Chase_Arcanum

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  1. Quote:
    Originally Posted by Eva Destruction View Post
    So another question:

    Do you want the devs to work on new coding to solve a problem that isn't really a problem, and that can be ameliorated by using existing tech (name purges), or would you rather they spend development resources coming up with cool stuff for us to do with these awesomely named characters?
    you say that only because you've got one of the awesomest names I've seen on these boards.
  2. Quote:
    Originally Posted by Venture View Post
    He's done nothing but hurl the same. He's offered no real reason for changing the existing system other than "I wants it, preciousssss".

    People have been raising objections based on actual observed behavior in The Other Game. That means said objections are not irrational.
    I wouldn't go that far.

    The core issue seems to be that people are less arguing their own point of view and more attacking or rejecting another person's concerns.


    Realistically, it comes down to this:

    1) FINDING A FREE NAME CAN BE CHALLENGING AND FRUSTRATING. Which is true. Saying "try harder" or "think different" doesn't change that fact. You can use a thesaurus, additional descriptors, or whatever else you want, but its still more work than just naming a character with your first inclination. Let's stop treating people who DO get annoyed as somehow mentally deficient and accept that sometimes a creative vision STARTS with something as central as a name.

    2) ANY CHANGE TO A NAME SYSTEM WILL BE CHALLENGING AND FRUSTRATING. Which is also true. Changing an existing system will upset the people that are used to and like that system, even with its flaws. Any new system will be alien to them and will already have a strike against them for taking away what they were comfortable with. Further, as some have mentioned, some take a kind of pride in being the first to claim a unique identity and don't like the idea of that feature being taken away.

    This is NOT selfishness- the naming rulesset is no different than any other rules in the game- people are going to find pride in doing something well... and that great name they snared is a reward for playing the rules well. Changing the rules NOW can take away that sense accomplishment and forces them into something that may feel more cumbersome.


    3) NOT EVERY CHANGE IS EQUAL.
    -A name purge that has a low risk of alienation probably will also have a low rate of successful purges, so might not be worth the development time.
    -A purge system that's more aggressive may be successful in freeing more names, but alienate more people, so might be too risky to develop.
    -A universal "@global" is visibly intrusive, affecting all chat experiences.
    -A hidden "@global/uid" is less intrusive, but adds some risk of impersonation to the uninitiated (it would not affect reporting, as a hidden global/uid would be appended to the logs)

    This is where I see the most anxiety and mistruth, but then again, for me #3 is just an intellectual exercise. My decisions' made up in #2. As much as I'd love a "hidden @global" in a new game and strongly empathize with #1, I don't change naming rules unless there's a CRITICAL need, and only then, only if the change can actually meet that need. Neither of those have been established in this debate... yet.
  3. Quote:
    Originally Posted by BlackArachnia View Post
    I think the biggest failure was trying to tie into the 360... twice. Microsoft is not working with anyone there, and after teh first time I would have stopped development for the 360 for the second one. They were counting on console support. They don't have it.
    I sometimes suspect that the XBox360 architecture may have some inherent design issue with MMO tech. Other MMOs, developed around the same time, that were supposed to have a 360 port too.

    A shame, since some of MMO mechanics really would work well on a console controller. the "endurance" bar had hybrid "side-scrolling fighter" power-up bars, and the button-mashing attack system would be good for thumb control...

    ... and then they tack on the wholly loot interface onto it, which would've been hell. it's like they realized they almost had a console UI, then learned of trouble with the 360 port and said, "Well, what can we salvage for the PC?"
  4. Quote:
    Originally Posted by Jophiel View Post
    At the same time, if I was reading a Batman comic and he came across a guy fighting crime named Batman@MichaelKeaton who was teamed up with Batman@AdamWest and they were off to find Batman@ChristianBale to help them defeat Catwoman@MichellePfiffer and Catwoman@JulieNewmar, I'd probably set the book down. On a lit stove burner.
    ...Yet we had a whole series after Death of Superman where multiple people claimed the title as a successor.

    You could have much the same by

    a) defaulting to the global off, SO IT LOOKS IDENTICAL TO THE CURRENT SYSTEM, with mouseover showing it. At that time, you'd have "Superman teamed with Superman and Superman battling Superman" pretty much what the comic had. If you needed to speak to one (or report it) clicking on the character or the name would specify them and give you the option to see the global.

    b) as above, but allow an alias system similar to our existing notes setting. This would let you choose to ALTER the name you see, much like you naturally use nicknames in real life. Then you could see, "Punisher Superman teaming with Steel teaming with Superboy (whether he wants to be called that or not) fighting Cyborg Superman" - the names many fans used to talk about what was going on.

    This gives you the ability to apply very immediate, very visible (to you), persistence recognition to a duplicate name. You decide who you think is deserving of being called Superman and all the others can be given a nickname.

    c) default to global off, but show a subscript marker for each duplicate name in the same chat window or zone. Users can be referenced by the subscript marker. If there's only one of that name in the zone or chat, there's no number marker.

    That way you could team with ANY superman any time, but if you encountered more than one at the same time, you'd have an ordinal reference. (I teamed with superman last night. It was cool until the other superman showed up. Superman 1 knew what he was doing, but superman 2 was a bit of a noob... then we ran into a killstealing Superman that started griefing us. It wasn't long until Superman 1 reported Superman 3, but superman 2 couldn't figure out what was going on...)

    Downside: by changing the ordinal based on the number currently appearing in the zone and hiding the global completely, persistence becomes challenging. Is that superman the same superman you teamed with last night, but forgot to /gfriend?
  5. Quote:
    Originally Posted by Durakken View Post
    Never heard of a recumbent bike, looks like a tricycle type bike. It doesn't look like i'd be able to find or afford one but I'll look into it. OH... just realized one of the major problems i have with all stationary bikes is they have stupid foot straps and small pedals v.v They don't want big foot riding a bike! :P

    I find exercising boring in general, but if it something i can do while doing something else, like that recumbent bike while watching tv i'd just do it until i get too tired to do it or have to get up. If I could I would stay in a pool pretty much all day every day even without anything else to do. I've always loved the water... it's just so hard for me to get to someplace to swim due to "other" problems.
    My dad's ridden a recumbent bike for almost three decades now (that's probably where Rian first saw them). As weird as it sounds, riding a bike that's shaped like a lawnchair is easier than a regular bike once you get used to it (lower center of gravity). They're also specifically designed to minimize lower back strain, so that might help with your back issues.

    As an exercise bike, recumbent bikes are great-- and you can effectively watch TV or even read while pedaling. The "foot straps" may be there, but since since you're not standing on the pedals, slipping off them is less of an issue. You can comfortably and safely draw your legs away without risking the crank coming around and breaking your ankle, like slipping on a traditional exercise bike would cause.

    As a regular bike, recumbent bikes are awesome too-- great for commuting... though as childish as it sounds, get a flag. Darn things ride lower than regular bicycles, so cars sometimes don't notice you without one.
  6. Quote:
    Originally Posted by Zombie Man View Post
    Case in point is the quote in the OP.

    When CO launched, it was missing a lot of systems that they promised would be added 'later.'

    Whether or not his point is valid, he couldn't live by the lesson he supposedly learn.

    And that is quintessential Jack Emmert.

    And that is why the usual derision.
    True, though I wouldn't be surprised if some of Cryptic Studio's featureset issues were less "we forgot the lessons" than "casualties of the economic crisis."

    Cryptic prided itself as being an independent studio-- an employee-owned indie. That was a HUGE part of the company identity. CO and other cryptic projects were being financed in part by the CoH sale, in part by the time-honored tradition of... well... a credit line. They wanted to avoid outside investors that would damage the independence of the project or the company.

    Months before the market crisis, Cryptic acquired the Star Trek license & an aggressive development schedule-- a major gamble. Months after the crash- as credit lines tightened everywhere- we hear of one project cancellation (IIRC, timetable may vary).

    Then we hear of Atari buying Cryptic.

    To me, sounds like they ran out of their money and couldn't get a line of credit in the current market (as many can't) and sold away their coveted "employee-owned indie studio" status just to get enough cash to get their projects out the door.

    (I also recall that the Atari buyout included additional money contingent on the studio meeting certain revenue numbers. Trying to meet those numbers may have also affected their decision-making on launch dates, and features-at-launch. It shouldn't, but there are plently of examples of financial considerations affecting artistic expression...)
  7. Now, I'm biased because I met the guy and found most peoples' negative attitudes based more on misreading or taking offense at one phrase/action instead of putting it in context, but here's my thoughts.


    "That Guy" LOVES this game. It was his baby. It was a huge career leap for him and he poured his blood, sweat, and tears into it for over half a decade. It means more to him than it ever could to you or to me. Always did and always will.

    He took a LOT of the flack from the players as the lead dev- and he assumed all that blame --the "buck stops here" for design decisions that were far from his alone. Many of the devs we have here today would have had design on some of the more reviled systems, but they were insulated from the hate and blame. That was OK with him, because both the change AND him taking the heat was good for the game.

    Letting go of CoH to help fund other projects wasn't a decision made lightly-- and he's likely suffered more than a few moments akin to "empty nest syndrome" out of it. Ultimately, though, if Cryptic's other interests were going to make it, he had to let his first one leave home... but I'm positive he still keeps an eye on how it's doing, celebrates its victories, mourns its losses, and sometimes, like any parent, wonders WTF they're thinking with some decisions they make.

    But, unlike parenting (more or less) Jack's gotta also look at what he's done and take lessons from it. What worked? What didn't? What were the strengths of the system? What were the barriers? WHAT WOULD I DO DIFFERENTLY IF I HAD TO DO IT AGAIN? He's an academic, as well, so sharing these questions and answers is part of the thought-forming process. This sometimes appears in an interview as trash talk to the uninitiated.

    It isn't.

    Most of Jack's wording is structured to stress that difference, but it's often ignored- the "root" message is taken out and framed in the context of a bitter rivalry that isn't there. He's saying that there are things that he'd do differently and barriers he need not worry about-- that there are market environment changes that mean that things have to change to succeed-- and he hopes his next project will be an improvement based on these lessons. That doesn't mean he doesn't love what he previously accomplished any less.





    ....But players tend to gather into little tribes and define each other as rivals whose hate and anger exceed extreme political rivalries. They read veiled insults where there was only meant respectful disagreement and see business changes as treasonous hatred. They assume that their devs are just as committed to the hostilities as they are, and not that they might maintain some sort of professional respect and perhaps even sometimes-strained friendship with people that they shared so much creative effort with. No matter what they say to clarify the issue, someone over at the CO boards will be cheerleading on the 'attacks' and piling on more of his own less veiled criticism... and over here in CoH-land, there will be people mired in bitterness over his betrayal.
  8. Quote:
    Originally Posted by Hyperstrike View Post
    Sorry, in the current system today, both sides can log any interaction and by comparison of those logs show who was being the problematic one.

    In a duplicate naming system, this isn't necessarily the case.
    But it is EASILY the case, based on very simple design.

    Look, let's be realistic. Very simple... EXTREMELY... simple online chat services have been dealing with duplicate alias selection for over a decade. The most basic of these have simple design elements for moderation assistance to address complaints behavior and even intentional impersonation.

    This isn't exactly new ground here.
  9. Quote:
    Originally Posted by Aura_Familia View Post
    Yep. If they got cross server teaming working then I could see the names issue super jumping (heh) to the top of the priority list. Until then not so much.
    Not necessarily.

    If you do cross-server teaming, you display the character name and a subscript marker indicating it isn't a native of that server. People teaming with the character can overlook the marker, since they know who they're teaming with, and just call him by name. People on the "host" server that may need to report/ignore that person will know that it isn't their "native" version, and in the very rare chance that two people from different servers with the exact same name, we can use numbered subscripts to tell them apart for tells.
  10. Quote:
    Originally Posted by Forbin_Project View Post
    Here's what I love about this argument.

    Player A: This unique naming feature is unfair. I can't get any good names because everyone else got them first. I want to be able to use the same cool names they have.

    Everyone else: We don't have any problems coming up with cool names.

    Player A: Your names suck.

    Everyone else: If we took all the names, and our names suck why do you want to be able to use them on your characters?

    Player A: . . . *head explodes*

    To be fair, many professional authors will testify to just how important a name can be for a character-- not just in comics, but in novels... and even for bit players. Specific names convey specific feelings and expectations. They can help reinforce characteristics or draw a spotlight to a characteristic by not meeting the expectation. Even the structure of the word conveys subtle meaning (a fact that the TV series Castle poked fun at last season when hearing of a real world suspect and saying something like, "now THAT is a great bad guy name. Strong k, snakey S, and a sneering "eeeeee" that just screams sleazy").

    A name can have dual meaning ("Castle" is supposed to be a little bit of a jerk, and it was an intentional part of his character design that his name sounds like... something else, if you make the 'c' silent.) or the name might have particular symbolism.

    Perhaps you had a great deal of symbolism tied into why you named your tiny invulnerability tank "Targe" - including not only the similarities to the "short spiked round shield" of highlander lore. Perhaps you also wanted to include the play on words (as the word for "target" originated here... and what's a tank's biggest role?). (note: I have "targe" on Liberty, but not for these reasons).

    Well, you could append something to "Targe"-- colors are common, but "Red Targe" puts the defining emphasis on the color... much like "Black Canary" stresses that the coloration isn't the expected canary yellow. In the case of "black canary" it works. In the case of "Targe," it adds nothing and distracts from the central focus. Oftentimes, the single-word name carries all the impact needed.

    Yes, you can keep working at it-- you may eventually find something that isn't taken that works with the multiple meanings without significantly detracting from your vision... but one of the great strengths of City of Heroes is the way all the options let you express your creative vision. Shame to have to compromise it when it comes to something so defining as the name.

    I'm not advocating for a purge or a global. I don't think it's needed for an existing name, but I'd seriously consider other options for any new game.
  11. I have different conflicting opinions of the whole name system:

    1) It is often much easier to get old players to come back to try new content than it is to coax new players to risk a game they took a pass on previously. City of Heroes is VERY friendly to the interrupted-player compared to most other MMO's I've sampled. It is very VERY easy to come back to without a feeling of being left behind. Anything that raises the spectre of a barrier for returning players will have some sort of negative impact on the game. This has to be weighed against the potential benefits of any purging.

    2) It has not been proven that any kind of name purge will free up any of the names that people are seeking. It is known that previous purges had VERY little impact- both from dev statements and anecdotal evidence. Even among those names freed, we don't know how many are DESIRABLE names and how many of these long-departed players were stuck using alphanumeric substitution and 1337 speak to get what they want. Either way, if you "raise the threshold" to increase the # of desirable names freed, then you also raise the barrier mentioned in #1.

    3) Heck, we don't even know if other player behavior (name squatting) may have a bigger effect than old-account names when it comes to "desirable" names.

    4) There have been several million characters made in City of Heroes and unlike fantasy games, these names are often real-world words or phrases. Names can be as defining to a character as the costume and powerset, and sometimes, when names carry dual meaning, using synonyms or appending adjectives to the original word will dilute that value. Thus, having to compromise on the "ideal" name can be as crippling to a character concept, if not more crippling, than a costume appearance or the lack of a powerset combo that you'd use. This can make good character concepts flounder or be discarded, and frustrate the player.

    I know I've abandoned more than a few concepts because the name/appearance/story couldn't mesh together as I intended.

    5) Name handles have historically (until recently) been unique in muds/mmo's and were often the principal identifier. Changing this in EXISTING games, where the standard is well-defined, is risky behavior that will lead to confusion and frustration as peoples' assumptions are challenged.

    6) There is no "RIGHT" to exclusive access to a name. Plain and simple. The dev's game structure creates a situation where squatter's rights and "firsts" apply, but they could easily structure it any other way, changing it as they see the market needs change, as is their right in the EULA. I generally believe it is bad to make such changes to an already-launched game unless there are CRITICAL issues.

    One can argue that unique names make sense in the genre-- generally, due to product trademarks, there's only one hero for each name. We have a superhero registry, so there's an in-game reason for enforcing individual names.

    But would a VILLAIN succumb to the to the rules of a hero / villain registry?
    Is such a registry international? or National? If there's a "grey fox" in the US registry, does he have name rights for "Grey Fox" internationally? If one of those international versions travels to Paragon, does he have to change his name and register locally or is there some international treaty? What about the German translation of "Grey Fox"?

    The simple hero registry system works fine as a cursory explanation but doesn't hold up to hard examination... or when it does, it opens up the possibility of identical names.

    7) Duplicate names are less of an issue than people assume. Just like real-life, most of us have someone out there with a name identical to ours. I've worked in an office with seven 'Daves' and we naturally adapted- with aliases, proximity, and context easily clarifying which we're talking about.

    In any given game, users are logged on for only a limited time, and that time is spread among many of their alts. The population of any one zone or chat channel is limited to an even smaller segment of the population. For all but the most common hero names, the odds of two characters with identical names being in the same region or chat channel at any given time. When that happens, most (non-mmo) chat will append a subscript number to each user to distinguish them. Thus CO's 'character@global' default chat handle isn't necessarily the only way to handle it. A similar 'character@shard' could similarly be hidden most of the time.

    CO's 'character@global' probably should have defaulted to the chat option of "global hidden, but available on mouseover" as this would have been less glaring and intrusive, but they likely assumed that duplicate-name confusion would be great enough that they needed the clarity. Interestingly, though, I tried CO- a single server system that had at launch hundreds of instances of zones and subscribed to several popular "global" channels. There were very few UNINTENTIONAL duplicate names... despite NOT being divided by server or zone, and despite the fact that these specialty global channels often cause clustering of people with common interests (and thus slightly increase the likelihood of common names).

    The challenge of duplicate names comes with PERSISTENT IDENTITY- is the "Yu Ying" I spoke to last night the same as the one that I'm speaking to today? This is where globals become more valuable-- we're an alt-heavy community and we already frequently use globals to keep track of friends across alts, so why not use it for keeping track of persistence among characters of the same name?

    (To answer my last question, and wrap this up... I don't like CoH using globals for this on principle. CoH initially introduced the global system with assurances of privacy and the understanding that it would be shared/known only to those you wished to share it with. This was obviously blown by a few design oversights and then a more recent issue pretty much stripped even that thin veneer away. I still, though, adhere to the original ideal, and prefer that it only be abandoned to address a critical game issue. I don't think that the naming system has reached that threshold yet, so I don't support any of those changes.
  12. Quote:
    Originally Posted by Electric-Knight View Post
    Calling someone names and stating that the OP is just looking for an excuse to complain is just foolishness, at best.
    Agreed.

    (and for the record- for all my posting on this topic, less than half my characters have the endurance pool. I duo with my wife, and with one of us playing a defender/controller/corruptor most times, we usually have access to some sort of endurance buff without resorting to Stamina... so while I see this as a nice feature, I don't see it with some of the rabid advocacy of many of the people who were clamoring for this feature)
  13. Quote:
    Originally Posted by Electric-Knight View Post
    Anyways...
    While I don't see Swift as a "game changer" (Although, I do love it on hover... and I do notice the difference for running, it's nice) Hurdle is a game changer.

    Unslotted Hurdle changes your jump height from 4 feet to 10.7 feet.
    That is a mighty big difference.


    Just as the OP, I'm just voicing my personal thoughts and small concern about making these powers automatically inherent (And we do not know how they will go about this, so Swift and Hurdle may not even be automatic, although they are seemingly intended to be inherent, for sure).

    While the degree of importance it has for me is likely higher than most, I know that I am not the only one that truly enjoys this game's ability to personally customize characters around concepts.

    Giving every single character the ability to jump over twice the height that was normal may not be the best way to go.
    *shrugs*
    You're entitled to your feelings, of course, but there are some things that are done easily and some that will be wasted resources. Voicing opposition might seem like a dogpile on the OP, but it helps present the interests of the population.

    ---------------------
    As for your hurdle concern.

    1) The game's original jumping height could already clear the heads of other players- quite a bit over the human norm, so it has been and always will be an exaggerated dev-defined value... same with running... and our general ability to take a bullet, etc, etc.

    Thus, being a "normal jumper" was never really an option- and being the " closest to baseline jumper the game design offers" is still available.

    2) Customization is still there. You can slot hurdle to your heart's content (extending from 10 to 17 feet) or take the "combat jumping" toggle.

    3) If the devs want to define a different initial value, they're within their right to do so. They've likely seen and heard the responses at how DYNAMIC the game feels compared to your stand-in-place MMO's when you run and leap around. Many of these focus on the love of ninja jumping, and their intent could be to extend some of this experience to new and trial accounts.

    4) Until we SEE it, critique seems a bit off. It could be that they reduce the initial (unslotted) effect of it, but increase the effect of each slotting, like they did with Knockback ages ago, IIRC (thats why it's the only enhancement in "schedule D")... or they can take the simplest approach and offer it as-is, spending the time focusing on other features/bugfixes instead.
  14. Chase_Arcanum

    2 ?s

    I'll only count my characters that have passed level 10 (40), since the others number too many to count and are too low-level to make use of an alternate build:

    Of those, ONE uses the second build (and I was investigating options for one more).

    So, that's 2 out of 40.
  15. Quote:
    Originally Posted by Dalantia View Post
    Considering Castle's post (no Inherent fitness if you have the power pool Fitness powers), I believe the Fitness pool is gone, completely.
    agreed. no double-stacking.
  16. Quote:
    Originally Posted by Doughboy View Post
    For CoH's Beta 1 in December 2003, Cryptic required us to print out, sign and fax the NDA to them. I'd be surprised if this was required again, but it's certainly possible.
    They've done it since, too, for various things...
    ... that I...
    umm...
    can't get into...


    O.o
    <.<
    >.>

    nevermind...

    (J/K)


    ----

    Seriously, though, I know for some/most of the "creation" contests, they needed a faxed copy signing off rights to them to use/distribute the content- a digital signature wasn't sufficient. Even in this age, if you want an agreement to really stick, you like to have the paper trail.

    Normally, they'd probably keep the VERY EARLY closed beta to the typical friends-n-family crowd that they can easily get signed NDA's from. I suspect that this kind of endgame content is going to be too time-intensive and/or group-intensive to use very small beta pools with... hence the need for a possibly-larger pool of candidates.
  17. According to Mid's, "Swift" unslotted amounts to only a 35% increase to run speed-- not enough to really be considered thematically-breaking in any way, in my opinion.

    Our characters already run faster and jump higher than any sporting professional out there, so a little more hardly breaks anything. Besides, we also have walk for the truly casual movement behavior.
  18. Quote:
    Originally Posted by Angelxman81 View Post
    For me it looks like they make Stamina inherent to make us busy discussing about it and then we forget I19 was Incarnates.
    Now we got the Alpha slot with I19 and nothing else? About about the other 9 levels of Incarnates?
    As they said before, they started with 10 designed in-concept, but were never gonna introduce 10 at once. They were going to roll them out as needed, according to Positron.

    My bet is that whatever's starting I20 to go Closed Beta this early is big enough that they were worried about it making a pre-holiday launch. The slightest delay would put them into the time when holiday activities hinder work schedules even more.

    Instead, they took Alpha Strike, gave it context with its own task force, added something like stamina, and probably a good scattering of other things (more tips/morality missions, some praetoria stuff that didn't make the GR cut) and package it as an issue that could reasonably launch 2-3 months after a major expansion and make the holiday window.
  19. Quote:
    Originally Posted by OPTICAL_ILLUSION View Post
    i think the numbers are lame and im pretty sure others think so as well when they look at them.

    i would hardly call the same 5 people who follow my threads around and disagree just because its me as "widespread".

    its cute though really. it does not bother me, just makes posting here interesting and fun.

    you all can disagree as much as you want but i still get my message out there and that is the main point to posting.
    Eh, More of us may just see this thread as too trivial to waste time on.

    I'm just driven to respond because it's sad to see this thread title stay on the front page for as long as it has.
  20. Quote:
    Originally Posted by PC_guy View Post
    you do realize that while a large majority of the pvp community is on freedom there are some spread out on other servers AND most of the hardcore people play on test(since everything can be reproduced.) so while i Don't have number to back it up, it is still true that the community is significantly larger than most people give it credit for. (this is also due to something like RPing/badging doesn't require the amount of prep time and is much easier to participate in than pvp)
    You're right, and I was being a bit condescending there downplaying their significance, just because the post I was referring to seemed to be doing the same to badge / RP'ers (of which, there's a sizable hardcore side and quite a few casual/friendly sides.) I generally dabble in all three, though since I do only casual PvP, I don't attend organized events where the committed crowds tend to go.
  21. Quote:
    Originally Posted by PC_guy View Post
    questions about a massive overhaul of an integral part of an MMO(which is what pvp needs, not just bug fixes) that affect probably about an equivalent size community as the RP and hardcore badger community (as well as affecting those who badge/rp in pvp zones). it'd be nice to get some acknowledgement, literally *anything*, before they talk about more costumes/useless rp stuff/animated tails 2.0
    Costumes are an integral part of a characters' identity, so they do affect all players to some degree. I haven't found an MMO that had a PvP community that didn't feel cheated/jilted/shortchanged by the devs (and I say this as a casual PvP'er) so why the devs would want to shine a spotlight on the most chronically disgruntled aspects of the community, I'd have no clue. Whatever they say in that context will raise more negative than positive responses on the game news forums that might report it... which is not what you want when you're making something intentionally newsworthy.

    And then, of course, I DO have issue with your size of the PvP community. I've seen far greater numbers participating in the VirtueVerse wiki than I have in totalling all the PvP participants I've ever met... Badgers? The hardest core badgers have two websites that track their stats and a great deal of participants. Heck, a single unannounced costume contest gets a better turnout than most PvP events.

    I LIKE PvP, don't get me wrong, but I LIKE a lot in this game, and altering (again) a rulesset that will forever be out-of-balance and prone to complaints is going to be a far more labor intensive process than MANY OTHER additions to the game that will affect MANY MORE people.
  22. Quote:
    Originally Posted by rian_frostdrake View Post
    well it was an experiment, given the popularity of tip missions , i'd be surprised if this were the last we see of them., but for now, its like mayhems and safeguards. If anything it is the one area the devs have kind of put themselves into a tight spot with, when making content they have missions for the two alignments, oroboros missions, paper missions, mayhem/safeguard missions, ae special guest content, tf's and tip missions. Its kind of hard for them to not look like they are neglecting some side of the game with this many separate avenues of content, and now it looks like incarnates will have exclusive missions as well, its a lot to do. as stated upthread im hoping that ww distributes resources to filling out the spaces.
    Exactly

    Think of it this way- the devs created 150+ missions for the tips and morality missions for one expansion/issue-- each with more complex options than the newspaper missions... along with the Praetoria arcs. that was a huge undertaking for something that they really weren't certain would pan out.

    As for farming alignment rewards? I'd bet that was an afterthought. People started asking what the rewards would be for remaining loyal and someone went "umm..." and pitched an idea with minimal impact on the dev schedule (all existing assets and existing tech) and they went with it.

    We should probably see more tips and morality options arise in the future, and I'm sure they now see the need for a bunch at level 50 now
  23. One of the great strengths of instanced-play is that those instances scale to meet the challenge of your team... but as you said, the downside can be the repetitive tilesets. They throw a few unique variations out there- the garage done like an auto shop, the carnie warehouse, etc... but they're very few & far between.

    I'd encourage checking out the Architect Entertainment missions- the player-creations seem to make more use of the custom maps & outdoor instances than the dev content. Helps keep things feel more varied.

    Also, I'm told you'll see more custom maps in Task Forces.. I haven't done any, but I'm told, so consider checking them out if things seem too dull.

    Heck, although the police-scanner missions can be on the common repeatable tiles, you can milk a good 20-40 minutes of gameplay on the safeguard maps, with their city blocks and separate indoor areas.

    Finally, if you like street sweeping, don't wait for a contact. End-of-mission rewards are nice, but you can do pretty good with the sheer steamrolling effect you can get in a good Hazard zone like Dark Astoria. Imagine up your own reason to go there and just tear the foe apart... then move on to the ruins of Eden or the industrial waste of Crey's Folly. It really does help break up the pattern a bit.
  24. Quote:
    Originally Posted by Ironik View Post
    Word.

    I couldn't start with GR until September 1st because of one thing or another, so I'm enjoying the experience. I didn't pre-purchase the two powersets because it A) didn't make financial sense and B) I don't have the immature "I need it now!" attitude.
    Heh... and there are those of us who prepurchased and STILL haven't played a DP or demon summoner past level 10....
  25. Quote:
    Originally Posted by Perfect_Pain View Post
    I havent farmed this game in over a year... so no, dedicated I am not.
    What I want is for more people to subscribe and play... and bringing us new pay expansions that give low level content, is not the way to go.

    They need to give lv 50 characters new things to do. They need to start focusing on us... the people who have held subscriptions for 60+ months. My illusive friends, that stopped playing... They are long time subscription holders... and they have all recently cancelled due to nothing new to do for their characters.

    :edit:

    And I wrote it that way on purpose, I said Characters/People... That means FILLERS COULD NOT HAPPEN. You wouldn't be able to just set the teamsize for this lv 50 Epic End game content. You could play on a team for the set team requirements or it would scale down.. and rewards would be set to your teamsize.

    I will never be like some of you, head buried in the sand. I get that you like the game the way it is, and are happy when they give you new low level stuff. For alot of other people thoe, that just isnt much of a draw.

    I do hope the Issue 19 is awesome, but for everyone I know... It will be the tell all for this game. Will they stay subscribed, resubscribe... or just stay cancelled.
    PP, I like you, but please don't speak for "us" the 60+ monthers.

    I've been here 60+ months. I've got plenty of friends that have been here 60+ months, and all of us were more interested in what GR delivered than any possible endgame addition.

    The devs have access to the data. The devs have alluded several times to the fact that many long-term-active accounts don't bother to level to 50-- it was one of the reasons given of making Epic AT's open at 20. They have the datamining to make intelligent decisions on what will appeal to the broadest base of their market, and I believe they acted on that data with Going Rogue, particularly given the scope of the feedback they've gotten.

    You represent a particular playstyle of 60+ monther... I admittedly represent a very different playstyle... I don't claim to be in the majority, but I don't claim to speak for the whole market segment either. I know my interests lie different from yours and respect that by not claiming to speak for you.