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Posts
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Joined
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Call me skeptical, but I doubt that many will be willing to contribute to a thread that might also be titled, "Hey Devs, here's what to nerf next."
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A quick bump to note that, as promised, "Glory Days" has now been locked to a single tier (25-30). If anyone played it before and didn't like their level yo-yoing up and down, I invite you to give it another try.
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Now, to actually answer the OP's question:
I'll go look at a trailer beforehand, but I'm highly unlikely to pause in the middle of an arc and go consult an SSI book of text paragraphs... er, I mean YouTube.
The text limits aren't that small, and if you're still running out of space, then as both a storyteller and an editor, I suggest trimming for brevity and impact. -
Quote:Must a painter find and grind their own pigments, weave their own canvas, or create the universe before they are "allowed" to create what they imagine?Someone working in MA is not an "independent artist", they are working within a provided framework. If they want to be independent they can design their own game.
But we were discussing forms of storytelling, not painting. Consider that (if I recall correctly), every single existing arc in the game follows the "just a bunch of stuff that happened" template, one of your particular complaints. It seems to me that by your same logic, mission architects should not seek to deviate from that established model by attempting to add meaning, persistent consequences, and other concepts not supported by the system. -
The examples you provide are all work-for-hire, not art produced for free by independent artists.
I submit that an artist can build a 20-story tower out of empty Coke bottles (presuming that he can find space to construct it - this is where file size limits come in). That does not necessarily mean that anyone will want to view it. -
It was called street hunting or street sweeping. People used to do it all the time, to the point of neglecting the mission content the devs had written. The devs didn't like that, so they offered a couple of carrots (mission-complete bonuses, half debt in instances). It worked so well that no one does the "open world" missions anymore.
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While both Rooster Teeth and Scott Kurtz are big, respected names, and I'm a huge fan of their early work, I can't say I've been as impressed by their recent output. The "Captain Dynamic" commercials, for example, were almost anti- funny to me. YMMV.
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Brutes tank? *snicker* No, no silly. That's what Masterminds do.
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Because everyone on my Facebook and Twitter needs to be updated constantly with every trivial detail of what I'm doing!
Oh wait. No they don't. That would be why I don't have any of those things.
"I am sick and tired of the entire Western world knowing how my kidneys are functioning."
-- Jim Lovell, Apollo 13 -
My hope is that this isn't a long-term thing, and will be replaced with a more finely-tuned system as soon as the Devs have bought themselves some breathing room.
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I soloed plenty, back in the days when there were no Safeguard-issued travel power substitutes, no buffs to the experience curve, no Origin temp powers, etc etc... as a defender. Uphill, through the Hollows, both ways! (And the last is, for once, not a joke. If you were there, you know what I mean.)
New players these days have it easy. -
My recollection is that it appeared in the text produced by the [?] box above the dropdown to set the level of finality (from WiP to Final).
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One thing that might be a factor, which I noticed when I was poking at this setting and happened to check the 'help' -
Only arcs set to "Final" are eligible/considered for DC. -
Quote:Actually, I think the concern is that no one will ever end up playing their arcs, because maximum XP is all that most other players care about. Considering the relative observed popularity of farm arcs vs. non-farm, I cannot definitively say they are wrong about that.AE is about stories. It's not about XP. I understand that you want lots of XP to go with your stories, but I don't. And you're the one calling me arrogant? You're the one threatening to quit the game over the loss of XP from custom mobs, who, again, surely can't represent the majority of the game.
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The devs cannot possibly keep up with all the players, because (1) there are many of the latter, and (2) unlike them, the devs have lives.
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Thanks for the extended feedback!
I believe "as diamond" is the more usual form when discussing relative hardness of substances, where diamond is considered more as a material than individual stones/gems.
Mission titles... hm. I'll think about it, though I still tend to follow the original dev-written mission style where possible.
Mission 4 is a defeat-all because as a hero, you should be stopping all of the bank robbers (IMO). In the others, you're an (interactive) observer of past events; beat up the bad guys or not, what matters is seeing what happens to Marko (and Strong).
Thanks again for your compliments on the other aspects of the arc. -
I have now completed this arc. (Sorry for my earlier confusion.) My overall impression is that you are very proud of your character, and wanted to share with a larger audience how very special she is to you.
I can also tell that you worked hard on this arc. There are many different objectives to keep things interesting, the allies are helpful without being too overwhelming, and everything seems to be spelled correctly - even the fancy words - which is a big plus! -
Wow, Folonious, you're right. It's almost as if they don't like farming and want you to stop.
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Strongly, strongly endorsed. As a story-focused Mission Architect, I want everyone on the team to be able to read what I wrote without asking the leader to repeat it.
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Quote:There is tons of new content post I14. Some of it is even actually good. And yet, rather than "experience" it, it seems that most players would rather have the "experience" of beating up the same boss (or lt), on the same map, for hours on end, if it gives them more xp faster without all that inconvenient "story" or "flavor" or "risk", and especially without ever having to move from one building in one zone.I was implying that, with new content people would be willing to "experience" the game as opposed to XP'ing the game, if you get my drift. Idle hands are the Devil's playground, so to speak. I know that if there were more interesting content, I'd be doing that instead of Frankensteining Hero/Villain builds because I have nothing better to do other than perhaps play a different game (Sacred 2 FTW!)
(and before you claim I'm just jelus, I know of a lot of good arcs not by me that aren't getting played while people spam advertisements for Rikti teams, boss teams, etc.)
So, again, the observed data suggests that your hypothesis is flawed. These people don't want content. They just want a level 50 character. Now.
At least on the old "treadmill", the scenery changed now and then. But it wasn't fast enough for some people, so they built a "better" one. They still aren't going anywhere, but they're getting there quicker. -
I gotta ask, macskull - what good are all those 50s if you don't RP or PvP with them? Do you just put them on a shelf and admire them? Do you try to collect one of every AT and powerset?
It's not like any real effort or thinking is involved in PLing, so aside from watching numbers on your screen go up, what's the point? -
Quote:It would be nice to have some positive reinforcement to go along with the negative, yes, but people have demonstrated that any positive benefits will be ruthlessly maximized and exploited. We keep losing carrots because of this abuse, until all that is left is the stick.I don't think "if you don't have every rank in your custom group, we'll hit your XP with a spiked bat" counts as "encouraging."
Joe Blow:
Lovely post, but it does nothing to address the inherent contradiction in your OP, where you demand that the Devs give us more content, so that it can be ignored (along with all the new player-created content) in favor of the most efficient farms. -
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The Devs gave us the means to create an infinite amount of new content. People chose to use it to farm - to run the same mission over and over (a more efficient but even more monotonous treadmill) until they reached the level cap. And then complain, as you do here, that there's no new content.
The evidence suggests that what people REALLY want is a "Win the Game" button.