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Quote:I agree with everything said in this post, and want to add to this last paragraph. I feel that Vanguard armor is a good example of appropriately thematic costume unlocks (I don't include the Weapons only because they are currently the only way to get "laser weapons". We need some basic laser swords and such available at level 1, like how we have energy shields at creation that serve the same thematic concepts but aren't as fancy as Vanguard shields) because Vanguard is presented as an actual group. They wear that armor. If you want to wear armor, you have many armor options at creation, so needing to unlock Vanguard armor only restricts you if your concept is specifically to be Vanguard (which I have sympathy for, but isn't something I feel I've addressed plenty of times and don't want to get into in this post). Incarnates, to date, are just "more powerful superheroes/supervillains" and as such, have never had a uniform. I doubt that now that these pieces are out, that they'll put them on Statesman, Lord Recluse, Tyrant, Trapdoor, Reichsman, or Hamidon (I'd love to see them try that one).Its this out-of-the-blue aspect of the armor that is the most disturbing to me, and I say that in the context of not being really bothered by any aspect of them except the current hypothetical prices. But something inside me says that armor is only "Incarnate armor" by fiat, and the players, with no touchstone to possibly make that conceptual connection, have some right to say "that's not incarnate armor, that's just really cool armor you're gating behind incarnates." Personally, I'm willing to go along with that because the lack of a visual incarnate theme is not the fault of the costume designers: its the overall fault of the design team in general that doesn't want to say "this is what incarnates are" but then says "but this is what they look like." But I cannot argue against the fact that while I would strongly support the devs' right to place thematic variations of cosmetic items that were gated behind thematically appropriate gates, I just don't get that strong sense here.
Tell me if you feel that I'm being unfair here, Arcana, but I feel like the way this game has handled unlockable costume items wasn't really designed at all. Overall it feels like there is no set of design rules for costume unlocks, and that they are arbitrarily chosen (sometimes well, sometimes poorly). For some pieces, it's as if the developers said "hey, we need some more earnable rewards, what have you got/can you come up with, art team?", and it has been that way since the day they chose to gate capes at level 20 instead of giving out basic capes at level 1 and gating "fancy capes" at level 20. Prior to Incarnate-system gated music-themed chest emblems, the most obvious example of the arbitrary nature of unlockable costume items was the TF Commander epaulettes costume piece. In fact, it's pretty bizarre that spiked epaulettes are available at creation, but normal epaulettes are not.
Quote:I want to expand on something here - I firmly believe that City of Heroes isn't a place devoid of a sense of pride and achievement related to costumes. Hell, the game runs on it! However, here the sense of pride and achievement comes from what you are able to create, not from what you are given for killing 100 Kobolds.
My sense of achievement comes from getting a tell that says "Awesome costume/character concept!" I got one from a GM the other day. It made me feel pretty good. -
Quote:"Gone to the americans" is a reference to a post made long, long ago by a poster named UniqueDragon whose first (and for years, only) post was widely regarded as a humorous example of overreaction. See the ParagonWiki article here. The post was loaded with spelling and grammatical errors, and I believe his original intention was to say that CoH might as well not be available to Americans (which is just as offensive, but the opposite of how it reads).Wow. People really said that? That's pretty offensive ... and lacking in perspective to boot. All I'll say on the matter is, "the micropayment trend is not, nor was it ever, uniquely American."
Anyway, usually people use it as a hyperbolic stand-in for complaint posts. -
I would pay for the Emotes, Auras, and emblems (though I really think the Emblems should just be free, I'd still pay for them). I don't really care about the Ascension Armor, as I like the classic Golden/Silver Age look for my characters, and giant glowing armor plates really aren't my style.
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Quote:It's client side lag, so you probably don't get it with your uber machine. Some textures in that Warehouse map are too high res. I think I remember a dev (probably David Nakayama) saying that they were aware, and were going to fix it.I'm not sure what's going on there, Eva, as I can't say that I've experienced any problems either in the warehouse for crates or the lab for cannisters and I'm usually leading the way or at least racing the leader through either side.
I also discovered last night that opening the Incarnate Tree interfaces (the "Create" tab with the power trees) take me from 35 FPS to 12 FPS in Grandville. I can open and close it and it goes up and down accordingly. -
I want a Super Speed melee set. There really isn't any attack set in the game that convincingly looks like a speedster.
It would probably be a very expensive set, resource-wise, because for it to be good each power would have to have 4-5 attack animations in it (as opposed to the less impressive "repeat the same animation 4 times" method in Flurry). So, I don't expect it, but I sure want it.
I also want a gadgets-based control set, and other conceptual proliferations as mentioned, like Radiation Melee/Armor and such. I also think we need a Psi buff/debuff set to match up with Psionic Blast and Mind Control. -
I love Isaiah Mustafa, but Terry Crews should be Luke Cage. Mustafa should be Black Panther.
Funny that they've both been Old Spice spokesmen. -
Thanks, Bubbawheat, that did the trick.
I have a collection named "Remote Access Station". The "Copyrighted/Profane" word is "Access".
I know this is a guy from the Marvel/DC crossover (though I'd forgotten he existed until today, as he was a throwaway character designed just for that crossover), but it's a normal word, and really shouldn't be barred unless it's the only word in there, and is for a character, not an object. -
I'm having the same issue with my arc "Legacy of a Rogue", and Kai's suggestion to click the mission tabs didn't help, unfortunately.
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Quote:Since I doubt that they want to go through and remove all the AE buildings from the game, I'd expect that it would be in addition to the AE, and not replacing it, as you describe.The one advantage to having everything in the same building is that alignment is irrelevant. Putting mission doors into the world (and into the world ONLY) would put villain players who aren't particularly concerned about immersion and are only interested in playing through a well-written story at a disadvantage, since there are simply fewer villainous arcs being published.
There are also tons of arcs in the system that don't take place in the game world at all, not even in another dimension accessible through Portal Corp. Arcs set in a virtual reality, or in space, or in the People's Sovereign Republic of Robonia, a Land I Didn't Make Up can't be placed in the game world. But for arcs that are set in the world, yes, an option to play them in the world would be awesome, if it was in addition to, not instead of being able to access them through the AE datastream.
That being said, were this the design phase for Issue 14, I'd have opposed the whole storyline behind Architect Entertainment entirely. But I'm not going to push for its removal now that people have written stories assuming its existence (myself included). I know I wouldn't get anywhere with a proposal like that, anyway.
Quote:And they could use the disappearing contact tech to avoid cluttering the world with player-created contacts. The contact doesn't appear until you start the arc. If you're using a canon contact then starting the arc switches them over from handing out their regular missions to handing out the arc's missions. -
In case this thread, despite the existence of many other threads, does get noticed or responded to, I'd like to contribute the following:
There's one thing that really keeps me and some of my friends from playing and creating arcs in the AE, and that is the theme. I want to be able to use the actual world when making an arc, and be in the actual world when playing an arc. I don't want my superheroes to be playing a VR game created by two supervillains, and I don't want my stories relegated to that either (though I did make one story that specifically is a VR game in an attempt to roll with it, but that isn't something I want to have to repeat).
I also don't want to stand in the same spot for all of the missions-- I like the travel time. It helps make it feel like the missions matter and are in actual places. I don't like being sent from the Shadow Shard to Atlas Park and back, but being sent to various relevant locations in a zone, or to a couple of different zones with good reason helps with immersion, instead of just stepping into the glowing yellow pillar.
I know that the intent of the theme is to separate player-made content from developer-made content, but I think that is something that should be done via the User Interface, not a game-world theme. The player needs to be aware that they are playing user-made content, the character should be completely unaware of it.
Ideally, this would be done through the contact interface. Add a tab, like the tips tab, for user created content, and have that tab contain a radio/newspaper like "contact" for the MA Search interface, and your MA contact below it. In the Nav window, have a symbol that represents that the arc is a player-created arc.
Also, I'm 100% in agreement with Eva about the badges. I don't want a repeat of that, and trying to "police" cartels will be a Customer Service nightmare for NCSoft. -
I think it's a big stretch too, but that's the only connection I can infer from the context in the article.
It feels similar to the rumor that they thought further Powerset Proliferation was unnecessary because of side-switching. It doesn't make a lot of sense to me, but it's not the craziest thing I've heard from a dev. -
Quote:My interpretation was that the devs view the Mission Architect as "content on demand" because you can just stand in one room, pick a mission, and keep running content all day long. The fact that all missions are in the same location was a feature that I thought was very odd to promote when the AE went live (since it's something farmers would love), but they did do it.I'll be honest: it might be a second-hand reporting distortion, but I found that to be an inexplicable statement to make regardless. I also have no idea how the one subject managed to get linked in any way to the mission architect.
Meanwhile, the LFG tool is content on demand because you click it and it (eventually, though I think they expected more people to use it, which would make it much faster) puts you into a trial, with no other effort on your part. -
Quote:Agreed. The one thing we really needed, the thing we asked for at HeroCon and in many other opportunities to request features, was a way to mark an existing team as "looking for more". Basically, a reverse of the existing search/status tools. This feature could list the members in the group, their AT, and a line of text explaining what they were doing and looking for ("level 35 story arc missions", "Sewer team", "Newspapers in Grandville", or "MoLRSF looking for x,y, and z"), and they could set their team to allow auto-joining. Team seekers could search this list, and contact the leaders to see if they could join, or if a team was set to allow auto-join, they could click a "join" button and immediately be placed on the team.I found this bit interesting:
Seriously? I was expecting far more from the LFG tool, things that are, IME, pretty standard for most A-list MMOs -- it's missing what are, IME, some pretty basic options: form group; join group; start with X members; open to all; open to coalition; open to SG.
The management tools once a league has started, however, are good.
But as a tool for getting groups together? *shivers* It's awful.
I was surprised at what we got, as multi-team events work a lot better when organized, and I don't know anyone that has used the LFG tool since after the first couple of days I20 was live. -
Quote:It says to me that they view the AE as "content on demand". They think the fact that you can stand in one building all day long and play missions is a major feature of the system (and they've said that from the beginning). Which I think is kind of sad; I think it's a massive drawback, because it makes AE missions not feel "real", and it makes farming even easier. Yet, for some reason, they say "They're just not interested in supporting it as a tool for farming." It was born as a much better farming tool than story creation tool, due to many of the design decisions, and forcing all missions to the exact same location is one of them.WHAT THE HELL DOES THIS HAVE TO DO WITH AE???? For that matter, what the hell does it have to do with content?
The first thing they could do to increase the story-telling emphasis and decrease the farming emphasis would be to demolish the AE buildings and move the missions out into the "real world". -
Quote:Thanks, the feeling is mutual.As always, it's a joy to debate things with you. I appreciate your level-headedness.
Quote:The fact that mezzes no longer shut off toggles is yet another sign of the devs' recognition that having to retoggle is a chore.
Quote:Eh, it's dangerous to get too caught up in power-by-power comparisons.
I agree with your description of the trap that you get in when you compare powers, so I'm trying to compare the entire set in the absence of those powers, and I'm saying "removing SoW from Willpower has a closer effect on the set as a whole to removing Dull Pain from Invulnerability, not Unstoppable, and removing Unstoppable from Invulnerability has a closer effect on the set as a whole to removing Resurgence from Willpower, not SoW". I believe removing Unstoppable from Invulnerability, just like the proponents of a SoW replacement, has a minimal impact on its overall performance. I also believe that adding a SoW equivalent, just like the proponents of this, would increase the set's overall performance.
The difference in opinion here is that I think that this increase in overall performance would be unbalancingly large, while at the same time removing that edge-case where you can survive something that pumps out insane Energy/Negative/Fire/Cold along with either high def debuffs, high +tohit, or extra auto-hit damage, which only has a small impact on overall performance due to how situational it is. There are only a couple of things in the game like this currently, but it sounds like we're about to get another one, one nastier than we've ever seen, and we're probably going to have to face it over, and over, and over again to get whatever new Incarnate slots come out.
Someone may be able to prove me wrong mathematically (and I'd be interested to see it), but my experience with the two sets tells me that Invulnerability and Willpower are currently close enough to each other, performance-wise, that neither needs a boost relative to the other one. This obviously varies depending upon what you are facing-- Cimerorans are no threat to my Invuln Tanker, but can take down a WP Tanker while SoW is recharging, while WP Tankers perform much better against groups with lots of non-S/L damage, especially Psi. If you added a SoW like power to Invuln, I believe that it would hold every advantage over WP but Psi in the vast majority of the content.
Quote:Oh, and this is no more my thread than anyone else's. I'm not even the OP -
Thanks for the explanation of your thoughts on the matter. I'd still prefer Unstoppable, but at least I understand your perspective.
I'd go for your 1% endurance crash, but I think that if we get a balance pass on Invuln things are likely to get worse, not better. I do not believe that it is intended for us to keep our toggles on when Unstoppable crashes, and I think we're lucky not to have a -recovery on it.
That being said, look at the design of Willpower and the design of Invulnerability. If you take Unstoppable out of Invulnerability, what power would you remove from Willpower to get a comparable set? It's not SoW. It's Resurgence. We have something of a SoW equivalent, and it's Dull Pain.
I hate to be "that guy" arguing against you in your thread, but after years of arguing for improvements, I've finally been happy with the state of Invuln ever since Castle's last pass on it, so that's why I've been speaking up here after a long silence in the Tanker forums. I don't want the devs to think everyone hates Unstoppable. I know plenty of people that do. I also know plenty that like it more than SoW, though. -
What good would a SoW like power do? An Invuln Tanker can already be capped to S/L 100% of the time with Tough. Invuln can handle 99.5% of the game without using a Tier 9, so why do you want SoW when it won't help much for that 0.5% while Unstoppable will?
What good is another 19.25% non-S/L res going to do against Nosferatu's critically hitting Smite, or Anti-Matter, let alone the upcoming Incarnate-trial level Anti-Matter? The guy already makes Defense totally worthless, if he's anything like Marauder with Energy damage, he's going to kill us in 2-3 hits. You might get up to 4-5 if we had a SoW clone. Or we can survive for 3 minutes with Unstoppable.
And to those saying they'd rather use Barrier, how could Barrier possibly substitute for Unstoppable against that kind of threat? The capped resistances last for, what, 10 seconds at most? -
Quote:Anything that can be obtained easier or sooner via the event, but never exclusively during the event.I'm just curious what they should use as a reward if badges are always off limits.
And no, I'm not looking for an argument. Just a respectful discussion about it!
I mean, I could say the same for emotes or costume pieces as you have for badges (those are my things to have, hold, hug and squeeze and name George) and anyone/everyone could probably say the same for just about any reward. -
Quote:I must have missed where they said that. Was that in the original thread that was moved (I never saw that thread)? I don't see it on the news page.They were trying to incentivize people to all log into one server to test changes to the server infrastructure, so the "server performance issues" aren't "given". That's the test. Not saying a 1 time 3 hour window badge is a good idea, just saying a Freedom-only account-wide badge isn't a good argument against the idea.
I do see where Zwillinger says it below your post, though, so I believe you. The idea posted by MunkiLord about making the badge available later is a fine solution to the badge issue, then. I'd still attempt to get on to help with the server test on Freedom. -
Personally, I'm against time-limited badges entirely.
For a lot of us, badge collecting is a (very) friendly competition, and the fact that new players absolutely cannot ever catch up to people like me may discourage potential new badgers from participating at all. Lots of collectors are like that-- if they know that it's impossible to collect everything, they may feel it's a waste of time to even spend any time on it.
I'm glad you reconsidered the 1-time, 3-hour, Freedom-only badge. I'm pretty shocked that it was ever considered, given the server performance issues and the tiny, tiny window of opportunity for a badge. -
I'm glad to see Joe "Hero 1" Morrisey is still around, I was worried he'd left. Hi Hero 1!
I'd have a tough time picking a single favorite issue.
My favorite issue for content is Issue 10. It introduced cooperative content for Heroes and Villains, revamped a dead zone to fill it with plenty of great content (four contacts with story arcs, a TF, a raid, and repeatable missions), and introduced the zone invasion events.
My favorite issue for aesthetics is Issue 16, hands down. New costume parts are great, but being able to color powers and change animations is something that we'd wanted for a long time, and it still helps this game stand out from the competition.
Issue 16 was also great for QOL improvements. Super Sidekicking and the removal of level requirements for hazard zones made teaming with my friends easier than it has ever been. The difficulty settings made it much easier to reach a good challenge level for our teams, the badge reductions made badging much less tedious, and the email filters eliminated email spam for me.
My favorite issue for new game systems is Issue 14. I don't feel it's reached its potential for various reasons, but it still holds the most potential out of any system in the game, in my opinion. I hope more improvements will be made to it.
It's amazing to look back and see how different the game is today from how it was at release.
Edit: Yeah, I guess if you include Issue 0 like DumpleBerry did, I should admit that it had the largest impact on me. City of Heroes reminded me how much I loved superheroes, and saved me from 15 years of my only real option for CRPGs being the fantasy genre. And I would never have met the woman I love if it weren't for this game. Thanks, guys. -
Thanks, Positron. This post and its content is very appreciated.
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I want to install this on my mac (I've found I actually like the NCSoft Launcher despite the warnings from other people), but this issue sounds really nasty:
Quote:I'll wait until that one is fixed. Will you be notifying us when it is?When the Internet is disconnected while repairing City of Heroes then the user cannot repair CoH if the connection returns.