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Posts
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My home server and my backup servers seem to be seeing considerably more traffic than they had for the past couple of years. Amusingly, though, people are still complaining just as much or more than ever about how "no one is on" and "there's nothing to do."
Actually, that's a good point, in the sense that Exalted seems fairly busy, as do all the other servers I've been on. Since it normally isn't possible to play on two servers at once, yet there are plenty of people on an entirely new one, that suggests that we've had a net population gain overall. -
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Semi-off-topic thought: I miss the days when people criticized stories without throwing in taglines from some website every third sentence.
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Quote:Ah, I think you are correct. I suppose this changes the problem from "Alfred is wearing a toupee" to "Alfred's bowler looks like a toupee."I believe alfred is wearing what is called a Bowler? It's a type of hat.
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Is it bad that my primary reaction to the Gotham High picture was, "Man, I'd forgotten what slobs teenagers dress like these days?" (However, I do find the interpretation of Clayface as an artsy guy interesting.) -
It looks a bit too spiky, but I like the way it combines a sense of mass (like the old guy in a rubber suit) without looking slow and clumsy. They certainly could do worse than this, if it's the real design.
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I also heard that the Olsen Twins will appear as the Twin Fairies of Mothra Island. -
Quote:Also, Batman and Nightwing Katana-woman or whatever her name is are mindless, since they have no crania. Alfred does have a cranium, but he appears to be wearing a toupee for some reason. And the villains of the show appear to be the Three Little Pigs, who presumably lair in evil hideouts made of straw, wood, and reinforced concrete.Apparently Alfred received his firearms training from John Woo.
Oh, well. I've been surprised before. And even if this is as bad and silly as it looks, it's another thing for me to enjoy not liking about the Batman, whom I primarily appreciate in an "I love to hate him" way. -
While doing Agent G's arc for the first time in about a year last night, I opened up Captain Castillo's bio and learned (or relearned, if I'd seen it before and forgotten) that his full name is Ernesto Castillo.
This leaves us with at least three notable characters named "Ernesto":
Ernesto Hess- Council traitor and contact for a task force on Striga Isle
Ernesto Rodriguez- Black Scorpion's real name
Ernesto Castillo- Captain Castillo of the Sky Raiders
To my knowledge, "Ernesto" is the only name that's repeated across several characters like this. Why, I wonder, is "Ernesto" such a common name in City of Heroes-land? And are there any additional Ernestos I have missed? -
Quote:Additionally, there's the possibility that the advertising and marketing budget for the game is not that high. That is, even if they want to take out a television ad campaign, there's no way they can afford it. (This occurs to me every time I see someone complain that "marketing is incompetent." For all we know out in the non-Paragon Studios/NCSoft world, they're doing a fantastic job with a budget of approximately three cents; there's just no way to tell.)Now, perhaps they are doing this sort of under the radar, with the VIP Headstart, then the reactivated accounts and then just throwing the switch for Free players without much fanfare, just to see if the servers and software hold up. (The evening of VIP Headstart was VERY problematic, and the Forum Lockout Bug took a week to squish.)
Then, once they are reasonably certain Scotty will not be hollering, "They canna take it!", perhaps at that point there will be a big public announcement and advertising. -
This is one of those things where the best option is probably to recognize that the game is not going to reflect exactly what is going on in your imagination. If you aren't willing to make that compromise, then it will be a frustrating road trying to play this character.
I'm pleased by the fact that you "don't fault the game" for not supporting something like this. Most players, when they come up with an eccentric concept, rage about how "limiting" the game is. Personally, I am of the opinion that creativity is great, but that you can't expect someone else's product, like an MMO, to support your original ideas as well as your own, original work would. Yes, sometimes that means you have to bend your concept or even ignore something the game tells you. I've been told in the AE forum that my attitude is "stupid" and "oppressive" and that I should "just shut up," so prepare for the thread to devolve into a flamewar ... sorry about that, Samuel_Tow. -
Good lord. The level of entitlement this player base has developed sickens me.
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Quote:This, except mine would also feature swordfights, musical numbers, and a loyal sidekick who is a wisecracking dragon whom only I can see.I'd go for Rom-Com.
It would involve the hero (me) dating a string of highly attractive but ultimately unsuitable ladies until after a series of improbably coincidences he meets the perfect partner. As a running-gag the hero would have an addiction for all things super hero and we would see many of the ladies dressed as heroines from major comic book franchises.
What? Much as I like action movies I don't want to be shot at
In fact, my ideal would probably be a Disney animated movie, only with more sex. -
Something I forgot to mention: I didn't like having to click past the loading screen, simply because I kept forgetting to do it. Is this "click twice to start the mission" system going to replace the "just click on the door" we've had for several years now? If so, I need to start looking for it.
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I generally like magic-themed stories, so I enjoyed First Ward. Most of the factions were quite entertaining, particularly the Talons, and there were cameo appearances by many of my favorite villains and other supporting characters (Hamidon via the seed, Diabolique, Mother Mayhem being even meaner and crazier than usual, Noble Savage, and [apparently] the legendary, not the CoH, Furies, plus a fun reminder to the players singing "We Shall Overcome" with Calvin Scott that he is a murderous fiend). Indeed, my only major criticism is that too much time is spent fighting Apparitions, which are a bit confusing story-wise and also tend to hurt my eyes.
I'm also a bit disappointed that I have to play an incarnate trial to get closure on the story, not so much because I'm not a big trial fan but because I don't want to have share what should be a character-centric experience with 23 of my closest friends. -
I'd like to see them all, since I want to make, among other things, a character who actually is a coral reef on legs. That goofy-looking hat also taunts me with its popishness. However, I doubt we'll see the hat, and I'm 95% certain we won't see the open-to-the-waist rig used on some bosses, the tailcoat rig, or the high collar. The minions (Archers and whatnot) are what we'll get.
Incidentally, having seen it in-game, I like the new look better than I did, though I still prefer the original, robed minions. -
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Quote:I'm sure that is the idea, and it's a reasonable one. But I hope that if it turns out that Atlas Park is not totally overrun with new, free-playing characters, the respawn rate gets adjusted back down. The current rate seems awfully optimistic.I'm pretty sure that with the anticipated influx of free players, this is intended to prevent groups of people standing around waiting for things to spawn so they can complete missions.
From what I've heard, that is a lot of people's least favorite aspect of a lot of MMOs. Low spawn rates of things a lot of people need to defeat in order to progress. -
I've run both versions, though I have yet to do so as the team leader, so I haven't seen the contact dialogue or clues. On the whole, I thought the arcs were entertaining, though not the best ever. I'd rate them about the same as one of the better AE arcs or tip missions (i.e., far better than i0 content; not as good as, say, many Going Rogue arcs).
I'd also like to take this opportunity to beg and implore the developers to please, please, please make some story arcs for ranges above the 20's. I assume the devs focus on the 20's because it's easy to balance content for this range, but after issue after issue that adds arcs to this range, I'd like something higher in level. (When's the last time we got some arcs for levels above 29? I think it might've been i13, with Daedalus and Sister Arlia.) The teens and especially the twenties are groaning with content, such that each alt can take a different path through them. The thirties, by comparison, are a desert, where each character must do the same thing in order to level because there's so little to do relative to the leveling rate. -
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Quote:I agree with this statement. The blog post seems to refer to unpublished material contained in the "story bible" and other design documents. The only example of this to which players have ever been made privy is a piece of the original background on the Minions of Igneous, in which "Igneous" is a mad scientist who discovers the underground creatures. This has never appeared in-game, so, under Mr. Miller's* view, it's fair game to be written out of existence. That's fine with me, but in my mind, that isn't what geekdom refers to as a "retcon." It was never part of public continuity in the first place. I'd refer to this as a zero-case contradiction: one where the only changes occur entirely in nonpublic material.I agree with Arcanaville's position.
It sounds like most cases of what Positron are talking about may be "unpublished" cannon. Things the community may know about thanks to redname posts or meet & greets, but aren't actually leveraged in game. Or perhaps they are cases where there is no cannon, and the writer is allowed to create something new. I have less concern about these sort of things, though I can think of cases where either might put someone's character backstory in conflict with the "new" cannon. As such, I do think they should be undertaken with care.
But published canon should be held to a pretty high standard, IMO.
The problem with zero-case contradiction retcons in a medium like an MMO is that the next writer to work on the material may not realize that Dr. Igneous has now never existed and go on to write a story about him, making the published material confusing and possibly self-contradictory. This is why it's critical not only to track your lore in design documents but also to make notes of any changes you might make to it.
The player base seems more concerned about the other two types of story contradictions, the single-case and the double-case. In a single-case contradiction, new material is created that overwrites existing player perception but does not directly contradict anything previously published in the material. An example of this would be the revelation that there is no Praetorian equivalent of Lord Recluse. For years, players gone on and on about this hypothetical character, even to the point of assuming one existed. Then, when Going Rogue was released, it was revealed that he'd never existed to begin with. If you played a character who worked for or even was Praetorian Recluse, this wrote your backstory out of existence. A single-case contradiction differs from a zero-case one in that in the single case, the devs do not go to any particular effort to correct or change the player perception, and they may even encourage it informally. Other examples here include the appearance of Primal Earth Odysseus, how involved the Warriors are with classical culture, whether the Freakshow are funny or serious, the existence of Avilians as a species and the Blood of the Black Stream as a faction, and how much and in what manner Rikti communicate their dialogue. (I deliberately chose what I consider low-controversy examples to make things clear here, but I'm convinced that most of what the players consider double-case contradictions are really single-case ones; i.e., they exist only because of players' own assumptions.)
Then we come to the double-case contradiction. This is what's being discussed in this thread, as opposed to the zero-case that seems to be the focus of the blog post. This is what geek culture calls a "retcon." In a double-case contradiction, new, published material directly contradicts older, published material. For instance, a character might be dead in one version and alive in another. The problem with double-case contradictions, aside from the contradictions themselves, is that they lead the audience to believe every single-case contradiction is also a double-case one, because "If the devs are so disrespectful of the continuity as to retcon one thing, then they obviously don't respect any of the continuity at all! How dare they wipe out the backstory of my Avilian catgirl!"
I should also note that all this discussion ought to be academic. It's possible to turn any double-case contradiction into a single-case one with a bit of work, though it can be a clumsy process. An example of such a "save" in CoH would be resolving the confusion over Ms. Liberty's given name by using both of them. More importantly for the discussion I think Mr. Miller intended to spark (rather than the one he got), the writer is careful, he can make any contradictions zero-case, meaning players will never see them at all.
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We should also keep in mind that story always appears to have been a secondary concern for Mr. Miller. He's primarily a games person, not as much a story person. This is a split in gameplay culture that has existed since long before the computer game, back to the earliest days of pen and paper RPG's. Some people play for the background or in order to play a role, while others do so in order to experience the feeling of "beating" the game through application of the rules. Mr. Miller's prior statements indicate that he's firmly in the latter camp. While I have fairly strong feelings on which side should dominate, I recognize that not everyone agrees with me. I do feel that this is something that gaming culture as well as game design culture needs to settle over the next couple of decades or so, though, since it runs to very fundamental ideas of what a "game" is, not to mention whether and how it is "art."
* I try to refer to the developers by their real names in these kinds of discussions. I've always found the CoH practice of giving developers the names of in-game characters confusing. It also leads to things like the player base's dislike of the character Statesman, which seems driven primarily by their dislike of the developer who used that character's name, not the character himself. -
Quote:If there were one thing I could change about the player base, it would be to have people understand and accept this.I'm pretty used to the game god-moding all over my characters at this point, and I mostly just roll with it. I even cut the devs some slack on it, because I realize that there is no possible way they can possibly account for every individual character concept the playerbase can come up with.
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I consider most of the i0/i1 arcs to be in serious need of reworking. Though the plots don't need to change, they could be covered adequately with many fewer missions. In fact, with today's quick leveling, it can be difficult to complete some of those long "legacy" arcs before outleveling their level ranges.
I'd particularly like to see Crimson and Indigo's arcs die bloody, horrible deaths. Malta do not make sense as a group found standing around in warehouses; they're generally portrayed as spies and dedicated strike teams. The arcs run far too long, and despite the high stakes in the stories, there's little sense of time pressure placed on the protagonist, even in the timed missions. Further, the contacts themselves are pompous jerks. (While this applies to a lot of contacts throughout the game, most of those to whom this description could be applied aren't meant to be likeable.) I really, really can't stand characters who are written as "wise and capable and all-knowing." (This is one of the reasons Sister Psyche is my most-disliked signature hero, too.)
The arcs involving the Tsoo are also very weak, as previously described here.
Finally, while I don't think it's one of the worst arcs out there, I should mention my particular peeve with Roy Cooling's arc. I don't get as picky about absolute control of every aspect of story as most players who read the text do; unlike them, I acknowledge that the game can't conform all that well to any particular concept of mine because an MMO's content is the same for each player character. So I don't have a problem with the backstory of Cooling's arc. However, I just get flat-out confused every time I run it. There are too many names and too many factions involved for me to keep things straight easily. I played the thing not two nights ago, and I'd have difficulty trying to tell you who the villain in the arc was, simply because there was so much going on behind the scenes. -
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I am not seeing the problem described with First Ward on Liberty.
(I do have one and only one character who seems unable to exit a SG base properly, though.) -
I've been using them just to clear out the inventory space. This means that I've been slotting some powers with two of them on some characters.
In order to avoid "losing effectiveness" in the first half of the 20's (though all you really lose is the low-likelihood procs), I replaced the pair of reward-O's with an SO damage and an SO recharge, rather than two damages, as I otherwise might have done. This meant that I slotted recharge on this character much earlier than I otherwise would have, which is interesting.
I also replaced the "chance for knockdown" one with a Kinetic Combat proc I'd been saving for that character since the last round of power proliferation was announced. -
The set has some nice and surprisingly versatile pieces. I love those wristbands, though I haven't used them yet. So far, though, my favorite pieces have been the various male chest detail options. Some actually approach the shoulders, making it possible to make costumes where the shoulder details are "attached" to the strap. Even more impressively, one of the chest details has a strap placed right where the Single Should Mantle capes attach. This finally makes it possible to have a character wearing something along the lines of a piece of fabric with part of it unsecured. In my character's case, I used it to create something along the lines of the upper half of a traditional Highland kilt (the real kind, made out of a blanket, not the CoH costume piece).