ChaosExMachina

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  1. Quote:
    Originally Posted by Deacon_NA View Post
    I just listened to the Q2 earnings report conference call, as linked in the OP. Yes, the whole thing. These calls are painful enough, but to have to listen to everything in Korean and then again in English... torture.

    Our little game was mentioned one time and only factually as they went over slide 5. There was more discussion about the baseball team NC owns in a Korean league. There was even a question about liquidating some of the properties (like Arenanet) but nothing about CoH/V or Paragon. There seemed to be a general apprehension about the future of online games and PC games as well, but I may be reading too much into that.

    None of the questions from any of the investment firms were about CoH/V, but a lot of time was spent talking about headcount. NCSoft made a clear point that headcount would NOT increase. No doubt this is a key management focus. Headcount always is, especially in light of reporting a loss. It seems to me that, with managing headcount being a priority the low hanging fruit was Paragon.

    I believe that even being slightly profitable wouldn't have helped Paragon. Headcount just needed to go down.
    This should get a lot more attention.

    Of any explanations you brought up the most reasonable.
  2. I would donate more including maybe multiple hundreds of dollars if the project worked.
  3. Just desperately holding the emotions back. I will cry any minute quickly.

    This game had such a mountain of potential, even now. The upcoming updates inculded a ton and absolutely everybody liked the whole thing for once. I am devastated.
  4. The threshold required to get any effect is still quite high as a percent of enemy endurance so you do or do not drain enough, as opposed to any enemy not using tactics or etc.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Either the critter can hit or it can't, so we should replace all tohit debuffs with holds.
    Per attack, yes. But a better analogy is a power that can floor enemy tohit but only if accumulated, and it WOULD be comparable to endurance drain.

    I can not tell how you are saying he is wrong. Either the enemy has endurance or not.

    My usual proposal is to add a - attack to endurance drain but negative discount may work. I would ask though to confirm that mobs even calculate endurance discounts?
  6. ---System information gathered by CoH Helper version 0.2.0.2---

    DxDiag gathered at July 21, 2012 14:19 (-07:00)
    Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.101209-1647)
    System Manufacturer: System manufacturer
    System Model: Maximus II Formula
    BIOS: BIOS Date: 08/22/08 20:50:34 Ver: 08.00.14
    Central Processor: Intel(R) Core(TM)2 CPU 6300 @ 1.86GHz (2 CPUs)
    Memory: 3328MB
    .Net Memory Report: 2094MB out of 3327MB available
    Page File: 5372MB (1118MB currently in use)
    C Drive: (WDC WD5000AAKS-07A7B0) 8550MB out of 131061MB (6%) free
    J Drive: (WDC WD5000AACS-00G8B1) 387944MB out of 476937MB (81%) free
    D Drive: (TSSTcorp CDDVDW SH-S223F) zero-size drive
    Windows directory location: C:\WINDOWS
    DirectX: DirectX 9.0c (4.09.0000.0904)
    DirectX Diag version: 5.03.2600.5512 (32-bit version)

    Display Notes: No problems found.
    Sound Notes: No problems found.

    No problems found.
    Input Notes: No problems found.

    Monitor: ViewSonic VX2450 Series
    Monitor's Max Resolution: 1920,1080
    Video Device Name: NVIDIA GeForce GTX 560 Ti
    Manufacturer / Chip: NVIDIA / GeForce GTX 560 Ti
    Video Memory: 1024.0 MB
    Driver Version: 6.14.0012.9610
    Driver Date: 2/29/2012 4:58:00 PM
    Driver Language: English

    Sound Device Description: SoundMAX HD Audio
    Driver File: ADIHdAud.sys
    Driver Version: 5.10.0001.6480
    Driver Date: 3/23/2008 6:08:14 PM

    Sound Device Description: HD Audio digital out 2
    Driver File: ADIHdAud.sys
    Driver Version: 5.10.0001.6480
    Driver Date: 3/23/2008 6:08:14 PM


    WMI Information
    Motherboard Manufacturer: ASUSTeK Computer INC.
    Motherboard Model: (empty)
    Motherboard Product: Maximus II Formula
    Motherboard Version: Rev 1.xx
    BIOS Manufacturer: American Megatrends Inc.
    BIOS Name: BIOS Date: 08/22/08 20:50:34 Ver: 08.00.14
    BIOS Version: A_M_I_ - 8000822
    BIOS Release: 20080822000000.000000+000


    Registry Information for Current User
    Resolution: 1920x1080
    3D Resolution: 1920x1080 (Not using renderscale)
    Full Screen: Yes
    Maximized: No
    Screen Position: 0, 0
    Refresh Rate: 60Hz
    Vertical Sync Enabled: No


    Physics Quality: None
    Maximum Particles: 100
    Max Particle Fill? 10.000
    Physics Card Enabled: No


    Anti-aliasing: Off
    Anisotropic Filtering: 4x
    Texture LOD Bias: Smooth
    Water Effects: None
    Bloom: 1.000 (turned off)
    Depth of Field Enabled: No
    Desaturation Effects (Sepia) Enabled: No
    Shader Detail: Unknown (5)


    World Texture Level: Very High
    Character Texture Level: Very High
    World Detail Level (Vis_Scale): 0.800
    Entity Detail Level: 1.000
    Shadows Enabled: Yes
    Shadow Mode: Stencil shadows
    Shadow Map Shader: Unknown (0)
    Environmental Reflections: Disabled
    Advanced Occlusion Settings: No
    Ambient Occlusion: Off
    Occlusion Strength: Off
    Blur: Bilateral
    Ambient Resolution: Performance


    Gamma Correction: 1.000
    Geometry Buffers (VBOs) Enabled: Yes
    Suppression of FX When Camera Close Enabled: Yes
    Close Suppression Range: 3.000
    Show Advertisements: Yes

    Audio Mode: Performance
    3D Audio: Yes
    FX Sound Volume: 0.157
    Music Sound Volume: 0.105

    Show Advanced Graphics Options: Yes
    Overall Graphics Quality: 0.250
    Reverse Mouse Buttons: No
    Save Login Username: Yes
    Transfer Rate: 105049 bytes/second
    Current Game Version: 1950.201103080206.1
    Installation Directory: C:\Games\Online\City of Heroes

    Mod files in the Data directory
    . has 2 files
    .\Texts\English\Menus has 5 files
    .\Texts\English\Menus\Examples has 12 files
    .\texture_library\GUI\CREATION\HybridUI\LoginScree n has 6 files
    .\texture_library\GUI\CREATION\Login has 2 files
    .\texture_library\GUI\Icons has 4 files
    .\texture_library\GUI\Icons\pack has 75 files
    .\texture_library\GUI\Icons\Powers has 137 files
    .\texture_library\MAPS\city has 1 file
    .\texture_library\MAPS\Safeguard has 9 files
    .\texture_library\MAPS\static has 5 files
    .\texture_library\V_MAPS\Outdoor_Missions has 9 files
    .\texture_library\V_MAPS\Static has 6 files
  7. I frequently get lots of loud effects or distorted sound, especially the sound of a jet engine taking off that I find no consistent source to explain, across multiple alts.

    If the client has large memory or processing commitments - map load or tons of power use - it can often be frozen and require manual shutdown in process explorer.

    No strange processes are running to explain this though I did recently install graphics drivers that for no reason included an nvidia sound driver and since then windows will not include the volume control in the taskbar at startup even if i continually use control panel to set it.
  8. Quote:
    Originally Posted by Venture View Post
    Yeah, I'd trade the ability to have any one question answered for the power to completely and utterly excise the entire Well storyline from the game. It's unbelievably bad, for one thing; try explaining it to someone who doesn't play the game and watch the look on their face. And it casts the players as 1976-era D&D munchkins.
    This is because the staff has taken the following approach:

    1. EVERYTHING has to get a handwavium explanation. Even the existence of proliferated sets suddenly getting a story about some mad scientist experimenting with the potential of superpowers, because the reason you could not make an electric capable Tanker was because of universal law etc.

    2. The lore is a big landscape of retcon and handwavium partly because of the policy and partly due to staff turnover or simple terrible ideas.

    3. The staff has some amount of pride in how 'serious' the game is so all of it gets a reverent awe in subsequent stories doubling down.

    The whole thing is a lot like, appropriately, comic books.

    Really, comic books have had a similar approach for decades as the continuity and fan base are ever more insular and emphasize 'explanation.' Writers increasingly see a potential challenge in 'making it serious' or 'tying up the continuity'. Thus an endgame had to 'reference' a previous idea, incarnates, that was not a good idea in the first place, while also retconning the origin as a more palatable but increasingly convoluted system while inserting its lore through as large a portion of the 'universe' as possible.

    However this is not an aspect of comic books that should be emulated.
  9. Quote:
    Originally Posted by Arcanaville View Post
    I don't like moving goalposts.
    I have no intention of a debate surrounding the claim you disputed so I brought up another.
  10. The terrible queue system of redundancy that has no purpose because almost nobody uses it except with a premade team anyway.

    Show number of people who are queued, fix the restriction requiring a single zone to enter, make it notify the invited player that they are receiving an invite in the queue instead of no notification beyond an error message to the sender, and make joining the events that are currently active actually work. In addition add a search interface for teams instead of players and a way to enter a name, note, and category [just how the player search interface and note work] if you lead the team.

    Also add paragon teleporters to villain bases plus a midnighter club teleporter.
  11. What can be evidenced is the redundancy of multiple tankers, except for herding extreme mobs.

    If you refer to the discussion of caps by the majority statement, even cap performance is relevant and can be addressed relatively independently of non cap performance.
  12. I think the fact he has been widely ridiculed while, really, being right the entire duration is an indictment of the community.

    Johnny has been correct. It simply makes no sense that the largely redundant defensive abilities of a tank are paired with a very significant offensive penalty.

    I see this as similar to the redundancy of defenders and corruptors. The ATs are simply a lot too similar to be defending AT diversity. Defenders were buffed and equal corruptors minus scourge solo or at least are close to it. The trick is a straight offensive buff is not interesting, and while I support a straight offensive buff instead of none, a thematic ability is preferred.

    Considering theme, a tank is a not so quick hulking character in the majority of fiction. What if they had a variation of build up, say, 'focus,' that requires animation time but greatly empowers them, say Colussus preparing a massive move? In a sense scrappers are to stalkers as brutes would be to the proposed tankers. It would be a no endurance instant recharge inherent but take a while to animate.
  13. 2 potential versions, and money is no object. If I particularly like a suggestion I may offer a reward of inf. Build priorities are defense and recharge. I prioritize tanking.

    Tough weave version: Villain Plan by Mids' Villain Designer 1.959
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Dark Miasma
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(5), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(11), BldM'dt-Acc(11), BldM'dt-Dmg(37)
    Level 1: Twilight Grasp -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(9), Numna-Regen/Rcvry+(15)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7)
    Level 4: Pulse Rifle Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19)
    Level 10: Recall Friend -- Empty(A)
    Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), SCotMastermind-Rchg/PetAoEDef(15), DefBuff-I(19), DefBuff-I(31)
    Level 14: Teleport -- Empty(A)
    Level 16: Shadow Fall -- HO:Cyto(A), GA-End/Res(21), GA-ResDam(21), S'fstPrt-ResDam/Def+(27), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(34)
    Level 18: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(33), SW-Def/EndRdx(33), SW-ResDam/Re TP(36), Ksmt-ToHit+(36), HO:Cyto(36)
    Level 20: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(23), SipInsght-Acc/Rchg(23), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-%ToHit(48)
    Level 22: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(25), Cloud-Acc/Rchg(25), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/EndRdx/Rchg(31), Cloud-%Dam(34)
    Level 24: Tactics -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
    Level 26: Assault Bot -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg(27), S'bndAl-Build%(29), HO:Nucle(29), SvgnRt-PetResDam(50), EdctM'r-PetDef(50)
    Level 28: Provoke -- Taunt-I(A)
    Level 30: Howling Twilight -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(39), Stpfy-KB%(50)
    Level 32: Upgrade Robot -- Empty(A)
    Level 35: Vengeance -- LkGmblr-Rchg+(A)
    Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(40), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(43), SipInsght-Acc/EndRdx/Rchg(43), SipInsght-%ToHit(43)
    Level 41: Charged Armor -- Aegis-Psi/Status(A), HO:Ribo(42), GA-3defTpProc(42), GA-Res/Rech/End(42), GA-End/Res(46)
    Level 44: Electrifying Fences -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
    Level 47: Static Discharge -- Ragnrk-Knock%(A)
    Level 49: Thunder Strike -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17)
    Level 50: Agility Radial Paragon
    ------------

    Both hasten and provoke: Hero Plan by Mids' Hero Designer 1.959
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Dark Miasma
    Power Pool: Leadership
    Power Pool: Teleportation
    Power Pool: Fighting
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
    Level 1: Twilight Grasp -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11), Numna-Regen/Rcvry+(11)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(34), P'ngTtl-EndRdx/Rchg/Slow(48)
    Level 4: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(37), SipInsght-Acc/Rchg(40), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(40), SipInsght-%ToHit(43)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(31), Ksmt-Def/EndRdx(33), Ksmt-ToHit+(33), HO:Cyto(33)
    Level 10: Howling Twilight -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(43), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(45), Amaze-ToHitDeb%(45)
    Level 12: Protector Bots -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Acc/Dmg/Rchg(13), SCotMastermind-Acc/Dmg/EndRdx/Rchg(13), SCotMastermind-Rchg/PetAoEDef(15), DefBuff-I(15), DefBuff-I(21)
    Level 14: Tactics -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
    Level 16: Shadow Fall -- HO:Cyto(A), HO:Cyto(17), S'fstPrt-ResKB(17), S'fstPrt-ResDam/Def+(19), LkGmblr-Rchg+(19), HO:Ribo(21)
    Level 18: Teleport -- Empty(A)
    Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(23), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(25), Cloud-Acc/EndRdx/Rchg(25), Cloud-%Dam(31)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- GA-3defTpProc(A), GA-End/Res(46), HO:Ribo(46), HO:Ribo(46)
    Level 26: Assault Bot -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg(27), S'bndAl-Build%(27), HO:Nucle(29), SvgnRt-PetResDam(29), EdctM'r-PetDef(31)
    Level 28: Weave -- HO:Cyto(A), HO:Cyto(34), LkGmblr-Rchg+(34)
    Level 30: Provoke -- Empty(A)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Charged Armor -- GA-End/Res(A), GA-Res/Rech/End(36), GA-ResDam(36), HO:Ribo(36)
    Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(50), SipInsght-%ToHit(50)
    Level 41: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Hold%(43)
    Level 44: Static Discharge -- Empty(A)
    Level 47: Pulse Rifle Burst -- Empty(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(48), P'Shift-End%(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 50: Agility Radial Paragon
    ------------

    I can either take the tough and weave version to increase the simplicity of capping defense, or hasten to increase the simplicity of endurance. Note that I get an extra +12 due to bots.
  14. My previous system had a crash, but I was able to recover most of it thanks to a person who sold a Maximus 2 Formula cheap. I now have a 560 GTX so graphics are fine, but it uses a CPU my dad had as a backup, and it gets VERY slow.

    Because the board is new I do not want to switch it, so I need a socket 775. It may be a simple buy through ebay or whatever, but what socket 775 should I get? I previously used a e8400 and its speed was satisfactory so a CPU with similar single core performance, but quad?

    BTW power use and temperature are a relatively big deal to me.
  15. The whole point from my perspective would be to improve teaming options, so basically I would prefer consolidation of the pony related SGs.

    Ponyville, Elements of Harmony, and Friendship is Magic are those I know of.
  16. ChaosExMachina

    Money no object!

    I can not edit the subject, but this is a critique bots/dark request.

    The 2 versions are because I am undecided if I want to spend the energy or pool pick to get extra defense or try to use tohit powers to get near the softcap. Note that I get an extra bonus to defense from the protector bots.
  17. I REALLY want the extra slots even if a respec is required to activate them.
  18. Quote:
    Originally Posted by dazedandconfused View Post
    1 Pancea I've been field testing this, its about 30% regen/rec, toss it in health.
    Mathematically it is a whole lot less, at least until the switch to PPM.
  19. ChaosExMachina

    Money no object!

    You can even use a moderate amount of enhancement boosters. I need advice to improve a tankermind particularly for defense and recharge.

    Tough weave version: http://www.cohplanner.com/mids/downl...D7FF006925F552

    Both hasten and provoke: http://www.cohplanner.com/mids/downl...00FF019EB1F75B
  20. Quote:
    Originally Posted by Traska View Post
    A: "I think that we should have a more open naming system."
    B: "You suck."
    A: "No, I just think that with the age of the game, we should take into account that the perfect name is no longer sitting out there."
    B: "That's because you're stupid, unimaginative, and you suck."
    Such insults are the desperate escape of the inferior debate.

    You will not find a topic requesting name lock at any game that has global naming. That should tell you a lot. The advantages of such a system are obvious, while the only disadvantage is that you may need to get a thicker skin if a person copies your name. However, I can say it has never been an issue in any global name game I have ever played. There really are no reasons not to do it.

    I would bet dollars to cents that if COH2 has global naming, a lot of the people who hate the idea now will not have a problem with it a year down the line, just as what happened when they did the right thing and made the market merged.
  21. Could list some of the supergroups here.
  22. I prefer #2.

    aLSO IT LOOKS LIKE A TELEKINETIC MELEE SET IS COMING.
  23. This talentless nincompoop uses a design stolen from a DC character.

    Talented people give it a name that is nonsensical except as a way of parodying its origins, then decide to make it a farce in writing.

    The character becomes more popular than any other Marvel character made in at least 20 years.

    He thinks the character is popular because it is another Liefield character with guns, pouches, and called a combination of dead, gun, blood, etc.
  24. Quote:
    Originally Posted by Johnny_Butane View Post
    Off the wall idea here. More of a thought exercise.

    What if we removed faceplanting from the game?
    I don't mean that nobody could ever be defeated.

    I mean changing up the pose for defeat.

    I've noticed that recently there's been a number of missions where you fight a NPC and then you're given a choice to spare them or strike the finishing blow, etc. At that point they're on their hands and knees on the ground. That is the pose I was thinking of substituting for.

    Why?

    Well I've been meditating on the nature of "defeat" in this game. It doesn't represent death, or near death. It doesn't even necessarily represent being knocked out. You'd have to be conscious, because you're making a decision to "tap out" and go to the hospital or wait for a rez. Also, if you were truly out cold, no amount of will power would "Revive" you, for example. Defeat as faceplanting makes some assumptions about your character that, from a RP standpoint, may not be true. Defeat is just your character faltering, for whatever reason.

    Another reason is, and this may sound petty, faceplanting is kind of humiliating. I've read a bit on the psychology of game design, and if a player is frustrated because they "died", the wrong kind of death animation can only exacerbate their frustration and in extreme cases, you could be looking at a rage quit. Think about it: if slot machines laughed at you when you lost at them, would anyone play them?

    I'm just thinking, if we changed the faceplant to something else, would it change the way players felt about defeat? I figured it warranted a discussion at least.


    .
    These are seriously excellent points.
  25. has anybody got a way to change the log buttons?

    they do not work in many BGs because of the translucency and i want better