwhelming impact. |
I must cheerfully assert that Speed Boost applies a mag 1 'You can't play anymore' to my characters, and I haven't found a way of getting any protection against it.
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I have a level 50 fire/kin controller. PLaying him to 50 has given me insight into the other side of the SB argument, however I still do not understand what is so difficult about making the gaming experience PLEASANT for declining teammates and not insisting on slamming them. Not doing this goes far toward undoing the "/kins are passive-aggressive morons and I dont like them, so please disable their ability to grief me!" argument, yet this is far too much to ask of many people it seems. It has been so since I have been in the game, and it wont change.
People who do not understand why debuffs are unpleasant for others are not going to "get" it suddenly, trust me. This thread is ample proof of that. We have had many flamewars to the death in the past over this exact issue.
When dogmatism rules ["you will accept my buff OR ELSE!!!! HAHAHAHA"], you suddenly discover the need for a gating procedure. Mystic Fortune is an excellent example. Twenty minutes of an unwanted debuff can seem like an eternity; hell, two minutes of an unwanted "buff" can feel like an eternity.
I must cheerfully assert that Speed Boost applies a mag 1 'You can't play anymore' to my characters, and I haven't found a way of getting any protection against it.
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So I demand the following prompts:
[Playername] Would like to bring his pets into your vicinity.
Accept/Decline
[Playername] Would like to activate Quills.
Accept/Decline
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Bots/Forcefields Masterminds used to do that to my characters. I don't have protection against them either. Those stupid demons with their stupid roaring also apply a strong annoyance debuff, as do players running Quills at Wentworth's.
So I demand the following prompts: [Playername] Would like to bring his pets into your vicinity. Accept/Decline [Playername] Would like to activate Quills. Accept/Decline |
A MM or someone running Quills does not force someone else's character into a debuff situation merely by showing up and standing next to one at Wentworth's. An icon does not appear in the Temp Powers category with "QUILLS DEBUFF!" on it.
This is an unwinnable debate. I am honestly shocked we don't see more calls for the teleport prompt to be removed.
Well yes we heard your version of the issue...that's not the only view or only side worth talking about.
Thanks for reminding us though, I'm sure someone must have forgot that part. |
I'm totally in favor myself of 'no prompt at all', as I find it annoying, but I didn't find that really relevant to the debate.
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Bots/Forcefields Masterminds used to do that to my characters. I don't have protection against them either. Those stupid demons with their stupid roaring also apply a strong annoyance debuff, as do players running Quills at Wentworth's.
So I demand the following prompts: [Playername] Would like to bring his pets into your vicinity. Accept/Decline [Playername] Would like to activate Quills. Accept/Decline |
[Playername] has entered your Hermitic Aura of Misanthropy and might interact with you. Logoff?
Accept/Decline
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
NuclearToast can get off my lawn: For me: [Playername] has entered your Hermitic Aura of Misanthropy and might interact with you. Logoff? Accept/Decline --NT |
Dec out.
No, that's the method those I'm trying to avoid tend to use.
The city bus is not a pleasant place.
Dec out.
Arcana, the same could be said of the things you have shared in here too.
Step off the high horse a bit there.
To put it simply (To your question, why should rules be different for the game as opposed to other players):
Universally speaking, because the game that I design, I design with care and concern and control to be fun, challenging, rewarding, etc. And I can place my trust in that more than I can in other players.
Now... the key to these rules not being separate is designing the game to not be exploitable (or to allow other players to be "abusive" with what the game can allow them to do).
Whether or not that treads in the realm of perfection, I'm not certain.
Specifically, in this matter, I would not design a power that casts any such long lasting effects. Certainly not something in a $10 booster pack, available to all ATs.
As to your movie observations:
See (And this is the sort of thing that is the root of certain differing opinions), I do not go to movie theatres to be in a room with others. I am not bothered (In the slightest) to watch a movie in a movie theatre that is otherwise empty (It's actually terrific!).
As large as my television screen may be, and as great as my surround sound system may be, it is not as large or as great as a high quality movie theatre (Speaking of which, I really only ever go to digital projection theatres these days {Or Imax, if something in particular is using that properly]).
I go for the greater immersion of the larger and more sophisticated technological and physical circumstance.
Sure, midnight premieres can be extra fun, because you get a theatre full of enthusiasts and fans. And, every time I've gone to a special showing, the audience is great, attentive, respectful... probably because that's why they are there as well. Going to a regular movie on any old night at whatever theatre can be a pretty poor experience (From the low quality equipment, degraded film rolls and disrespectful people).
Some people prefered to watch movies "fullscreen" on their 4x3 tvs as opposed to letterbox. Some people now watch tv programs stretched out on their 16x9 screens instead of in the show's native 4x3 ratio...
Some people prefer an audio-dubbed movie than to read the subtitles.
So, we have options.
You can specify your art and entertainment to whatever groups of taste you so choose.
I'm glad that CoH makes efforts to reach out and maintain differing tastes.
You have your opinion and I have mine and other people have theirs.
Paragon Studio has theirs.
I'm very happy that their opinion aligns with mine, in regards to being able to decline this unique power.
and round up everyone that knows more than they do"-Dylan