The CO Community & You


afocks

 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Remember I'm talking about compared to other games.
I can see that. I tend to automatically disassociate it from most other MMOGs based on genre. CoH has always fallen short of the basic power levels I expect from a superhero game. I felt the same way about ChO at launch, and about DCUO during beta - my recent experience with ChO has changed my opinion of it in that regard, but I've not gone back to DCUO to see if it's changed at all.

Quote:
Originally Posted by Samuel_Tow View Post
Oh, and if you hate comic books. Champions feels like it was made by someone who thought comic books were stupid and set out to make fun of them. At least, that's how it reads to me.
It seems to me more like it was made by someone who thought comic books were fun rather than to make fun of them. Even where it is making fun of comics (Foxbat), it's doing so in a similar fashion as when comics make fun of themselves (Ambush Bug, for example).


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
My headache is due to either a cold or some kind of bug, actually. Or possibly something chronic. Point is, it doesn't have to do with the Internet.
Well that sucks. Hope everything works out for the better.


Quote:
Aha. That's a large source of our misunderstanding, if that's how you interpret "damage type." In City of Heroes, all damage is is a health modifier, which is typed for reasons of which modifiers are used to alter it. No damage type itself comes with secondary effects. Ice damage doesn't slow and fire damage doesn't burn. Those are additional special effects that are tied to the powers themselves, not the actual damage type. Multiple powers exist which deal Fire damage but don't apply any DoT, such as Consume. For the most parts, our developers have tried to keep secondary effects between powers with similar themes consistent, but they deviate as often as they are the same, and even similar effects aren't always the same. Fire Blast powers, for instance, all deal the same damage pet tick of DOT, but I believe Blaze or Blazing Bolt have more DOT ticks.
This is a pretty minor quibble. I spent a lot of words going over the relevance of "Power behavior" without really mentioning Damage type. I misunderstood the connection between two aspects in one post but that was kind of at the tail end and doesn't have much of a huge influence on my point about the relevance of the aspect of power behavior. but we've already gone over that.

Quote:
That's why I draw a distinction between power mechanics and damage types. Damage type by itself means nothing, it's just the type of damage for the purposes of damage resistance. All the effects you're describing are actual additional power effects, which comes down to power design more so than "numbers."
Yeah, pretty much.
Quote:
Basically, I had a Jack Emmert moment. Remember when he said "No more major changes to powers!" a few weeks before ED hit? His defense was... Well, that's not a change to powers, it's a change to enhancements. Nobody believed him but me, probably, and that's the exact same flub I fell to. You said "damage types" and I thought "attribmod" when what you were talking about was the additional power effects that define the esoteric behaviour of powers beyond base attributes common to every power.
'Kay.

Quote:
That's basically were we talked past each other - damage type the technical term is only ever relevant in the context of damage resistance, of which City of Heroes critters have a lot, but Champions critters very rarely have any.
'Kay squared.


Quote:
This brings me back to a point you've already chastised me for twice, but I just don't see that, or at least don't really agree. You say it's like drawing a knife and shooting with it (and we'll ignore gunblades for the sake of expedience), but that's not exactly the case. "Knives" are a real thing that has a real use in combat, and that real use informs how the set is designed. You can't use a knife like you would use a hammer or a whip, because most people have a rough idea of how a knife is used. To quote Antonio Banderas: "pointy end goes into the other guy."
See, now, this is an instance of us "Talking past each other" in that you're kind of missing the point of what I'm saying and not taking into account what I'm saying it in response to.You're having a different conversation from the one you started, basically. For context, you asked:
Quote:
Originally Posted by Sam Tow
Suppose I want to use one of those powersets that "explore the differences" in a non-elemental, non-energy, physical concept, where a character fights with the style of that set, but uses no element? Do you see a place for this?
Which seems to mean:
Quote:
Originally Posted by Sam Tow Translated into premmyese
"In A Scenario where there is both a generic "Hand-to-hand combat" set that can be visually Customized(Ex: Street justice/Martial arts+ combat auras/animation customization) and "Elemental Melee" sets, how does this effect the customization options of people who want to use the animations of the Elemental Melee sets as customization options without the visual effects and/or the power behavior? Is this even possible?"
If this isn't what you meant, feel free to correct me.
My response was:
Quote:
Not if they actually explore the style in a way that hinges on the element. It's the equivalent of drawing your knife and shooting someone or asking to be able to stab without a blade. Let's assume, Say, the "electric grappler" has an attack where he pushes himself close to his opponent and channels electricity just with the body contact. No headbutts, no bearhugs, nothing violent at all that could be conceived as "fighting" Just a friendly hug or a pat on the back, and then BZZZZZZZZT. Dead. It could be an assassin's strike type option. Now, how are you going to do that without electricity(or at least some kind of fictional "energy). Is every power in this hypothetical set going to be like that? No, of course not, doesn't need to be, but I figure enough can be done in that fashion to where asking to have the other kid's toys is asking for something you can't actually use. As for "something similar"? No reason that you can't get "close enough". No reason there can't be a "Martial Arts" and a "Street Justice" and a "Wrestling Melee" e.t.c. Ask me about what I think Martial arts would be in my hypothetical Super-hero MMO sometime.
The point here being that the animations and behavior of the hypothetical "elemental melee" sets would hinge on the "element" in question doing all the "heavy lifting".

It's a non-issue for Mr "Generic Hand-to-Hand combat" guy to want those animations because they aren't in the same category. It's the equivalent of wanting Psychic blast or Sonic Blast animations for a martial arts scrapper without the blasts and without the range and behavior, e.t.c. Or, in my given example, Knife animations without the knife.It's the sort of inherently contradictory idea that doesn't really factor in. I'm sure you can find lots of players who might want all kinds of crazy things that are neither good ideas, nor actually relevant to anything.

Quote:
I can't say the same is true of elements and energies. First of all, most people don't really have a very solid grasp of how they work in reality, and the mythbusters have proven this time and time again. You'd THINK an explosion could send a bulldozer 100 feet into the air, but an explosion with enough energy to do that will also shred it into shrapnel. There's no way to say "THAT is how electricity would be used in hand-to-hand combat" simply because you're making it up from the word go. People can shoot electricity from their hands, so anything you come up with is based on fiction. Which isn't bad, but is also very "unspecific" and open to everyone's interpretation.
It's very important to actually come up with an interpretation and stick with it within your fiction.
You can say that one thing(electricity, chemistry, radiation,spaceradiation, e.t.c.) "does everything anytime always constantly", or maybe even two or three things if you cut off one of those words. But you can't say everything "Does everything anytime always constantly" Because that's damn near impossible to actually convey, and because it would make absolutely no sense and be completely incoherent. I don't mean in the "I don't get it" sort of way. I mean in the "has no internal logic or consistency at all" sort of way.

Quote:
Your example is very good, actually, in that it depicts our two very different takes on what constitutes "electricity." The way you explain electricity sounds like you're banking on a steady stream of high-energy current, like what you'd get if you stuck a fork in a power socket. It's the cartoony effect where someone gets shocked for 10 seconds straight and you can see his skeleton and his hair goes all spiky. I'm approaching this from pretty much the other direction - that of an electric condenser. This doesn't rely on power flow, but rather on the build-up of a strong charge which, when it reaches critical state, will arc across an insulating medium, cover distance and deliver a large shock all at once. It's basically the difference between Electrical Blast for Blasters (which fizzes, buzzes and crackles) and My Striker electricity (which explodes with a thunderclap and a sudden jolt).
Yeah, see, you're missing the point of the mental exercise again. My issue with Champions is that it defines "Elemental Powers" with one set with one focus. My preference is to try and create a broad Scope with multiple foci that apply an overall concept in multiple ways.

I'm not trying to define "electricity" universally. I'm trying to define "Electric Melee" specifically, and more specifically, define it in a way that has physical motions that hinge on the unique properties of the "Element" in question(as per your request)so as to not share territory with every other elemental Melee set and with "basic" melee concepts.

You're making comparisons to Electric Blast powers, but that's completely opposite to what's going on here. The point is to answer the questions of:
  1. What is electric melee?
  2. What makes it "Electric melee" and not "electric other thing"?
  3. What makes it different from every other form of melee?
  4. Why is it that way?
None of those relate to an interpretation of "electricity" as an overall concept. That would most likely be stage two, wherein we devise secondary effects,visuals, and any necessary revisions or additions to the original concept to connect it to the other expression of "electrical powers" within the game for the sake of internal consistency and just to tie everything together neatly.

This could be done "backwards": starting with an overall concept of how electricity is agreed on to behave within the game and then going down into more specific expressions based on that core idea, But I feel starting from the "bottom"(electric melee, control, buff, e.t.c.) and working "up"(what ties them all together, functionally and visually) allows more freedom as you don't start with pre-conceived limitations at the inception.
Starting from the bottom and working up is more like addition, while starting from the top and working down feels like further and further division.
Quote:
Neither is wrong, strictly speaking, but by creating a concept specific to one, you're more or less locking out the other.
You have to establish boundaries and limitations somewhere. Lest you have "everything doing everything anytime always constantly" Fire has to do do things differently from electricity, otherwise it's pointless to name them different things and give them different visuals and so on.

This doesn't mean they only have to do one type of thing, the way Champions does with but a single set with a single focus for each concept. Electricity can control, blast,buff,debuff,melee, and protect, and so can Fire, Ice, e.t.c. But they have to do these things differently in order for them to be different. City of Heroes accomplishes this with having a set to perform pretty much every function for almost every element. There's precious little "Fire" can't do(in a general sense) in City of heroes. The only thing I can think of is... put out fires. And you know....I'm okay with that. I'm perfectly fine with not being able to set fire on fire.

Quote:
For instance, when BABs and Castle made Shield Defense, technical limitations forced them to make a lot of the powers passive and conceptual limitations forced them to make those passives about something OTHER than the shield, so they instead made the shield user very strong and tough. This was quite out of concept for a lot of my shield users, however, since the first one I made was a technologist using a tech shield with a forcefield attached to it. Moreover, Castle designed Shield Defense with a very strong slant towards Greek Phalanx warfare and the concept of a shield wall, hence Phalanx Fighting, Grant Cover and so forth. This, in turn, has been VERY inappropriate for my shield users because it's not something I even thought about when I first heard the idea.
This is definitely a "thing" but it feels like a self-affecting form of "damage type" to me in that the relevance of it is mostly a behind the scenes numbers thing. So the set includes powers that increase your "resistance", a thing that affects how "damage type" affects you..... eh...okay?

It'd be different if the set had, say, heals and controls and whatnot. But mostly it just does some numbers things that may or may not fully cover every possible expression of a person using a shield.
Quote:
Champions, actually, has this problem to a much bigger extent, as you've seen. Someone sat down and wondered "OK, so how does one use Earth powers?" Someone then came up with the idea that... Well, you cover yourself in rock and hit people with giant fists. Hence, Rock was put in the "brick" general category and is now a a tanking power. All because someone wanted to be very specific in how one used stone differently from fire and wind, but in so doing, he completely sidelined the set's usability as a control tool. You can still do it, but that's not what the set was designed around.
The problem was they started and ended at "how to make stone different" instead of starting at "using stone" then going on to "different ways to use stone" THEN going to "how to make it different from everyone else." They started at the "top" and pretty much stayed there.
Quote:
Basically, I'd be leery of designing sets that are too specific, because you tend to narrow the concepts of people who can use them SIGNIFICANTLY unless you create many redundant sets from the same element or energy to offer different fighting styles for the same general idea.
This is where the "Customizing a Generic hand-to-hand combat option" comes into play. If you're not looking for a concept that's uniquely tied to the "element" you can use one that isn't and customize it.

Basically, if you don't care much about the idea of elemental melee being "unique" and just want a variation of "glowy melee" make "regular melee" glowy. This is especially important since making your hands glow should be a basic costume option for anyone of any power type because lots of dudes have glowing hands for various reasons.

Will some people personally disagree with the particular bent you take with the sub-sub category of their specific element of choice? Yes, I'm sure they will. They will most likely be the same kind of people who want "knife-less stabbing" for the "generic hand-to-hand combat" set. But the people who like your interpretation will be happy, the people who are fine with glowing up their regular melee will be happy, the people who really really REALLY love the idea of glowing up their regular melee will be happy.

Pretty much the only people who won't be happy are those who have some extremely personal concept they created and want to express that despite it not having much cultural precedent and possibly benefiting noone else.(I'm kind of in that position with my main, Mobilise, actually) People who want another, slightly more relevant option might be displeased as well.

Nothing stops their ideas from being introduced in the future in a new fashion.(I would have eventually got my Grav/Kintic assault Mobilise dom)

Having "no element-specific melee at all" as a Design philosophy prevents both "electric grappling" "electric pimp-slapping" and "extremely Short-range electric blasting" from ever being made. If the idea that customizing a single blast or melee or control or support set is the answer to these desires, there will never be any Unicorns, just three very unhappy cows.
Quote:
Blasters are conceptually very open and very appealing, but in actual practice they are ****. I'm sorry for being coarse in my language, but at this point it doesn't seem like balancing concerns will ever be resolved so I just can't keep up my air of politeness about an AT I simply cannot play. I tried to. I got multiple Blasters to 50 and it was never fun. Not for a minute. I kept telling myself it'll get better and it never did. Too little health, too little personal protection, jack **** for status protection... I got tired of living in constant fear for my life, so I rerolled as ATs that let me play badly and still succeed.

Dominators weren't as torturous to play, but they also weren't as entertaining. I HATE playing like a Controller, and it seemed like that was the only path to success as a Dominator. I'd have loved to be able to play all the ATs, it's just that their mechanical design made it impossible for me to enjoy doing so, hence why I stuck to the ATs I enjoyed.

And yeah, I know about the Blaster changes. It doesn't give them armours, it doesn't give them status protection, so it's not enough of a change. It makes it much more fun to play a Blaster if you wanted to play it LIKE a Blaster, but I, unfortunately, don't. I don't want to play carefully and tactically and fret every decision. I like being a powerhouse, hence why I stuck to the fiercely independent ATs.
You really do have bad taste, Sam :P


Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.

 

Posted

Quote:
Originally Posted by Premonitions View Post
You really do have bad taste, Sam :P
If disliking fragility and being frustrated by constant mezzing is bad taste, then I am pure bitterness.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Tenzhi View Post
If disliking fragility and being frustrated by constant mezzing is bad taste, then I am pure bitterness.
You use too much of your seat.


Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.

 

Posted

Quote:
Originally Posted by Premonitions View Post
You use too much of your seat.
Either I'm missing the gist of the statement, or it's an oddly roundabout insult with little impetus behind it.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

I tried reactivating my CO account out of curiosity, but so far only make it as far as the password reset screen. It sends the email, I change the password, then can't actually log in with said password. Hints?


 

Posted

Quote:
Originally Posted by Premonitions View Post
Look up.
Ah. Gist. There you are.

I'm old and I need lumbar support, dagnabbit!


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I tried reactivating my CO account out of curiosity, but so far only make it as far as the password reset screen. It sends the email, I change the password, then can't actually log in with said password. Hints?
If you just reset your *Cryptic* password and you're trying to login to the game, perhaps make sure you have Cryptic rather than PWE selected at login?


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Quote:
Originally Posted by Tenzhi View Post
If you just reset your *Cryptic* password and you're trying to login to the game, perhaps make sure you have Cryptic rather than PWE selected at login?

Thanks I figured it out. It was kind of like one of The Secret World's puzzles but I got it.


 

Posted

Quote:
Originally Posted by Tenzhi View Post
Ah. Gist. There you are.

I'm old and I need lumbar support, dagnabbit!
Incidentally, despite the fact that I'm not fond of squishiness, one of my main characters here is (was?) an Electric/Energy Blaster named Leapin' Liz. She was one of my 50s, and the only one with which I made significant Incarnate progress. Much of her journey was sloooowly made playing at -1 level difficulty. Often from as far away as possible using perma-Boost Range.

And my first two level 50 characters were a Defender and a Corruptor, neither of which felt very strong to me particularly in the last 10-12 levels.

And I have (had, I should say) a Fire/Rad Controller at level 45 which I became extraordinarily frustrated with.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Again, giving the preface that I haven't read a damn thing that has come before, I will say..

CO isn't bad. In fact, it's an okay game. It was the first I tried when I heard the news.

I will also say isn't not the first one most players should try when the hear the news.

Not because it's bad, but because it isn't CoH. Do something else. Give it time.

It's the one my SG will most likely find our way to when the dust settles.

But for now it's too close... too much. A costume part here, a sound effect here or animation there...

But as similar as it is, it is NOT our Paragon. That hurts both CO and US. CO because it's not a bad game in its own right and US because everything we're comparing it to is how it's NOT CoH.

Nothing will be CoH (though I will try in coming years to encourage the things they got so RIGHT compared to others) and it never will be. Try to enjoy a game for what it IS. (or just to scare you if you start to get attached, it'll fall too, so be NICE instead of cynical, it'll make everything last longer for everyone).

And in my humble opinion... Try CO; sure, but only after a few months after CoH has passed and there's no word of return or chance of revival. Do something else. WoW, Star Wars, something... ANYTHING. CO is too close and unless you give yourself time, you won't be able to stop yourself from comparing it to CoH and saying how it sucks in comparison, because it's not what you're used to playing... and that's nor fair to you or them. It's just different. For good or bad. The art's 'just enough' different. The gameplay's 'just enough' different', and the occasional sound effect or animation is 'just enough' different, that it'll be painful for us CoH'ers at first.

Give it time, and we may find it to be a 'spiritual predacessor' rather than a detractor from our memories.

Just sayin'. I could be wrong, but that's the opinion I'm sharing with my SG...


"I play characters. I have to have a very strong visual appearance, backstory, name, etc. to get involved with a character, otherwise I simply won't play it very long. I'm not an RPer by any stretch of the imagination, but character concept is very important for me."- Back Alley Brawler
I couldn't agree more.

 

Posted

I think it's cool that the players of Champions Online (as well as other MMORPGs) are sympathizing with us, some even joining in community actions to save CoH. Some of my formerly active SGmates have already joined CO (as being closest to the CoH experience) though they've already warned us (on our guildportal sg webpage) that the animations and characters look far more "cartoony" than the level of realistic animation we find in CoH. So, I say, Thank You, CO! Thank you all MMORPGamers working to help save CoH. Personally, I'm not willing to try CO or any other MMO until CoH is completely shut down and the Paragon Studios development team announces they're throwing in the towel and that CoH is permanently ended with no hope of rebooting. So Thank you, CO; I may give you a try. Or, I may feel so bummed about this, that I switch over entirely to console games like Skyrim. I don't know just yet how I'll feel. Until then, I'm still hoping CoH will survive (probably better than ever if community/dev action saves it).


aka @Kristoff von Gelmini, leader of small SG bases (Infinity/Victory/Virtue/Protector), member of The House of Tera (Justice) and various others (Champion/Infinity/Victory/Guardian/Freedom).

 

Posted

Quote:
Originally Posted by BellaStrega View Post
I already pointed this out once earlier in this thread, but I don't recall you responding to it:

Brick powers are not tanking powers. Brick powers are basically "heavy melee powers." Super strength and heavy weapons, for example. You can design characters with these powers to be melee DPS or tanks, but you're not forced to be a tank just because you go for that powerset. At best, they're biased toward a melee role, just as sorcery is biased toward support roles and most elemental powersets are biased toward ranged dps. But you can take any of these powersets and build toward tanking, dps, support or possibly any two of the three if you can manage it. Your earth character can just as easily use way of the warrior as you could defiance.
Yeah got a toon on CO and I'm still ot sure what it is (level 37 so far). It's a beast but tuned for soloing ( alot easier there to do the exciting stuff solo than here.) but cant really put a finger on what it is. It has the toughness of a tank, but mostly range powers (infernal chains), with a few melee attacks (scythe), and a couple of heals, with a pet power to help out everynow and then for them tough Super villains and or the occasional Legendary. Loved the Aftershock story line. And from the stuff I heard about stability issues, actually I crash less there than here. Of course I got rid of those pesky comic outlines but the art work is good enough for me. Not a bad game, just different. Fits like a glove actually. Wonder why my friend over there didnt tell me about the features of the game earlier and sooner. Better late than never.


-Female Player-
Quote:
Originally Posted by mauk2 View Post
Evil_Legacy became one of my favorite posters with two words.
"Kick Rocks."
I laffed so hard. Never change, E_L!

 

Posted

I'm going to cut out a large portion of your post and not respond to it (my apologies) because I think I found the major crossover point:

Quote:
Originally Posted by Premonitions View Post
The point here being that the animations and behavior of the hypothetical "elemental melee" sets would hinge on the "element" in question doing all the "heavy lifting".
That's not a "melee" set. It's a set of elemental powers usable in melee. At least that's how I'd define it. To me, any set tagged "melee" needs to revolve around physical contact hand-to-hand fighting, else it's not melee. What you're describing isn't so much "melee" as "very short ranged blast/support/control." OK, NOW I see what you're talking about, and now I can actually agree.

Let me see if I have this right - you're talking about, basically, breath powers, static discharge powers, poison powers and so on - things that aren't necessarily physical attacks with one of your limbs, but elemental or energy attacks that may or may not involve physical contact. Because if that's what you're saying, then THAT makes sense. It makes sense to be unique and it makes sense to have its own special set, or at least pool.

I kept thinking you were going to Avatar route and suggesting we should have some kind of "Way of the Fire" form of martial arts that's like regular martial arts but can only be used with fire, whereas what you're suggesting is more a collection of fire-specific attacks that just happen to be very short-ranged and occasionally use directed physical attacks as a carrier medium. That actually works. Put together a set that has one or two fire breath attacks, a couple of fire sword attacks, a few incendiary explosions, one ground ignite, one player-based constantly burning fire aura and a couple of enemy ignites and you have a set that makes sense to be fire and doesn't make sense to be anything else.

And if I also want to "punch and kick with fire," I can take unarmed martial arts attacks and use them with a Fiery Hands combat aura. That works, and I even like it.

To some extent, that kind of is how Champions works. Even elemental sets give you a couple of close-range attacks and I believe at least one melee one, but I'd have to look more specifically. I could still be wrong. Point is, I get what you're saying now.


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 Tenzhi View Post
And my first two level 50 characters were a Defender and a Corruptor, neither of which felt very strong to me particularly in the last 10-12 levels.
My first 50 was Sam Tow, obviously, but my second 50 hero was the Steel Rook, an AR/Dev/Mun Blaster. My third 50 hero was Inna, an Energy/Energy/Force Blaster. I believe either my third or fourth was Grimwall, a Fire/Fire/Flame Blaster. I tried. I really did. It took me five years and inherent Fitness to realise that... This just ain't workin'. I dreaded playing my Blasters more and more, to the point where I just didn't log them in any more, while my other characters felt more and more fun.

After a certain point, I deleted the three above and remade them. The Rook became a Bots/Traps Mastermind, Inna became an Energy/Will Brute and Grimwall a Fire/Fire Scrapper. I additionally deleted Kim, who used to be a level 42 Pistols/Electric/Electric Blaster and remade her as a DB/SR/Body Stalker (and who's now my second-highest Incarnate). Also gone is Morten, an old 42 Ice/Ice/Cold Blaster, who is now a Dark/Dark Stalker. I was in the process of rerolling Valeena, who is still a level 41 Bow/Dev Blaster, but I couldn't figure out what to reroll her as. I was thinking either Katana or DB, but couldn't settle on an AT.

Basically, I did everything I could to make Blasters work, and when I finally realised it ain't gonna', I did enough to burn all the bridges to the point where there ain't no comin' back.


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 Tenzhi View Post
It seems to me more like it was made by someone who thought comic books were fun rather than to make fun of them. Even where it is making fun of comics (Foxbat), it's doing so in a similar fashion as when comics make fun of themselves (Ambush Bug, for example).
Really? With mission completion statements like

Quote:
Thank you, <Hero>. You've made scores of comic book collectors very grateful today. If they ever left their mom's basement, I'm sure they would want to shake your hand and thank you for themselves.
and

Quote:
Good job, <Hero>. With Steve and Deano safe, legions of overweight, middle-aged, hyper-obsessive, hygienically-challenged comic book fans won't have to wait an extra minute for Steve and Deano's next thrilling issue of "Justice Squadron."
I have something of a hard time seeing how whoever wrote those didn't think comic books and the people who enjoy them were anything but worthy of contempt.


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

I do not disagree, but I am not sure this reflects an attitude held by a lot of people at Cryptic, given that they've produced two superhero MMOs so far.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

Posted

I don't recall finding much in CO that was insulting, just a whole lot of stuff where the game refuses to even take itself seriously (you don't need EVERY mission name to be a pun! Especially a really bad pun on something completely unrelated!), and makes very little effort to allow me to take it seriously even if I want to. Back at release, it was the first MMO where I gave up on reading quest text. I wanted and tried to immerse myself, and the game didn't let me.

Some of the later content (as in "added later in the game's life", not "higher level") actually does make serious attempts to tell a story rather than shoehorn non sequitur pop culture references. Much of it is stuff that you have to go out of your way for - adventure packs, for example, which aren't really a normal part of the flow of leveling, since they're self-contained, much longer than most missions, and the game doesn't strongly direct you into them - so it's really easy for a new player to not even know the good stuff exists, even though it's technically accessible at almost any time.


 

Posted

It's a show of ignorance, more than anything else. I know it's supposed to be funny, but it's not. None of that describes myself or any other comic book reader I know. We're just people. We have jobs, lives, families, hobbies, so on and so on. But these stereotypes are stupid and irritating, and the novelty of surprising [boring] people [without hobbies] with my nerdy/creative hobbies wore off a long time ago.

No one I know who reads comic books exclusively reads comic books. Most of my friends who read comics also watch sports. None of us live in basements or are thirty year-old virgins or any of that stereotypical crap.

I think we're all quite certain there are people who play MMORPGs who have some things in common with those stereotypes though, and I'm sure running into that stuff in a video game hits them right in the funny bone.


@Captain-ElectricDetective MarvelThe Sapien SpiderMoravec ManThe Old Norseman
Dark-EyesDoctor SerpentineStonecasterSkymaidenThe Blue Jaguar
Guide to AltitisA Comic for New PlayersThe Lore ProjectIntro to extraterrestrials in CoH

 

Posted

The tongue-in-cheek/demeaning references aimed at comic fandom don't really affect me one way or the other. I tend to focus on the content rather than the text that bookends it.

I considerably enjoyed playing through the 'Whiteout' mission, in spite of (or perhaps because of) the fact that it sets a mood that feels incredibly like a certain John Carpenter film from 1981, right down to a few character names and musical elements.


 

Posted

Does CO have a feature where you create an arch-nemesis for your character (that you design yourself, and who then shows up at various points in the game) or is my memory lying to me?

Because I'd try out a game for that feature alone.


 

Posted

Quote:
Originally Posted by Power Armour View Post
Does CO have a feature where you create an arch-nemesis for your character (that you design yourself, and who then shows up at various points in the game) or is my memory lying to me?

Because I'd try out a game for that feature alone.
Yes, it does. Starting at level 25 you create your first Nemesis. You name your Nemesis. choose the powerset it has, you customize the Nemesis through the same character creator you use to create your own character. You also choose the type of minions it has, and the powerset the minions uses. As well as choosing what persona (through a list of three) your Nemesis has. You're also provided a place where you can type in your Nemesis' bio, in it's info screen.

You go on missions about your Nemesis, trying to foil it's plot(s). Nemesis'll also find you in missions. And there is a high level lair revolving around your Nemesis (And the Nemesis' of your team)

And you can have more than one Nemesis (When you put one away, you are prompted to create another)

I greatly enjoy the Nemesis system, and can't wait til they update it again. I think my favorite Nemesis is the one my character Migraine (psionic user) has, named Professor Excedrin, a gadgeteer.


 

Posted

I've recently went back to CO, and although it is not COH, it is a good game. For me, I'm a gamer, and I play lots of games(at least I did when I wasn't marrried with 2 kids).

They just do somethings right. Being able to create your toon and use any name you want(As long as it's not copywrited). so no more "Who has my name!?". They now have the nighthawk interceptor, which is the 1st superhero MMO That has vehicles.

Freeform is just awesome. I can be a blaster, weak dom, Tanker, and MM-kinda, healer all at one time. I find the costume creator more than satisfies me, especially since 80% of my toons are alien based.

The ability to log out of one toon and into another in 9 secs is conveinent.

Now we all know the one major drawback to CO, is teaming. It's horrible. Honestly with my time constraints I can't put more than 2 hours a day into any game, so I don't mind the soloing.

As of right now, I'm also short on time, so I have to wrap this up, but will add more good perceptions to CO soon.

To everyone o nthis thread that is unsure of the game, give it a try. Turn off Comicbook outline, to give your toon a better graphical look. Adjust your settings(there is one that is almost made for COH).

The one question I do have, now that COH is "slated" for closing, is Cyptic has to know that a lot of COH refugee's will be jumping over, and I'm wondering if they will push it up a few notches after Nov 30th, to entice our player-base. Be expecting gold subs being lowered and some other shiny's being offered,


NCSOFT may take away our servers and beloved dev team, but they can't break our spirit and community. with all your power, NCSOFT, your victory will be bitter-sweet. I, personally will be there to laugh at you when you face-plant into the ground.

 

Posted

Quote:
Originally Posted by KnightOwl View Post
I considerably enjoyed playing through the 'Whiteout' mission, in spite of (or perhaps because of) the fact that it sets a mood that feels incredibly like a certain John Carpenter film from 1981, right down to a few character names and musical elements.
I kept thinking about that movie, The Thing.


-Female Player-
Quote:
Originally Posted by mauk2 View Post
Evil_Legacy became one of my favorite posters with two words.
"Kick Rocks."
I laffed so hard. Never change, E_L!