IanTheM1

Forum Cartel
  • Posts

    2034
  • Joined

  1. Quote:
    Originally Posted by MrHassenpheffer View Post
    I am also seeing what looks like their alt accts posting as well.
    It's 100% against policy for rednames to post using a non-redname account.
  2. Quote:
    Originally Posted by Hallowed View Post
    I would say that the level of communication in the test-server run (not beta) of the pack was exceptional.
    And yet David fell completely silent in a thread he was otherwise very active in when it came to responding to objections. I find that odd. I'm not demanding I get my way; I would've been okay with a simple "Sorry, but that's not going to happen." reply. Just anything other than dead silence.

    (Also hopefully someone sees the irony in being called out for demanding the devs' attention...over a costume piece that was only included because people demanded it.)

    Quote:
    Originally Posted by Obsidius View Post
    It's really clever actually... if a player doesn't like anything else in the pack, it proves that they'll pay $10 just for a wolf tail (a piece completely unrelated to the other items in the pack in the opinion of many).

    ... And if that's true, how much are they willing to pay for other one-off pieces?
    This line of thinking terrifies me, and I hope marketing doesn't get any bright ideas. Of course, I'm currently under the assumption they're at work behind the curtains here already, but that's just an educated guess.

    Quote:
    Originally Posted by Golden Girl View Post
    Well, as there are already humanoid wolves as enemies in the game, it seems very reasonable to add wolf/dog tails for players to use too - and as cat tails have been in the game for like forever
    That was one of my arguments as to why the wolf tail should've been free.
  3. Quote:
    Originally Posted by Nethergoat View Post
    wolf tail is there.
    Unfortunately.

    I especially appreciated the absolute zero response from David (or any other member of the dev team, for that matter), either in-thread or via PM, about the collective qualms over its inclusion.
  4. I'm in the "abolish rent completely" crowd.

    I was somewhat displeased that rent was changed into an outright convenience tax on storage containers. And, very annoyingly, the Salvage Vault counts as a storage container, despite not technically being one (and unlike the rest, requires power and control, blegh).

    Basically I'm just unclear on why, after paying lots of prestige to get those containers (and let's keep in mind that room restrictions mean there's a reasonably large overhead on top of the actual item cost) that I have to be taxed on their very presence.

    I'm almost tempted to suggest a "hoarder's" tax, where the first of all containers are free for rent, but multiples begin costing you.

    Fake edit: Turns out I was working under really old info. So apparently these other things cost rent as well, not just storage containers:

    Auto-Doc / Tree of Wonders - This actually makes a bit of sense to me, since being able to buy/sell inspirations is pretty major. Though I'm not clear on why Combat Logs / Contemplation Charts don't contribute to rent, then.

    Robo-Surgery / Spirit Signal - These should be outright removed. I understand why they exist (base raids), but I feel they should just make two separate reclimators, one for PvE that rezzes you back to full or near-full, and one for base raids that perhaps brings you back at 50%. These only give 10% additional health/end back, for a maximum of 45%. Certainly not worth the rent, currently.

    Advanced Worktable / Advanced Forge, Expert Worktable / Expert Forge - No idea here. Considering there's no reason at all to keep the worktables around after you're done with them, AFAIK, I don't see the point in taxing them.

    Robotic Fabricator / Flames of Hephaestus - These are solely related to base raiding, and a really dumb element of base raiding at that. Honestly these should just be straight-up removed from the game, IMO.

    Empowerment Stations - These shouldn't be taxed considering it costs salvage to get anything out of them, and the higher tier ones even cost more than 100 rent, despite also requiring salvage just to craft the stations themselves, and a pretty high prestige cost to place them.
  5. Quote:
    Originally Posted by Talen Lee View Post
    Of course your villain is respected in the RWZ. They're being spoken to as if they're a hero character. Almost as if the people around you have no idea what you actually are, or did to get there, nor even care.
    The few times that a contact acknowledges that a villain might be doing their missions, it boils down to "well, I know you're a horrible, evil villain, but even you have to give a hoot!" which depending on your character is either dead wrong or rather insulting.

    See also: Ashley McKnight, one of the worst-written contacts I've seen in the newer issues.

    But yeah, I really can't fathom skipping Grandville. It has some of the best content in the game, bar none. It's where a lot of plotlines established earlier in the game finally wrap up, and it has Vernon Von Grun!
  6. Something that a friend reminded me of as we talked about this thread:

    I think a good first step before touching any powers is re-ordering the Controller and Defender version of Force Field using the Mastermind order. I personally have always hated having a completely wasted initial power pick for Controllers and, when combined with the idea of giving Force Bolt a defense debuff, would make Force Field a match a bit more with Sonic.
  7. My current plan is to let this percolate for about another half-day and if we don't get some kind of official response by then, I'll try PMing David directly with a cleaned-up version of my concerns.

    Normally I wouldn't be in vicious-pester mode, but we only have about a week to convince them before I'd think it'd be considered too late.
  8. Quote:
    Originally Posted by Hallowed View Post
    Do you honestly think

    a) that the tail was made in about a week, just in response to people complaining
    b) that if you believe "a)" they could have made an entire animal part booster pack in time for the pack to go live?!?
    That particular segment was my saving throw at trying to believe the wolf tail's inclusion wasn't a marketing scheme and instead overenthusiastic wish-granting.
  9. Quote:
    Originally Posted by Decorum View Post
    And it's entirely possible to make a wolf-man prior to this booster pack. Since when is "tail" a critical part of a wolf-man? I made a wolf-guy (long since deleted) my first week or so way back in 2006.

    EDIT: Duh, sorry, I totally missed your point, didn't I? Um, nevermind. **blush**
    Interestingly, I did make that argument, albeit in a different post. I would say the tail can be critical (or at least its absence can be distracting...I've always found staring my characters' unadorned backsides distracting, but that's just me), but it doesn't absolutely prevent one from making a wolf-guy, no. However, it's a needless restriction that doesn't exist for cat-guys, rabbit-guys, lizard-guys, and so forth.

    In fact, the rabbit tail was not in at launch or CoV. It was added for free upon repeated requests because we already had rabbit ears, but no matching tail. We already have 95% of the parts needed to make a werewolf, why can't their tail be added for free to complete the "outfit" as well?
  10. Quote:
    Originally Posted by ZedOmega View Post
    Let's see...
    They could keep wolf tail in, sell bunches of booster packs, make oodles of money, have lots of happy players, and upset IanTheM1 as well as others that agree with her.
    OR
    Take the wolf tail out of the pack, and put in the main game for free, sell marginally fewer booster packs, but still make lots of players happy.
    Fixed, because you don't seem to be keeping up with my argument here.
  11. Quote:
    Originally Posted by rsclark View Post
    The whole concept of paid cosmetic parts is that you have to pay to make characters that you couldn't make before. That's how the entire distribution model works. I don't know why it's so confusing to people when it comes to tails when that's exactly how it's worked for every other booster pack that's come out so far.
    I vehemently disagree. It was entirely possible to make a cyborg prior to the booster pack, it was entirely possible to make a mad scientist prior to the booster pack, it was entirely possible to make a ninja prior to the booster pack, and it was entirely possible to make a wizard prior to the booster pack, which I won't bother linking to, since that one has about three kajillion possible permutations.

    And before you ask, I decided to mostly link to NPCs using player-available pieces because it would've eaten up too much time to go grab screenshots of actual player characters that I didn't have lying around.

    Quote:
    You can't make a boxer character without waiting for a veteran reward. Why is making a dog character a more fundamental choice than a boxer character?
    I find it a bit funny that people keep trying to shake down my argument by throwing other arguments I agree with at it. I've always felt uneasy about locking such concept-specific parts behind vet rewards as well, just like I'm uneasy about locking such pieces behind booster packs, and locking such pieces behind dubious in-game unlock schemes.

    On the other hand, I've never raised a big stink about booster packs before, because for the most part their pieces weren't character-defining in my opinion. They were generally extensions of existing costume themes with slightly higher-quality designs and other bells and whistles. Even the initial Mutant booster sets operated like this.
  12. Quote:
    Originally Posted by bAss_ackwards View Post
    What is the difference between having in this pack rather than the beasts pack later on? The difference is obvious, you can use it now. People have been clamoring for beast mutation stuff in this pack so at the very least the tail was fast tracked into this pack, which still fits in the theme.
    Even if the wolf tail showed up in a Beast Pack, I'd still be posting about it, because it's still an unfair inconsistency. But at least it wouldn't look quite so much like a quick cash grab as it does currently.

    And, as shown by the rest of the post you quoted, I disagree about it fitting the theme.
  13. Quote:
    Originally Posted by Exodus_V View Post
    Nicely put...things might become a little more vocal when this hits live!
    That's exactly what I fear. I can promise you that they would not give away an item that people had already paid for.
  14. Putting the wolf tail in the mutant pack is like putting the ties from the "Day Job" suits in the natural pack. Sure, you can still make a guy in a suit, just like you can still make a werewolf character, but you have to put up with missing out on a small but crucial detail unless you pay up.

    Right now I can make a lycanthropic character with a wolf's head, a furry body, monstrous claws (hands and feet), and even use a costume change emote explicitly designed to facilitate such transformations all by default, but I can't have the tail for free?

    Once again I ask: What's so different about a wolf's tail compared to a cat or lizard or demon or rat or bunny tail that requires a $10 price tag? Why can I make a complete cat-man character for free, but have to pay for a complete wolf-man?

    And that's all ignoring the fact that on the whole, I don't consider animal people to really fit under the "Mutant" designation anyway. Considering the game itself features scientific werewolves, the iconic werewolf mythos tends to lean towards magic, and that pre-existing races of animal folk would fall under natural origin, any connection being put forth is tenuous at best.
  15. Quote:
    Originally Posted by SpittingTrashcan View Post
    Of course, as I said, I do not know if the devs have the flexibility to release content between major builds, or to include free content in the same update as paid content. If someone can provide an example of either happening in the past, then of course my point is moot.
    In terms of literal ability or just willingness? Because booster pack (or other premium) items almost always end up in the files prior to their official release, so I'm sure there has to have been at least one patch that had both paid items and free ones in it.

    Quote:
    Also: I understand the principle being stood on, but I still have to laugh a little at the absurdity of choosing not to buy a product because it contains more desirable features than it did when one chose to buy it.
    "Desirable" is entirely subjective. I have no use for the wolf tail myself, but I'm willing to fight over it because its inclusion seriously rubs me the wrong way. I'm also still a little shell-shocked that people immediately praised Jay and David for listening to what they wanted (and that is great, and David's overall level of communication has been top-notch), but they glossed over its presence in a booster pack they otherwise didn't like or were already going to buy. In other words, everyone asked for a "Beast Parts" Booster Pack, and what we got was a single piece tacked onto an unrelated pack. I don't consider those to be the same thing.

    I don't begrudge you for seeing the irony, though. I knew someone would bring that up. I'm just surprised it didn't involve mention of inspecting an equine's pearly whites.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    You know, I've learned something very important over the years - there's no such thing as a free lunch. If they don't add these items to a paid-for costume booster pack, they'll stick them behind some STUPID, level-gated unlock. Like, say, finish the "Fall of the 5th Column TF from Mender Lazarus" or "Defeat 100 Minotaurs in Cimerora" or some such. As a dedicated hater of unlockable costume pieces, it KILLS me to see good costume pieces added to the game "for free," because inevitably they're slapped in as unlocks or inventions or TF rewards.

    I will say this without a shadow of a doubt and without an inkling of shame - I would sooner see costume pieces sold as Booster Packs that I can then use at character creation than added to the game as *** backwards costume unlocks that I have to wait levels of and still ask someone to do for me.
    Normally I would agree Sam, but I know for a fact that there would be no compelling reason to make the wolf tail unlockable. They just wouldn't. We've had absolutely free costume parts in the past that did not require unlocking.

    Also, just to send the message home:

    I was originally planning on buying the Mutant Booster, since I actually like the Organic Armor and Bioluminescent costumes a whole lot, but the sudden inclusion of the wolf tail feels like a cheap marketing ploy and makes me feel that Paragon Studios is losing a grip on its principles, so I think I'd rather keep my $20.

    I'll keep pushing this as hard as I can prior to June 24th, because I know after that they will never budge for fear of upsetting those who really did pay $10 just for a wolf tail.
  17. As I said, I know where you're coming from, so I really don't need the elaboration.

    But I have very rarely seen AoE Stuns cause mobs to drastically scatter, especially since I'm fairly certain they can get bunched up on each other. And what scatter I have seen wasn't anyway near "outside AoE range".

    There's also something to be said of the fact that Dark Pit is an AoE while Tenebrous Tentacles are a cone, making it slightly less likely to hit an entire group with both.
  18. I'm a little shocked that very few (if any, I'll admit I skimmed the thread) are wondering why this was added to the booster pack and not just to the game in general.

    I'd love to know exactly why if I want to make a feline character or a reptilian character, the tail is there, free and ready to go. But if I want that werewolf? I have to pony up $10, apparently.

    The tail looks good, don't get me wrong, I just don't see why such a generic and wide-spanning costume piece needs to be very arbitrarily pay-locked, outside of a desperate bid to win over the crowd disappointed by the initial pieces we've seen. This is exactly the kind of inconsistency that would drive me away as a new player, as I wondered why my character concept had a price tag attached to it.
  19. PC games vary wildly in their options. Most are pretty good about it by putting everything in menus. CoH stands out for putting everything in one menu and including detailed explanations for every setting. Others, like Mass Effect 1, force you to go digging through config files to turn off certain effects. Then there are the occasional ones that do the absolute bare-bones options, probably due to lazy porting.

    But yeah, I could be wrong, but I don't think you can generally tweak graphical options on the consoles.
  20. Quote:
    Originally Posted by DKellis View Post
    I remember thinking the lower-level VEAT arcs were more interesting than the higher-level ones.
    Hah. Remember the mission where you kidnap a psychic, then hand her over to Arachnos? And then the very next mission you have to break into an Arachnos base to...ask that same psychic a question?

    Those two missions were when I realized I could do better in the MA.
  21. Quote:
    Originally Posted by MrMountie View Post
    So a few people have brought up 'games trying to be like Hollywood'. It could be I'm misunderstanding exactly what you mean, but that seems skewed to me.

    Here's my take.

    The problems suffered in a lot of the bad Hollywood-style blockbusters out there are shared in video games, yes. This doesn't mean that game developers are trying to imitate Hollywood. This means that game developers (in general, with the usual exceptions allowed by such generalizations) and Hollywood writers and directors both fail at understanding the mechanics of stories, how to apply them, and why they're important. Its not one trying to be like the other - its a mutual failure. I dare say some time analyzing myth (modern and ancient), taking some classes on writing, and even picking up some Joseph Campbell books would do both a world of good.
    There's a spectrum of problems between the two mediums. What I was getting at is that there are a some games out there that try too hard to be like movies that you also play sometimes, rather than true games.

    The other issue I was getting at was big, loud explosions don't really do much for me, personally, in either movies or games, unless they have some emotional weight, even if it's very small. I'm especially unimpressed by pure graphical effects in games, because they're not real (and they're not necessarily real in the movies either).

    And that's another thing. I'm okay with "mindless" action games (it's funny how often they're not mindless at all, but that's a different topic). I just dislike it when developers feel like their big, loud action-adventure spectacle needs a serious plot to bolster it. Doom kept things simple. Mario has mostly kept things simple. It's even more jarring when the plot is actually great, but the gameplay is completely incongruous with it.

    Basically, my feelings are: Simple pretense > fully involved story, especially if it's a bad fully involved story. Games should be an interactive experience first, a story-telling medium second. That's not to say that games with elaborate writing are bad, far from it. Just that a developer doesn't necessarily have to go that far to make a good game.

    I'm also on-board with the whole "screw graphics" thing. Especially if we can kill the horribleness that is blur, bloom, the colors brown and gunmetal, and anything else synonymous with "next gen" graphics.

    Of course, when it comes to budgets and so on, I have a large stream of bile saved up in a specialized internal sac for the massive trainwreck that is the developer-publisher-retailer triangle, and where it has gone horribly, horribly wrong, especially in relation to the hype machine.
  22. The "AoE Stun + AoE Immobilize = AoE Hold" idea quite honestly comes off as Cryptic-era thinking. I know where you're coming from, but I feel it's irrelevant, because Stuns are already 90% as good as Holds. Yeah, Tenebrous Tentacles can help, but only marginally.

    And that's where the real issue with Dark Blast comes from, now that I think of it. It's clearly supposed to be a more Controller-y blast set, but since Defenders aren't Controllers, it's not allowed to actually be any good. See also: Trick Arrow.

    What I would support is bumping Dark Pit up a few tiers and tweaking its numbers so that it can at least have a chance to stun lieutenants. Oh, and also give it a decent to-hit debuff effect as well. At that point the 60 second recharge would be well-deserved.

    On the other hand, I fully agree that Devices is largely OK.
  23. Quote:
    Originally Posted by macskull View Post
    Dark Pit is a good power, but its long-ish recharge kind of hurts it. It's got an acc penalty, but then again so do all AoE stuns. I think it would be improved by reducing the recharge time from 60 to 45 seconds (same as Thunder Clap) and increasing the radius from 20 to 25 feet. The issue with Dark Pit is that Dark Blast already has incredible amounts of utility for a blast set, which is why I think it's highly unlikely that the set as a whole will be ported to Blasters as-is.
    That's the problem with it: context. It's the fourth power in the set, just after a snipe and right before an AoE immobilize. This leaves Dark Blast ailing for more attacks (well, correction: attack in the singular) for a good number of levels. It's also only mag 2, making it only effective against minions. When combined with the accuracy penalty, this makes it pretty lame at both the low levels (where stunning decently large groups of minions might be worth it if you could hit them) and at high levels (where stunning minions, while not useless, is definitely more situational). And that's on top of the long recharge and small radius. I know you can theoretically stack it with something else, but that highly depends on what set you pair it with or who you're teaming with.

    And yeah, like you said, the set is about half utility powers, most of them not very good anyway.
  24. Yeah, step one: Rewrite the VEAT arcs. They're just terrible, in all honesty.

    (Alternatively, you could play my various VEAT arcs, starting with "Making Your Name" in my signature. >_>)
  25. Quote:
    Originally Posted by Samuel_Tow View Post
    I honestly keep feeling like we're due for another video game crash at some point in the near future where companies end out making "so many ****** games that there are no ****** games left to make," to quote the Angry Video Game Nerd. I just don't see how the game industry can subsist on mediocre garbage indefinitely. Either someone will come up with something revolutionary, cash in big time and write their names in history like a few companies have, or developers will suddenly find themselves with a fringe market and no idea what happened.
    I've been saying this for a while now, but for different reasons. With utter slime like Gamestop slowing worming its way into how games are actually made (even GR, now), and big publishers throwing their weight around in all the most back-assward ways (customer-kneecapping DRM, trying to kill second-hand sales while simultaneously lying in bed with Gamestop, Activision, just Activision, and anything related to marketing and risk/reward in general), I think the industry needs to take a nap for a little while. But I suppose that's all best-saved for a different thread.

    Quote:
    Originally Posted by DKellis View Post
    A lot of what happens in games is busywork. Travel is a major one. In progression-based games (with experience points and such), fighting enough enemies to level up to take on the boss at a comfortable risk level is another; in this case, bosses are level-gates.

    What can be done could be to integrate the story within this busywork; while you're travelling, make it meaningful, rather than going from point A to point B and only that.
    For the former, see games like Mass Effect or Vampire the Masquerade: Bloodlines. Mass Effect accomplishes this by simply making its side-quests legitimately interesting (at least most of the time). Vampire accomplishes it by making XP only gained through completing quests, not by repetitive killing. This means that you can get just as much XP by talking your way out of the situation, or using stealth, as you would by just killing everyone in the room. Makes for a very stable, if slightly imperfect, level curve. In short, don't make your game grindy.

    As for the latter, at least in the context of CoH, I've always found the fact that we use the city's existing tram system for the bulk of our travel hilarious and charming. As for actually making travel fun: Give it some dialogue (Mass Effect elevators), skip it outright (Mass Effect space travel, essentially), or make it its own game element (Borderlands' driving).

    Now for my long-winded rant about gameplay, story segregation, and player immersion:

    For one, games need to stop trying to be Hollywood. This may explain why I tend to look down on a lot of popular games - they're structured like blockbuster movies while forgetting that they're a game. It also doesn't help that even when the do remember, they forget that a lot of movie tropes are already stale in movies. Big, exciting explosions don't really wow me when you're just throwing them in to imitate Michael Bay.

    The biggest offender in breaking my immersion is cutscenes. I don't mind them, since they can be incredibly useful and important for achieving mood and atmosphere, not to mention telling some of the story itself. But what really needs to stop? For one, cutscenes that are a movie unto themselves yes Kojima I mean you.

    Secondarily, cutscenes diminishing my accomplishments. Something that happens in far too many games: You reach the final boss. You both taunt each other in the traditional pre-fight cutscene, but soon it's on. You trade blows, have a rip-roaring epic smackdown. At last, you take off that last sliver of health. He's dead, baby! ...Oh wait, no he's not. Because now there's another cutscene showing he's still on his last legs, cackling that he's still alive and taunting the hero again about his dark past or whatever. Inevitably, this will be followed by the protagonist stabbing him in the face with a large sword, truly putting an end to the Big Bad. Too bad I didn't get to play that part of the game, huh?

    Quicktime events or perhaps the less adrenaline-fueled interactive cutscenes are a decent compromise, but regardless, I feel that bosses should die because I killed them.

    Of course, this doesn't mean you can't have a protagonist who's a character in their own right, but you have to let the player in on the experience. This is something that Mass Effect floored me with. While every Shepard's story will be essentially the same, you really get to make your own unique experience playing as the First Human Spectre. This is very relevant to CoH: I wouldn't be nearly as invested in my characters if they were just Night Elf Rogue #94581 and Dwarf Barbarian #69325. With the new morality system, as well as the more general contact conversation system coming into play now, I am very excited for CoH's storytelling potential, especially in how it involves my own characters.

    What about the other side of the coin? What about games that aren't character-driven? The everyman is a good stand-by, but only if you're willing to actually give the protagonist some kind of story. Half-Life did this well. It may sound a bit cliche or insulting, but I bet the "everyman" theoretical physicist, who is eventually called upon the save the world probably appealed well to the nerdy crowd that played the game.

    But then there's the dark side of blank-slate protagonists: When you play a character that has little to no glimmer of personality at all, and even worse, for no reason. Master Chief isn't exactly a silent protagonist, but it always irked me that he never really got to say or do anything befitting of his as-we're-told fame and experience. Maybe it's the sugar-hyped 10 year old in me, but you have a freaking badass cyborg as your main character - DO SOMETHING WITH HIM! (Mind, I'm only speaking of the first Halo. It's the only one I have any solid first-hand experience with, not to mention without it we wouldn't have the other 6 "final Halo game Bungie is making".)

    This is one of the things that killed SiN Episodes for me. The original SiN was a pretty fresh and quirky FPS from the 90s, and it had a very mouthy and fun protagonist in John Blade. Not too dissimilar from Duke Nukem, in fact. But Episodes gave him literally two or three lines total (not to mention tried to make the plot slightly more serious). It was disappointing, to say the least.

    And, to close things off, a short criticism of Valve's "no cutscene" style: Yeah, there are still cutscenes. Sure, they might let me walk around a little bit in my cage, but I'm still stuck in Kleiner's room, listening to him babble about getting my HEV suit and the teleporter and Lamarr. Ironically, the best part of that segment was when Kleiner asked me to assist him by pulling the switch on the teleporter ("Great job, Gordon! Throwing that switch and all, I can see your MIT education really pays for itself."), if only because it involved me, the player, actually doing something, instead of listening to an expo-dump.

    It's rather interesting to see how that idea of "open cutscenes" has slowly fallen by the wayside in the later Half-Life games too, as the developers are forced to engineer contrivances to prevent Gordon from just shooting whatever threat appears. Bulletproof glass, falling rocks, alien telekinesis are the three common ones.

    Thanks for making it through the whole rant if you actually read it. I'm sure it was a bit incoherent.