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Posts
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Unlike a lot of other well built black actors, Terry Crews has that "hood" look to him. If he played it like Shaft with superpower with a touch of Dolomite, it would be perfect.
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I love how they managed to merge old and new Nick Fury into one character.
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Quote:Simple solution: Police Drones cancel dueling.I didn't say we have a flood of dueling trolls, I said the people that want open world PvP are the ones who would make pests of themselves. "Dueling trolls" would not limit themselves to simply spamming someone with demands to duel, they'd also go out of their way to disrupt costume contests and social events. They'd fight in Wentworth's/Black Market, around trainers, Icon/Facemakers, University, npc stores, Pocket D.
Now it's remotely possible that some of the open world PvPers wouldn't act like this but I'm not betting on it. -
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Really cool! Like the early Justice League.
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Quote:Simple solution: Exclude AoEs as triggers.1 Griefer flags himself for PVP
2 Griefer goes around looking for non-flagged PCs until he finds one that's hunting mobs in the street.
3 Griefer pays attention to attack chain, then jumps into the mob just before the unflagged PC fires an AoE/cone attack.
4 Unflagged PC's attack damages Griefer.
5 Griefer gleefully stomps on the PC, then returns to 2).
/unsigned. -
It's hard to have a rational discussion on the matter when the op is talking about firing the lead designer. The core question is do you want an underwater zone or not (asumming it's done right)? Anyone can go back and pull up quotes from the Devs on why it can't be done (right now), but priorities change with time and if the "powers-that-be" say all the cool kids these days want a cool underwater zone, then we will probably get one. I just wish I had dollar for all the face-palms that were flung about back when the talk was power customization.
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Quote:This is the only thing in the entire post I'll take issue with MB.
We already instantly show up somewhere else and displace whatever is there. Air is less dense than water sure, but what about Tele-attacks? We're displacing living critters which in some cases are more dense.
Other than this, your post is spot on I think.
Somehow, I think your putting way too much thought into this. -
Temp powers and air bubbles. Problem solved. A space station isn't much different than a underwater zone. If you can't go out in it, what's the point?
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Quote:I don't see having an underwater zone as playing "catch up" since sub oceanic kingdoms are a staple of comics. I don't see why there couldn't be something like a dommed city, or several zones. Areas in between could have highly effective temp powers for fighting Nemesis subs, Coralax, or sharks with lasers. Maybe powers that work under water, like sonic, electric, or psy would still work, but at a reduced rate. The point is that it would just require a little more creativity than was put into Lemuria.At this point there's yet another reason why this game getting its own underwater zone would be unlikely.
I can describe that reason with one word: Lemuria.
If you don't know what I'm talking about go ahead and google it with the following phrase: "Lemuria Champions Online".
Once you do you'll realize it'll just look like this game is trying to play "catch-up" to an inferior game. -
I don't mind pvp in concept, but the purpose for pvp in the current pvp zones is too loose. The whole "attack-on-site" mentality of the zones seems pointless and negates any narrative the zones have. The team-orientation of pvp in general leaves me cold. Why not have actions that flag you for pvp, like trying to acquire WMDs. Hero or villain, that would make you a target, but just being in the zone should not be enough. This would allow badgers to enter the zones without hassle. I would love to see a more "zero-sum" approach to powers in pvp, meaning the cumulative effect of buffs and debuffs are equal to raw damage. This wouldn't help the "team-on-one" situation, but it would give the wayward empath a fighting chance.
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I think the second movie did it better than the comics are doing it now. I don't like it when the Hulk and Banner are in "agreement" with each other. Both should want to desperately want to eliminate each other.
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Quote:If origins matters, Naturals would get a temp power as part of the mission to deal with overly powerful foes. IN the case of a War Walker, it would be cool if you got a scanner that identified weak points on the machine that you could attack to bring it down.It's really a personal thing. I could go on explaining where I draw the line, but it really isn't a very interesting read. My solution has been, as you put it, to simply play more fantastic origins, and it's worked to my benefit. Turns out that's what I like most of all anyway, and if it took a game FORCING me to embrace it for me to realise that, then oh well
And I really don't want to take away from anybody else's fun. Your characters, your call, none of my business. Long as it works for you, I'm all the happier for it. -
If you consider some of the power supers wield, they have some sort of above-average basic human functions.
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The Punisher verses the Sentry involved Frank running for his life and finally giving Sentry a bigger threat to go after.
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The first time the Punisher went up against Wolverine, he was basically fighting to survive in the jungle.
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Quote:This is where someone would bring up Batman and them be reminded by someone else that Batman uses a lot of gadgets to deal with superpowered types.That's actually something I've been meaning to comment on, as it's a decision I had to make a LONG time ago. Once upon a time back in 2004, I made a collection of "natural human" characters (or rather, one concept I kept remaking) that I was trying to make something decent out of. Thing is, I'd never gotten above level 20 at the time, so I didn't know much of anything of what I'll be facing later on. All I'd seen was thugs and occasionally cultists.
Then I brought the titular Samuel Tow to 50 and started looking for a new character to play. At the time, I had Crash, the latest incarnation of my "natural human" concept. When I sat down and tried to imagine what she'd be doing at level 50, however... I realised that I could never work with such a concept. At level 50, we fight giant robots, space aliens with plasma rifles, giant monsters and actual super villains. For Samuel Tow, taking out a Zeus or even a Kronos Titan solo wasn't much of a stretch as I'd written him. He's basically a cheat mode super (hence why I try to avoid using him in stories if I can) and it made sense he'd be able to cap one of these things single-handedly without much effort.
For Crash, though, it just didn't make any sense. Originally, she was just a rugged martial artist, but simple skilled martial artists don't punch through tank armour, don't jump 50 feet straight up and don't survive missile swarms to the face. I mean, you can invent some kind of chi defence and mystical super strength miracle excuse, but then you stop being a natural human as such and go into over superheroics anyway. So I retconned her into a Battle Angel Alita inspired super strong, indestructible cyborg for whom it WOULD make sense to jump 50 feet straight up to the top of a Kronos Titan and then proceed to punch straight through its armour and pierce its internal power system for massive damage.
I really don't think the game leaves much room for "natural human" concepts, not considering what we fight at level 50. Again - Indiana Jones does not brawl a War Walker to death. He usually runs away from these. It'd be like him trying to stop that iconic boulder with his bare hands. I know this is just my opinion and other people have made and will make natural humans, but for me, the entire game's power level is just too high for humans who are simply very tough or highly skilled. You need actual super powers to survive as we do in this game. -
Quote:One of the biggest omissions in this game is that sense of weight. Exploded cars and broken vault doors slide around like they are made of tissue.More to point:
I just ran across a War Walker. You know those things just hanging on a conveyor belt in the mission with Metronome? I thought they were just for show, but no! I actually ran across one in the mission against Nightstar, and that thing... Is... AMAZING! Huge like I couldn't believe (bigger than a Zeus Titan!), and equipped with what I can only describe as "awesome" attacks. I didn't see it fire its guns much, but I did see it throw quite a few VERY heavy punches. Heavy enough to leave massive cracks in the ground, shake my camera and totally blow me away. That War Walker looked heavy, and in everything it did, it FELT heavy. Even when it died and collapsed to its knees, THAT shook the screen!
Here I am talking about "big explosions" and I haven't even seen the most impressive standard enemy (boss class) in the game? Holy hell! I want one of these! No, scratch that, I want to BE one of these! Pretty please? -
I have been saying for years that the argument that some folks just don't feel "super" stems from the effects our powers have on the environment more than the damage numbers themselves. My self destruct vet power looks much more powerful than my tier 9 Nova blast. I love both scales, but what I love more is to see both work well in the same environment.
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So the Juggernaut finally decided not to be on a team full of people he could kill.
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Quote:Technically. Yes.
Such physics collection features are already implemented in major commercial engine packages such as the Unreal Engine, Source Engine, Frostbite, and IDTech5. Hardware acceleration support for such physics collision is already exposed under major 3rd party physics engines like Intel Havok, Nvidia PhysX, and BulletPhysics.
There's also a reason why the largest multiplayer maps supported by these commercial engines generally max around 64players, with most only limiting play to 32players. Tracking all of that collision data consumes a large chunk of network bandwidth.
The current record-holder for most number of players online in a sustained fight, Planetside, could support around 400 players (133*3) engaged in active combat. Managing that many players, however, required significant limitations to player animations, player designs, and limited hit-detection boxes. Even then, Planetside was largely unplayable on anything slower than a DSL connection.
Sony's M.A.G. made waves for itself by being the first shooter since Planetside to support greater than 64 players in a match, offering support up to 256 players. Even then, if you actually watch somebody PLAYING M.A.G., you'd be forgiven for noticing that the game world is actually pretty barren with limited hit detections and possible game interactions to shave off on bandwidth requirements.
So yes, a physics enabled system could be done, but it would require a significant amount of processing power on the client-side, a significant amount of processing power on the server side, and a significant amount of network bandwidth to manage collision detection.
For these performance reasons, it is highly unlikely that we will see a true grapple set even if NCSoft decides to move on a CoH2 game. Given the way the Internet itself is trending back towards the AOL style lock out, with major ISP's like Comcast, AT&T, and even Verizon looking to implement non-neutral pathing and premium connection filtering, it's doubtful that, at least in the US, that the network bandwidth to support a fully physics enabled collision system will ever be available for the average consumer to buy.
So. If you want a CoH with a true grapple set, lean on your congressman in the upcoming election season(s) to support Net Neutrality: No premium paths. Treat Data as Data. No forced filtering tiers.
Sure, implementing this in the open world would be nearly impossible, but in instanced missions you never have more than 8 players. -
Wouldn't grappling or weaponizing objects be possible with a more robust collision detection system? I think the question how much work it would require to create loose objects, animations to interact with them, and a system to utilize the objects.
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Speaking as an Afro-American, I can say that there is a difference in hair texture. Sure, with enough hair products, any hair type can be made to look like ours. This still doesn't make a hair style "race-neutral". I think we need a high-top fade, a rounded fade, and long braids (tied and untie