Chase_Arcanum

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  1. [ QUOTE ]
    <QR>


    Hey States, any talk of PvE base raids?

    Like if you do so many SG missions from the SG computer (yeah, that's not in either) against a specific NPC group, they get upset and attack your base?

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    I'd been thinking of that too. Biggest challenge is, like PvP base raids, it'll have to be scheduled. Nothing worse than a mob attack on a base when everyone's AFK.

    Also, the mob spawn would have to scale dynamically. If it started with 12 people online, and 6 more showed, it'd be pretty dull.
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    Other really excellent ideas have been offered that would have been easy to create, but have also been ignored.

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    I would not presume that any of our ideas are "easy". One thing I've learned from being a coder, most of the time you can't really tell how difficult something is until you know the legacy code.

    I would not assume the devs are ignoring us. This is all a complex cost/benefit analysis. Remember, most of the game is not bases, so significant effort put into bases is benefiting a minority of the game. For example, if the choice comes down to adding some features to bases or making missions more dynamic, I'd choose the mission upgrades without question.

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    JJ, thank you for injecting sound comments into an emotional topic.

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    Yes, it IS something to stress here. Some of the core CoH/CoV code is 5 years old- that's ancient in gaming standards, and any coding change is with substantial risk. Time and energy has to be balanced on the value to the customer.
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    Over in another <un-named at this time> MMO, you could set permissions on your apartment, allow anyone access, allow friends only, allow none.

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    The one problem I foresee with simply allowing anyone access is that the pop-up list of bases that you could enter (when you click on the base portal) would be half a mile long. But maybe that wouldn't be a problem in practice.

    It's bizarre, really. Everyone can see my costume, but as it stands now, I have no way to allow everyone to see my base.

    EDIT: Dammit, now I want to be able to let anyone in! Imagine if we could just stand in Atlas and yell 'Party in the (SG Name Here) Base!' and let everyone come who wanted to! We could even have 'Maze of Doom' contests as well as costume contests!

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    In EQ2, the same hotel door offers access to all rooms in the hotel that are open to the public. IIRC, it placed yours at the top and a scroll list underneath.

    Here, it could be a menu prioritizing "your SG" "your coalition SG's" "Your Friends' SG's" and then all others.

    Supergroups could then grant access rights (but not container access) to supergroup members, coalition memebers or all.
  4. Thanks, Jack.

    As an attendee, his remarks on "what didn't work" wasn't comprehensive, but was given in the context of the rest of the presentation.

    If I may: the problem with many personal items are they have a cost that's weighed against the base. They're not usually free decorations.
    <ul type="square">[*] They take up prestige[*] They take up control (a tough thing to keep up with in a teleport-centric base)[*] They take up power (easier to manage in a small base[*] They take up space. They're not usually very small[/list]
    Now, I don't have much of a supergroup, and I love my base, but I know that as the base architect, I'd be pretty darn pissed if someone else came in and placed stuff, redlining control, power, our bank, or taking up a huge hunk o space.
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    Seriously though, Jack falls into a category of modern "creative professional" that I can't stand. Along with him I lump Stephen King, Neil Gaiman, Michael Crichton, and that sort of mediocre talent that thinks financial success is equivalent to artistic preeminence.

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    I think you're assigning motives and attitudes here. It's not an uncommon attitude I see from people who feel that commercial success somehow devalues artistic endeavors, but it just doesn't make sense.

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    By no means do I think success devalues art. But I do think success doesn't value art, either, and it's easy to see from their attitudes that a lot of successful professionals feel validated by their income brackets.

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    Oh, of course. I've seen professionals use their success to try to validate their work...but that's not Neil Gaiman.

    I don't really think it's Stephen King, either. Crichton, maybe. I don't know enough to say either way. I do believe that their fans might use their commercial success in that manner, but that's not the same thing.

    I also don't feel that Jack is doing this. I may disagree with his statements and decisions on how to develop the game, but I don't think he's saying, "Oh YEAH, I'm so TOTALLY GONZO RICH that I'M THE NEW PICASSO."

    Yes, that was a deliberately absurd statement. I don't think your characterization is fair, though.

    I'm not saying anything on the mediocrity front, though. I'm leaving that alone.

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    I got a chance to talk to Jack- (briefly) - at the conference.

    1) He really does appreciate the player base. He rattled off over a dozen names of forumites, their input, their opposition- and his admiration for them and their passion. (He didn't remember me tho )

    2) Its clear he's passionate about games &amp; comics. Remember, Statesman is based on an old RPG character of his. This game was a gamble, an opportunity- and subject to immense scrutiny. Imagine your most treasured work was your first work really in public scrutiny.

    You can understand why someone could be a bit defensive about the negative... or proud at the positive feedback. It isn't conceit- it's simple happiness at being appreciated and defensiveness at being attacked.

    3) My impression: Jack's like a pen-n-paper GM that has this grand vision for an epic story. The first session, everything goes great and he's basking in the glory of a well-run adventure. The next session, the players decide NOT to go into the dungeon he planned so meticulously. They start looking for their own path, and it goes against his planned story.

    That frustrates any GM- I've seen many GM's crack under such stuff- they go nuts yelling "you WILL GO my way." Sometimes there are unfortunate remarks made as this friction grows. The best GM's learn to adapt, follow the players' decisions, and create something entirely new.

    Jack- Cryptic as a whole- made it to that level.

    That's what the "new mantra" of "give the players what they want" really means: I've managed to let go of "my vision" and am now comfortable making it "our vision."
  6. Good summary, but in summary, it misses that Jack DOES recognize some of the other complaints here. I got to hear it firsthand, and it's intesting that some of the things that struck me didn't even make the article, whereas things I ignored were focal points.

    He notes that people would prefer to decorate their own stuff, not contribute to allow someone else to decorate. As someone else mentioned, in a SG of 80, maybe 1-2 are base decorators.

    He seemed to miss the point on taxation- or just didn't make it part of the discussion (this wasn't a comprehensive analysis, after all) but he really did allude to many of the issues that the "proof that Jack knows jack" commenters are [censored] about.

    Still, some things he DIDN'T touch on:

    When bases came out, they were envisioned as a "PvP thing" (go back and look- Posi even referenced that they were primarily for IOP's and base raids (the strategic element of PvP).

    That was a BIG part of every friggin part of bases, but that's the part that's only NOW (after many interested in such a feature is likely long gone) entering the game... still with issues

    With that in mind:
    If they gave bases (A PvP element) significant gameplay advantages then the PvE crowd would be rightfully torqued off. Can't say I blame em.

    The devs need to decide whether bases are PvP-centric, PvE-centric, or useful for both. They need to bring the investment on par with the reward, and acknowledge that an 80 CHARACTER SG may be less than a dozen PLAYERS, and scale bases accordingly.
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    Last time I checked, there is no Gadgets secondary. There is, however, one called Devices. Freudian slips like this and folks wonder why some hold the belief that the devs don't seem to know the Blaster AT all that much.

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    Gadgets is the internal name of Devices. It's a Legacy issue and it was my mistake when adding the patch note.

    As for the change itself, there was an exploit involving TFoe and various stationary entities (like Auto Turret.) In fixing this, the player versions of these entities were locked down as well. I do realise this impacts one of the tactics Devices players used to bypass the limitations of the set. I'll be keeping an eye on this to see if the change hampers the gameplay too severely.

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    If it does, consider (at least) making recharge recovery a little faster, so we can bring out new ones more often- Even if you have to reduce overall duration to keep things balanced. These already lasted too long to remain useful in their first location.
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    I would not recommend upgrading to the GVE goodies if you are inclined to think the Jump Jet Prestige power will be useful for a lowbie.. or in general.

    The power is designed to augment travel powers and give them a little more speed while adding vertical ability. I wish I'd known just how "little more" it would add beforehand.

    It's useless for lowbies (less than 14) unless you consider travelling at the speed of 3 slotted Hover for 30 seconds as useful.

    I'm less than impressed using at higher levels too. I had anticipated more umph and less "is this thing on?" when using it. Lesson learned.

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    To each his own. For me, its a blessing to any superspeeder, since obstacle clearing isn't an issue. It's great for my teleporters, who often find obstacles just out of jumping range, but overkill for a tp. It's great for the flyer- and it's really noticable if you race a non-user with it. It's great for the non-travel-powered, because obstacle clearing is your primary cause for lost time.
  9. We're gonna miss you, Cuppa.

    Now, taking on a new community can be stressful- all those new, potentially hostile community members out there.

    I suggest, solely for your sake in easing the transition, that you make beta forum accounts for all CoH forum regulars (and some of us irregular sorts too). That way, you'll have some familiar posters around ya.
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    You've got to be [censored] kidding me.


    What possible purpose does this serve? Was anyone really having a PROBLEM getting enough XP in the first place?

    If they're trying to 'make something up to us', how about something that, you know, isn't in abundant supply in the first place, like another freespec??

    I would seriously rather have nothing than this, I outlevel my arcs fast enough as it is.

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    Normally, I'd agree, but the devs are also looking at bringing high-level content in upcoming issues, and the number of maxed-out villains is still pretty low, proportionate to the player population. They're trying to increase the pool of players at the cap before these come out.
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    How exactly does PvP damage count more than PvE damage?

    0 risk for me here. 2 level 53 malta turrets while resting = 700 damage every 4~ seconds = lots over time. I can't imagine pvp can pour out damage faster or more effortlessly than this farm is doing for me.

    My stalker probably didn't even take a total of 2 million points of damage by 50. Already working on Nigh Invincible in the 40s is just crazy. You regen?

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    I think the idea is it's risk-free damage in PvP- no debt. Also, it's risk-free damage that's not mind-numbingly dull, like malta farming.
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    I earned unbreakable on my stalker through pvp'ing before issue7 went live. I'm 35% of the way to 100,000,000 even now at level 44.

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    Take damage in PvP.... Ok, how's this for screwy: we're going to go from badge hunters broadcasting "don't kill me, I'm just here for the badges." to "PLEASE KILL ME, I need the badges."



    Oh the irony
  13. Chase_Arcanum

    MoG bug

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    ok, Ive tested this numerous times, MoG ends BEFORE the warning timer even starts blinking. All the other tier 9 powers are working fine though. Devs, pls fix this, MoG already has enough trouble as it is.

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    Technically, it's not a bug -- it works as designed. The problem is that MoG is the exception to that design. That doesn't help YOU folks at all, it's mainly me straightening out my thoughts on how to approach it. In order for this to be fixed, it will require a code change. So, I'll add it to the queue.

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    I hate this type of developer double-speak. I hear it a lot.

    It is a bug when the developers make an assumption that isn't true. It should still be filed as a bug not a feature request. Just because the functional spec fails to make the correct assumptions doesn't absolve this of bug status.
    -Teklord

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    It's not double-speak, it's people ignorant of the meaning of a word using it out of context. To players, "bug" has been used to mean anything that doesn't seem to work at the end. To a programmer, "bugs" are something else.

    A "bug" for programmers is when a system does not work as designed. It implies a technical error with the implementation... a typo, a misread spec, something. It's very specific to technical errors. Bugs must be hunted down and squashed. Just like chasing that fly with the flyswatter- you can do alot of chasing to no avail, but once you get a lock-on... they're easy to squash.

    Because of this, it's nearly impossible to put a bugfix to a timetable. You can be searching for it for hours... and suddenly BAM! I think I got it (time to test...).

    What Posi is saying is that it ISN'T something where it can be tracked and "fixed" quickly like that. There's no "once we find it, it's insta-fixed." It's a design change- a revisit to the basic concept on how something works. This is good and bad. On the good side, it can be scheduled, planned, and implemented, since there's no "still looking..." moment. On the bad side, it takes a whole lot longer to get it to the users.

    EDIT... except this was castle, not positron....
  14. Chase_Arcanum

    Jack is gone?

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    ... But hay I dont have a top of the line comp just a little 2.5 ghz, 1 GB RAM, Nvidia 6600gt system with high speed internet. CoX is the only game/anything I every have problems with online, but its must be me not the game. (not directed at you Lady just a rant)

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    We're running 2 similarly-specced systems in CoV and experiencing none of what you're saying, so it must be you, not the game.

    Seriously, though, the progressive failure sounds like a memory leak, which happens quite regularly- not as sloppy of code as you think, it's just most non-online games are open-n-shut more often and get these areas wiped.

    Now, since by the sound of it, you're getting hit a little more than the average CoV'er, (who DOES play with machines lower than your specs (on average, believe it or not)) this would suggest that the memory issues might be related to something other than MMO's. CoH uses alot of the code libraries already on your machine- Microsoft's .NET architecture, for example, and much of the DirectX codebase.

    It is possible- perhaps even likely, given how isolated the probems you're reporting are, that the problem exists in that supporting software. A single bad data read/write can add instability to any of these components and create leaks that would seem to be coming from the game.
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    HO's increasing Range was a bug.

    The cone sizes for the melee powers is part of the Recharge/Damage/Endurance calculation. Increasing Cone sizes means reducing Damage &amp; increasing End costs or increasing Recharge time to compensate.

    In general, though, this probably will not happen.

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    Um, could we just get Shadow Maul turned into a single target attack then? It's way too expensive for a very, very stupid cone that it has right now.

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    Disagree. Find it very useful.... my wife uses it after I herd/knockback/push mobs into a corner and gets 3-4 easy.
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    so what you're saying is one of us could apply for a job....

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    My wife would like to move back to Southern California...

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    Too bad we're in Northern California.

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    No, but you guys should really consider opening a branch in western Pennsylvania and tap into the local talent pool. :P
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    I like the Patron Powers, I like the reddish electricity, it's cool all around, imho. Sadly, hardly anyone seems to agree.

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    Same here.

    I forget when Patrons were first mentioned. I know it was quite a while back, but when I heard about the chance to take up Makoor Ghost Widow (which, admittedly, disappointed me when I found that I'd have to take at least one dark blast power) as a Patron, I was as excited as could be. Then I noticed that a lot of people disliked the idea and I felt a bit stranded. Ah well. At least I'll be happy. =D

    [/ QUOTE ]You won't be alone there.... I kinda like the concept. The unrespecable part bother me a little but other than that, I'm okay with it.

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    I don't think you'll *have to* take at least one power. You *could* just unlock one pool set and never take the powers from it.
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    Nope, not changed.

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    I think I love you.

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    I hope that's plutonic.

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    Platonic... PLATONIC... named after PLATO: of or pertaining to transcending physical desire and tending toward the purely spiritual or ideal: platonic love...

    As opposed to PLUTO: the god of the dead and ruler of the underworld... Plutonic love would thus be....

    eeewwww...

    The sick.... ugh...

    They'll let ANYONE post to these forums, it seems.
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    But I'd also be lying if it doesnt worry me about the thinning of staff for CoX The game got twice as big and the staff is getting smaller. So either they're running things alot more efficient, or it's a bad omen.

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    TR is looking very interesting, but I'm thinking they increased staff for the development and launch of CoV and are just going back to normal now.

    Since it's doubtful they'll tell us, it's all speculative.

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    I will tell you this:

    If I were NCSoft, and I had a number of titles under development, I wouldn't start a new community-relations person fresh on a new project- there's too much at risk, and establishing a good community base is too critical.

    I'd take a well run, well established community that's going to be in need of reinforcements. Expansions aren't necessarily big enough of a deal, but the CoV expanshalone was a great opportunity- the beta forums needed community management beyond what the ever-caffeinated CuppaJo could be expected to provide, and the surge of activity accompanying a launch is a great way to give aspiring community relations folk a trial-by-fire that doesn't risk burning down the house.

    Then, post-launch, as the communities stabilize, that now-experienced person can go on and more confidently take the reins of another project.


    Now, don't get it wrong: the people we see here are just a small portion of the development team at CoH. Most of them you'll never see, as they're busy doing all the grunt work.

    But Heck! do we really expect transparency from a studio named CRYPTIC?
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    Were those Thug MMs I saw near the end of the video?

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    I am soooooooo hoping that it was. I replayed that part about 6 times and that is the only conclusion I could come up with. My head is spinning right now! I can't wait!!!

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    Well, two nice hints to Post-I7 goodness, too.

    We got to see the thug minions with trenchcoats. Now, it's easier to add something like that to a character with very limited animation options, but that's a whole lot closer to trenchcoats for the players.

    Also, seems they've started on animations for dual-weild machine pistols... now just flesh out the power set and we have PISTOLS for the players. I8, ya think?
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    so does that mean my scrapper wont be able to one shot minions anymore even if they are 5lvs lower than me or even 10lvs lower than me

    i really wish this change were just for pvp just cuz i dont mind getting one shotted in pve it only makes it all the sweater when i get payback

    since debt now means almost nothing its not that big deal dying by one shot and recovery from it

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    It has ALWAYS been said that this affects PLAYERS and not NPC's. it stops US from getting 1-shotted, not the NPC
  22. Chase_Arcanum

    Two things...

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    1. We're looking into the tweak to Endurance for mobs that's affected Endurance Drain abilities. Sorry about that!


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    much appreciated.



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    2. We'll be putting in a check that prevents "one shotting"; if anything occurs within a fraction of second that brings a player from 100% Hit Points down to 0, we instead give the player 1% Hit Points.

    That's all for now.

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    I'd suggest something that's slightly below 100% for the threshold, maybe 95%, and maybe experiment with thresholds in the 1%-5% range.

    I assume this is to allow a player to always have some chance, no matter how small, to respond to a threat. There are times where just dropping down from a certain elevation causes a few points loss, making it unlikely that SJ'ers landing in changing elevations will ever really be at full 100%.... but they'd likely be above 97%.

    Then there are fast-ticking DOT's (caltrops, rain of fire/ice etc) that might still appear to cause instadeath- the person is dropped to 1%, then the DOT ticks past that almost instantly.

    If this is intended to hinder the "2-shotter" (don't know if it is) of an AS+followup in rapid succession, we have some attacks with very fast activation time and some with very long activation times, but the "to hit" calculation is done at initiation (if the foe moves away, they're still hit). Is the "fraction of a second" enough to affect such 2-shotting, and if it is, are long-activation powers counted at the point of activation or the point of damage delivery?



    ---
    Finally, for people wondering if this is PvE or PvP, in previous _castle_ posts, this was a player-only defense, but it would stop players from being 1-shotted by PvE baddies as much as 1-shotted by PvP.
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    All in all it was a great event and look forward to a second annual gathering in the future.

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    Who said anything about these things being merely annual?

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    I think you all need to take a road trip up to Chicago so some more fans can get the chance to meet you!!!

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    Chicago? Pittsburgh, baby. Pittsburgh.

    Why? Well, no good reason, actually, but Pennsylvania and surrounding states are some of the most populous, and Pittsburgh's far enough west to discourage any of those pesky New Joisians from showing up...

    Besides, there are drinks a-plenty- most of us are still intoxicated over the super bowl win- we drink just enough to remember the victory, but not the "quirky" performance that somehow made it happen. it's better that way.
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    Could we maybe, I dunno, get explanations for when our ideas get shot down?


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    Maybe they have other things to do than rehash long discussions that have already been resolved- or already explored in alpha / beta / behind closed doors. Many of these come from "lessons learned" in other games. Either way, the devs shouldn't waste their time outlining every decision they make to the playerbase.

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    There are a couple of exploits that would be associated with this if we let it happen.

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    What would they be?


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    This is relatively minor, but it can be a bigger issue- in other games, people used to check for their /friends on the enemy side and try to stalk them- as a harassing technique. Anyone can add ANYONE to /friend, but global friends require consent, so it's much less exploitable.

    Also, we're assuming we know the underlying codebase for /friend is just a basic list. If they wanted /friend to be more (either in the past, but removed it, or as a future element) then there might be legacy effects with such things.

    Positron already mentioned the economy effects of trading inspirations, enhancements, and influence, so I'm assuming the issue here is /friends.
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    We will probably slip in some NPCs who can buyback Enhancements at somepoint, but the trainer issue is a little more difficult from a technical standpoint.

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    How so? People have already given great explanations as to how this could work and they were such obvious solutions that someone who gets paid to think of them should have come up with them long ago...put the trainers in the lobby...if this too is a technical problem then why didn't you note it? And how is it so?

    OR even have some Neutral trainer who can train both sides?

    We seem to hear a whole lotta "We can't do that for X Y Z vague reasons"

    If you're gonna tell us a whole lotta what you can't do then maybe we could hear some of what you CAN do? Some or what you are DOING?

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    Sorry, you may not have inteneded it, but the attitiude here borders between obnoxious and just plain annoying.

    Let's see- we can assume they re-used the code for the trainer for ease of reference, and probably reused some data fields. Now, it could be that, just by a simple swapping of assets, I made it so the trainer in a villain zone would misidentify the hero, and vice versa. It could be that I started the trainer with a predefined cap, based on assumptions that the AT's wouldn't exceed a certain number. It could be that. It could be that the asset checks for a zone identifier to determine whether it will be a villain or hero trainer, and the lack of zone identity throws this off.

    The main issue here, and one that coders understand, is there's a big difference (time-wise) with "dropping in a new asset" and "copying an asset, edititing the asset, testing the edited asset, and THEN dropping in the asset." One is within the realm of the level-builder, the other requires something to be put in someone else's production queue, prioritized, etc.

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    Either way, No, the devs should have to waste their time answering in full detail what they're working on. Get used to that fact, as it won't change at any MMO you go to.

    <ul type="square">[*] If the devs talk about things at the planning stage, they're likely to change so much by the time of release that the "you promised X" complaints will crash the forums. The devs here had to learn from the SSOCS fiasco. They still slip up when they agree that some feature would be nice/neat/worth doing... (meaning low-priority, but a good idea... just not necessarily in the works yet)[*] In the meantime people that don't understand that planning--&gt;release can be a 3-6 month wait will be filling the forums with "where is X?" comments. (No joke, in one MMO, a dev announced that "details will be posted this week" and complaints of "where are the details we were promised" followed within 3 hours"[*] Oftentimes, no matter how well-defined they are, someone's gonna read something out-of-context and start the next forum fire drill. A player asks for advice regarding his claw/regen scrapper, castle responds with a friendly "you might want to wait till I7" hinting at changes (granted, not well defined)- while he later came back to clarify that CLAWS saw some loving, the REGEN nerf paranoia still hasn't entirely died down.[*] Preparing content for review to the public in a way that's clear, concise, and accurate is extremely time consuming and requires some degree of review. It distracts from the content creation process. And it REALLY does need careful editing. Forum communities have a history for being a volatile bunch- so much so that Sociologists have written volumes speculating on WHY group behavior here differs from elsewhere. (Put 40 otherwise rational people online together and expect an absolute flamewar in 5...4...3...2...) [/list]
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    I was saddened to hear this was in Austin.
    I was extra sad to hear of a similar location in New York, just a state away, but this location didn't have plans for a similar event.
    Ah, well...

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    One thing at a time....

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    Chicago next! I wanna go...

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    Nah, Pittsburgh next. That way NCsoft can come visit the home of the super bowl champs!

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    Heh... seconded. Who cares if they don't have offices here? We'll rotate the meet-n-greet around all the breweries in the area. Wholesome family fun, iron city style. Might hit a coffeehouse or 2 for cuppa's sake...

    Schedule it soon and you can partake in the championship festivities...

    aw, who am I kidding, you'll STILL find people on the streets celebrating our LAST super bowl victory, (that one loss since then? bad hangover- never happened) so you don't really have to be too quick in scheduling it.