Kitsune9tails

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  1. Samuel Tow,

    Have you created any AE missions that are tuned to your preferences?
  2. To each their own.

    If a game has a deep story, so much that I want to see the story without interruptions, I will consider over-levelling or power gaming. But I MUCH prefer the versimilitude of muddling by 'in character' and limiting myself to only what my character would do or perceive in a situation and seeing how things come out.

    I'd rather play a good game through several times and get various endings than just Tankmage my way through and count it as a win.

    I don't want every fight to be a struggle to survive; you have to plow through mooks ever so often. But I want fights against the Bosses of a game to feel like real acheivements.

    If he didn't face plant me at least once, he probably wan't tough enough to count as a Boss. I want certain enemies to make me rethink my tactics, scrape together some extra resources, look for that sudden burst of inspiration, etc.

    In an MMO, however, the rules are a little different. I imagine it is tough, expecially in a game like this one, to come up with a Boss (or more properly, an AV or EB) that isn't a walkover for a certain build, while making it only 'properly tough' for the 'wrong' build.

    But then, that's how I like my super hero stories, too: I prefer stories where the hero finds a way to triumph over overwhelming or seemingly hopeless odds, even at the cost of his own life, rather than those where the hero plows through armies of mooks that don't pose a threat.

    When it comes to superhero battles, I'd rather see Ben Grimm struggle against, lose to, then come back and outwit the Hulk, rather than a Hulk story where he just whomps the crud out of a bunch of tanks again.

    Although I do enjoy both.
  3. Bravo, AreSupreme. I wish you all good success in reaching out to us PvE'ers. Although I am not a PvP fan, I would like to see that part of the game flourish. I'll give PvP a try again just because of this post...just don't expect me to spend TOO much time PvPing until I get at least one Live 50 under my belt (darn altitis)
  4. While I plan on making new characters with the new powersets, what I will really be glad to do is to make an AE mission featuring a psuedo-religious Elite Boss wearing a trenchcoat and using Dual Pistols/Martial Arts.

    So going there. *innocent whistle*
  5. Quote:
    Originally Posted by Catwhoorg View Post
    Combat Jumping and Hurdle make for a decent semi-travel power.

    The key thing missing from the true parkour style of travelling is forward rolling on a landing.
    Officially summoning BaBs for a discussion on the possibility of 'movement style' (and 'idle style') animations that you set on your options for that give things a little more pizzazz. Like having you do a flip (maybe randomly?) when you jump, or even a momentary 'wall cling' animation when you collide with a vertical obstacle.

    For instance, one character could set it so that they do delicate ballet style leaps, while another does awkward hulking squat jumps.
  6. One theory on the metaphysics of dreaming that I have seen in various places, is that a person's mind can travel to an alternate dimension (usually the Astral Plane), and through force of will and skill, 'sculpt' the astral matter into forms they desire.

    In most stories, an astral traveller will just use this to form a cool looking body, but there are often tales of using this to create weapons, dwellings, and in extreme cases, entire realms where one's will holds sway.

    To the native inhabitants of such a realm, you would be like unto a god.

    In any case, the scenario that makes sense to me is this:

    Rulaaru intends to invade and consume the PC dimension. This intent is somehow perceived in time to be reacted to. Rulie is far too powerful to oppose directly, so they make a trap: a dream or illusion that he has in fact, succeeded in his quest. Even he can't eat a dimension he has already eaten.

    But what then? What is to keep Rulie from just wandering off to eat more dimensions? Simple: part of the dream/illusion is that there ARE no more dimensions: he's eaten them all and there is nowhere else to go, and no more food.

    Faced with the prospect of an eternity starving and alone, Rulie goes nuts. He builds a world out of his memories inside of himself, then shatters it in a fit of pique.

    The little tunnels we have created into the Shadow Shard are beneath his notice, or perhaps he suspects them of being part of his own madness. The only thing keeping him prisoner is probbly a bunch of magical wards reinforcing the illusion and his own inability to comprehend that he has been deceived...

    Just some ramblings.
  7. Quote:
    But both are limited by the density problem: if you allow critters to notice you at higher, more realistic ranges, you have to lower the density of critters. This lowers the density of players, and you have an MMO where most players are out of sight of each other, which is undesirable.
    Are we talking immersion concerns here?

    CoX already has something a little like this: get within a certain range of a critter, and it will stop idling, look at you, and not attack for a few seconds (unless you get closer or attack). It seems like you could work with that.

    Effectively: Give critters several 'concentric rings' of aggro radius. Enter their 'green zone' and they run script A: Maybe move toward you in an investigative fashion, or warn you to back up. Enter the 'yellow zone' and they run script B: activate toggles, or call for backup. Hit the 'red zone' and they attack immediately.

    Or is this an issue with the computer 'cheating' you could program critters to have the same lines of sight and radii of hearing that players do. Of course they would then have to cheat in other ways to make up for their innate dumbness.
  8. Cute!

    ...now I want a floor length skirt in the game again...
  9. When you allow the player to function as author and editor as well as player of the character, you are going to run into these kinds of questions.

    But that also allows you to put the responsibility onto the player of explaining why their omnidirectional force field can be circumvented by a well-aimed punch.

    One of my similar nitpicks has always been the way that various forms of 'held' are lumped together: "I shut down your mind, so your toggles drop." "That doesn't make my Kryptonian skin any softer!" "Does too!"
  10. Quote:
    Originally Posted by Necrotron View Post
    Which brings me swiftly on to this.
    There are tears coming from my eyes right now.
  11. Quote:
    Originally Posted by Protonic_Flux View Post
    Been awhile since I ran thru the old RWZ story arcs so I thought I would give them a pass again on a dark/dark brute. Now at level 45 there arnt too many villain or hero groups that I dread fighting. But after doing 3 missions of Gaussian's arc I had to wonder, WTH is wrong with my toon.

    I've had no problems fighting against Malta, or Carnies, Circle or anything else. But these guys were nearly killing me on every turn.

    A even conning group of 2 rogue vanguard were wiping out nearly all of my hitpoints in a matter of seconds. All my enhancements are in the green. So is it this power combo or does this group maybe need to be looked at and nerfed. Hell, they've done enough nerfing to regen that maybe that arc should get a pass by the devs.

    On a special note, while I was griping and grumbling about it in the chat room someone who was playing a high end WP tanker chimed in with a here here! Meaning that they had problems on that arc too. So were the devs feeling particularly @#!$y that day when they designed them?
    I am under the impression that they were specifically designed to be more challenging for 'crunchies' than they are for 'squishies'.
  12. Kitsune9tails

    Power Renaming

    I'd support a 'client side only' rename option.
    However, I can see where that could cause some minor problems with reorientation ...and some hilarity...

    "Don't worry, if he breaks aggro, I'll use Gekigangar Punch!"
    "...what?"
  13. Here are some thoughts, if you want to give people who originate from 'here' a try.

    Why not back up a bit and start a bit earlier in the story?

    Quote:
    Originally Posted by Samuel_Tow View Post
    You'd think that with something as easy to depict as FIRE I'd have an easy time making a character, but since her concept evolved out of her being an incredibly powerful Empress of Flame, that didn't really give me a good enough AT to jump to.
    For instance, this Empress of Flame may not have been born an empress. Maybe she will carve an empire out of the ruins of some disaster that will come upon our world in the future, but for now, she is a woman with fire powers who beleives she can do a better job running things than the government and is in the process of acting to gain followers and political power (and growing in flame power)?

    Quote:
    I won't retell it, but it basically starts with a bad guy walking in on a good ruler, killing her, stealing her source of power and using it to plunge the world into a PPG-speed-demons-inspired apocalypse and WOAH! Yeah, with that kind of beginning, how CAN I make that originate in Paragon City or anywhere on this Earth in this point in time?
    Again, starting a bit earlier in the story...why did this bad guy think that he could kill this woman and steal her source of power if that power source was enough to doom the world? Why does he want to plunge the world into an apocalypse? These are interesting questions (to me) that could create an interesting character: what was this guy doing 5 years before he strode into this ruler's throne room? To tie it more closely to this world, maybe this ruler hasn't even taken rulership over a country yet, but she and this guy already have a history...

    Just in these two examples you started with rulership over a country...which is not out of line in this universe anyway, it's not hard to see someone with powers, intelligence and savvy ruling a South American country post Rikti War...so it suggests to me that a feeling of history and 'establishment' may be an element that attracts you and which you see as separating things from this world.

    Just some thoughts.

    As to your question... "Why can't I..." I'm sure you can; you just haven't really wanted to yet.
  14. Samuel, it sounds like part of your issue may be that you are drawn to the powers of the character first (perhaps in an abstract way), rather than the 'character' of the character.

    Nothing wrong with that; I do it too for a lot of my characters: I may start with the fact that the character can channel tachyons, and then see where that goes, and end up with an alien from a distant planet rather than a housewif that wandered into her son's science project.

    If you are truly concerned, you might start with the question: "Why would a normal person from this world be motivated to fight crime(but perhaps refrain due to not having powers), then give them powers?

    For instance:

    - A seasoned, weary, cynical war vet who is tired of injustice but cannot fight due to injuries volunteers to test an experimental drug...
    - A young teen, full of optimism and overconfidence, who stalks a popular superhero until he finds them dying on the field of battle and literally takes up their mantle...
    - A popular socialite with a plethora of suitors, who is opens one of many anonymous gifts she receives in the mail, only to find a piece of jewelry that brings with it both power and a curse...

    ...you know, that kind of thing.

    Every superhero has two origins: one gives them their powers/skills, and the other gives them a motivation to don the cowl. Maybe you often start with the first one?

    Another thought: what if you personally received powers? What could possibly then motivate you to actually use them as a hero?
  15. I think the 'problem'. if you want to look at it that way is more basic, more fundamental:

    - In order for people to be motivated to team for tactical reasons, there have to be tactical rewards for teaming and tactical penalties for not teaming. In other words, there has to be content labeled and designed for balanced teams wherein NOT having a balanced team is suicide, and the rewards have to be commensurate,

    - Once you have the above, then the boards immediately explode into whinefests about 'forced teaming', because then people want to get the new or extra shineys without frustrating multiple defeats, and also without changing their builds, teammates or tactics.

    - That said, I would be fully in favor of new tougher and more (oruniquely) rewarding 'team missions' sort of like the higher end S/TFs we have now, just with it fully acknowledged that any complaints about not being able to beat it with the average PUG will be met with hearty laughter by the devs

    A it currently is, 90% of this game is solo friendly, and that's fine. You should be able to solo to the cap...but there should be more content for those who enjoy building and running a well-oiled machine of a team as well.
  16. I agree that my suggestion of 'proliferatiing' a (probably much weaker) version of Grant Defense over to Gauntlet is unlikely...but no more unlikely than many other ideas I have seen proferred. Mine has an advantage in that a version of it is already in the game.

    As far as

    Quote:
    Please do not try to use comics to justify the illogical, oversimplified and outdated MMO model of combat or even suggest that is how comic battles go.
    I am not doing anything of the sort. I was just making an observation; feel free to not have observed the same thing.

    However, since you brought up the Taunt mechanic: I have always felt that in THIS game, it was as close as they felt they could get to simulating a Tanker character jumping in front of blows meant for his comrades without having the game engine move your character around the field for you. It's basically the same thing as programming the AI to prefer to shoot at the Tanker (which they also sort of did; Tanker attacks generate more aggro than that of most characters).

    Sure, comic book tanks don't do that sort of thing all the time. But they aren't controlled by player characters, either. If a PC wants to spam taunt, I'm not going to say him nay.

    I agree with you that many things about how the game engine works are illogical, oversimplified, and outdated. I think the devs know that, too and are moving forward with the speed of programming to correct it.

    Actually, I agree with a lot of your expressed feelings about the game, but in many cases, you seem to undermine your message with how you say them. Although you've been better lately.
  17. My thoughts:

    Bringing 'comic book' Tankers to CoH: Give them a slider that allows them to increase melee damage at the cost of speed. Very few comic book tankers are known to be superhumanly fast, superhumanly strong and invulnerable, and those that are are 'signature characters'

    Increasing Tanker stackability in CoH: Add to Gauntlet a melee-range aura that grants a Def buff to teammates that stacks with the similar auras of other Tankers. Next to the Tanker is supposed to be the safest place to stand per comics, not the most dangerous.
  18. The problem, I think, does not originate with Tanker (or Tank) design.

    It originates with the environment. A question to you all, but especially to Steampunkette, who may need to answer this question soon: in a world with no Tankers, how do you program the enemies?

    Do they concentrate on healers as they should (if they exist) or all gank whoever does the most damage, or just attack randomly?

    If all 'classes' have the same survivability (barring minor customization), and if that survivability is hightly significant, then players will define them only by their offense, and we end up with City of (Tank-)Blasters. If one 'class' has greater survivability than others, it becomes the default Tank. If that class has greater survivability AND offense than others, why play anything else (outside of RP)? Oh, and the occaisional debuffer.

    Of course, you could go the other way and make all 'classes' made of tissue paper; that also solves the problem.

    If everyone has comparable survivability and there is no aggro control, there is no way to keep enemies off of the blaster or healer equivalent.

    Or you can just make everyone jacks of all trades, which then results in everyone playing the same character.

    It's all about game balance and teaming trumping the comic book genre. Not in an effort to emulate MMOs per se, but just because at the time the game was created, THIS game was considered mold-breaking in that regard already...but they still had to answer those same questions.

    If a game is going to truly break the 'trinity' mold, it has to be designed for that in the very basics of the aggro system and combat roles. Team Fortress 2 seems to be a game that comes closest to doing this...because it's Tankers are relatively squishy (compared to CoH) unless buffed, and because there are no AI enemies (in general, you may be able to play with bots).

    Of course, if you really want to play a J_B style Tanker, I hear those are in Left4Dead
  19. Djeannie! Glad to have you back!
  20. Thanks, Dev Team!

    I also hope the playerbase takes away the other lesson that this situation teaches: even if they think your idea in the Suggestions Form is THE AWESOME and start implimenting today, it will be a year before you see it, so chill with the whole impatience thing
  21. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]


    Pain Domination is entirely based on mental control. You don't actually 'heal' anyone, you just make them ignore any pain they might be feeling.

    Kind of like how someone hopped up on PcP can demonstrate feats of 'invulnerability'.

    Which is why it's a villainous powerset.

    [/ QUOTE ]

    Does that make the medics on the sidelines at Football games villains? They give the players a hefty cortisone shot after they get injured and then send them right back onto the field.

    [/ QUOTE ]

    Considering how much trouble those athletes tend to have later on thanks to all the old injuries, yes... it does.

    [/ QUOTE ]

    I agree.

    Warning: all teen rated stuff (I think), but may be a bit disturbing for younger-teens-at-heart.

  22. [ QUOTE ]
    i would like to see the things your talking about, where they talked about shape shifting and stuff could you post a link?

    [/ QUOTE ]

    Scroll all the way to the right...check out the powers list at 00:51.

    City of Heroes Initial Gameplay Trailer
  23. Grats!

    You came across well in that, I wish you good traffic on both threads and arcs.

    ...and thanks for the oblique reference, negative though it may have been. Sorry to have disappointed you. I'm actually starting to scratch my head about how to improve the arc without gutting elements others have liked.
  24. I humbly submit that my arc, Kiss Hello Goodbye, has themes common to the works of which it is a pastiche: the struggle between cynicism and idealsim, and betrayal necessitating redemption.

    Your character is suspicious of the Dame rom the beginning, but her mind control prevents you from acting upon your suspicions casually, enabling you to have some hope that she is legit. Eventually you discover her betrayal, and she frames you for a crime, forcing you to redeem yourself in the eyes of those you have come to trust and those who have come to trust you.

    Also, the arc hints that the Dame may have developed feelings for your character that caused her to alter her plans. Is this a mere smokescreen (cynicism) or a hint that she may be redeemable (idealism)?

    But ultimately, theme is in the eye of the beholder, isn't it? Kill Bill may be all about motherly love in the eyes of Quentin Tarantino, but does that mean anything to anyone who saw it as a pure action movie?
  25. If the Devs took subjective player feedback much more seriously than they do, nothing would get done.

    For every player that wants costume piece x revamped, there is one that loves the old piece.

    For every player that wants their powerset buffed, there is another that wants it nerfed.

    For every player that wants a TF to be tougher, another wants it more accessible.

    With the exception of major system overhauls like ED, every time I have sen a true consensus about somethjing, the Devs have done what the players wanted...

    ...granted, some times years later, after the players that wanted it had moved on or adapted to the status quo.

    In the case of the new Reichsman missions, we will see fixes to the storyline since there was a consensus on that. I have seen no such consensus on overhauling the mission entirely (although there have been some good suggestions), with the excepion of the Axis Amerika/5th Column snafu, and that may be fixed when they overhaul those critters at some point months from now.