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That was a nice story, especially since I got chewed out this evening by a fellow vet for answering questions in the Help channel. I was told that "don't talk in Help unless you need help." How one is supposed to respond to requests for help via tells when trial accounts (the only ones who seem to use Help) can't receive them is beyond me.
Also, this thread made me crave pancakes. -
Quote:I might as well weigh in on this before the thread completely devolves into a battle over how Sister Psyche should be drawn...But if a character's core concept requires something we simply COULDN'T make in the CC, then yes--of course it should be built from scratch. As with everything, it's always a question of resources. Where is the team's time better spent: on a signature character or on a new costume set for you guys? In general, I think fans are happier when we go with the latter more often than not, but obviously we're still making plenty of from-scratch signatures too. It's just a matter of finding the perfect ratio.
In my opinion, signature pieces are best used (but shouldn't necessarily exclusively be used) for situations where (1) the piece itself is interesting and (2) the piece is an example of a system or attachment point that can't or won't be used for player characters for technical rather than story reasons. For instance, Sister Solaris's draperies and Ghost Widow's combination of coattails and floating hair are "good" signature piece because they allow us to see something we don't get on palyer models for performance reasons: multiple cape systems. Daedalus's helmet, on the other hand, is not as great a use of a signature piece. While it's a beautiful costume piece, there's no real real it should be limited to Daedalus except "he's an NPC and player characters aren't." (In case you can't tell, I'd love to have that gladiatorial-like helmet as an additional piece of the Roman armor set.)
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I realized that I left my favorite signature hero out of my list of character designs I like: the Woodsman. This design tells you everything you'd want to know about the character at a glance. He's a somewhat atavistic guy, close to the wilds, with a sense of mysticism about him, and his pseudo-druidic, animal-attribute-laden design shows exactly that. It even implies his combat-capable model's powers, as the antlers and fur echo the Tuatha he summons. Despite the paucity of information on him in-game and elsewhere, it even implies what kinds of enemies he might fight in an Adventures of the Woodsman comic- polluting evildoers such as Crey, entities entirely divorced from nature like that opponent of his mentioned in that badge text, and twisted environmental types and natural forces like the DE.
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Special thanks to Rodion for posting that great picture of Hero 1. It'd been a while since I'd seen it. I wish his in-game cape looked that great.
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Finally, I'd like to say that this has become one of my favorite threads, along with the two costume design threads in the art forum. I might not have much artistic ability, but when I get a new volume of, say, Astro City, the first thing I do is turn to the designs pages at the back to see how and why things were put together. I just love hearing about this stuff. -
Nice to see, and an excellent choice, too!
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Quote:For someone who isn't into videogame culture, aside from telling them it's about superheroes and you can be very creative, the one thing I'd tell them about this game is that it's very forgiving. You don't have to worry about aiming or about targeting or about twitch reflexes (except possibly in PvP?) or about losing your progress or even about your character's death slowing you down much. By the same token, while there's a fair amount of depth to the game, you don't need to know anything about the market or badges or PvP or AE or even enhancements in order to play. The game allows you to pick up those kinds of things gradually.Indeed. As already said, "THE superhero MMO" is also nice.
Regarding the other answers, do you truly think you could describe CoH as an unique game to non-gamers with vague stuff like "community", "fun game", "journey is more important than destination", "variety"? All of that could apply to hundreds of games and doesn't say much about CoH specifically to a person that isn't familiar with video games.
I mean, if I had to say what is the one thing I like personally about CoH, it'd be the hack&slash-like gameplay in a persistant world along with the relative freedom in character building, but if I were to say that to a random person who pictures video games as "that call of duty thing that leads people to shoot other people", his most likely reaction would be "buh?!".
If I had to mention community, I'd explain it in the sense that players tend to be very forgiving of inexperience and fairly forgiving of mistakes. About the only thing that will draw player hostility is rudeness (though this may change once we get an influx of players with only a minimal investment in the game community). -
Quote:This bothers me, too. When I had Sheridan do a cameo in an AE arc, I resolved the problem by using a model that looked like neither of them. (Okay, I also did it that way to save memory ...)You know who bugs me the most is Steven Sheridan.
For years, he's looked like this: Probably about 60 years old judging by his lined face and steel-gray hair. This is what he looks like. This is the character they have established.
Then, suddenly, the Going Rogue tries to tell me that this is the same person, despite obviously being twenty years younger. It's not even as if this is Praetorian Steven - when he introduces himself, he explains that he is from Primal Earth.
And the original Steven Sheridan standing outside the hospital in Brickstown remains unchanged.
WHAT.
Another thing I find confusing is that both Aurora Borealis and Mother Mayhem have the body of Aurora Scott, yet they look different. The hair color could be explained as dye, but why the heck is Aurora's skin considerably darker than Mother Mayhem? Does standing outside in IP give that much of a tan? -
Quote:All of those ideas sound excellent, David. (Primal) Hamidon is perhaps my favorite villain in the game, a man so selfish and fanatical he has decided that all life on earth should be either part of him or destroyed. It's important to remember that he's not just a mindless engine of destruction; he's portrayed consistently as having a malign, sociopathic intelligence. (I find him far more interesting on a conceptual level than Praetorian Hamidon, who does seem like "just a monster" and is more or less a story prop for Tyrant. I assume the "big reveal" about the Praetorian DE will be that Tyrant created the lot of them.) Hamidon epitomizes a theme I wish we saw more in comics,* "becoming your ideal means becoming a monster." His design should reflect his fanaticism, his contempt for others, and his inhumanity. It should look not only monstrous, but evil as well. In order to do that, it needs to do more than simply sit there.Just for fun, let me run some hypothetical update ideas past you and see what you think. As a thought experiment only, let's say we were going to update the primal Hamidon model. Again, absolutely no plans for this, but it's an interesting topic to think about. You've expressed a desire to maintain the character's "amoeba-ness," and I whole-heartedly agree with you. That said, there are ways we could potentially make him more visually interesting while staying completely faithful to the character concept.
[specific ideas redacted]
* We get plenty of "the road to hell is paved with good intentions" (Praetoria is just one of many examples in today's pop literature), but the only example of what I mentioned that I can think of offhand is the story of The Radical in the recent Wild Cards books. -
Quote:Okay, how about this .... Praetorian television technology is years ahead of Primal Earth's and can actually broadcast across dimensions...?It's not an advertising low I'm worried about so much as it is a questionable use of money for an attention-grabbing ad aimed solely and directly at not only people who will and in fact cannot ever experience nor enjoy the programming advertised, but have quite little reason to care to know how the weather is doing in Imperial City.
Though that still wouldn't explain why citizens of Paragon City would care about the weather in Praetoria. -
Quote:I've noticed this about alternate history/continuity stories in general, not just in What If ...? and other comics. For instance, "Nazis win World War II" stories are common, while "World War I never happens" stories are rare. I think it's because, like any other kind of story, such a story has to have conflict, and it's difficult to have a conflict about a "changed" reality unless that reality itself somehow threatens the characters.Also, wow, a What If...? that doesn't inevitably lead, from even the most trivial of background changes, to the end of the world? That's unusual.
Examples from comics that break this mold include DC Elseworlds stories that are more or less transplantings of their existing characters to other settings (think "Gotham by Gaslight") and an interesting What If ...? special from a few years back that included a Soviet Fantastic Four, Daredevil as a historical, manga-like figure, and Captain America fighting in the Civil War (with a really neat outfit and interesting uses of Bucky and the Red Skull). There was also a series of What If ...? one-offs around the same time that more or less restricted their scope to single characters, which made for far fewer world-ending messes.
Oh, and my favorite What If...? story of all time, "What If Dr. Doom Became a Hero," is also an exception to this rule.
As you can tell, unlike a lot of forumites around here, I like alternate history stories. -
Another problem: I always felt the original series, along with all its other flaws, had far too many protagonists. No one got much development time, aside from showing a single personality trait once per episode. For a half-hour show, I would cut it down to four or perhaps five characters.
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Confining myself to individual signature characters, rather than factions, some characters whose looks I like include:
Captain Mako- He's an anthropomorphic shark who enjoys eating people, and that's exactly what he looks like. I particularly like his rendering in the "conceptual art" book that came with the CoV DVD edition.
Hero 1, as portrayed in the "fan art" and conceptual artwork- That flowing, multi-tiered Union Jack cape conveys plenty of things at once: classic hero, British patriot, classy mystic. I always imagine him using its strands to trip and entangle villains as he battles them with Excalibur. I wish the spirit of Hero 1 seen in the hero cape mission had a cape that beautiful. As it is, the in-game model seems overbalanced by his helmet; it makes his head look too big. The Honoree doesn't have these issues as much, both because his cape is in tatters (a great touch) and because he's more muscular than the original Hero 1.
Nemesis- I love the idea of steam-powered automata, but the Fake Nemesis/Nemesis design also conveys several great character aspects: imposing power, both literal and figurative, from the size; a certain regal demeanor, from the gold color, the sceptre-like weapon, and the elegant scrollwork on the armor; and a sense of another time, just because it's hard to imagine a modern techno-mastermind bothering to put a belt buckle or a humanlike face on his armor. Despite the fact that we see this look all the time because a generic boss uses it, it's still instantly recognizable as Nemesis and no one else.
Scirocco- Despite having a rather fussily elaborate costume, his look displays a good sense of mysticism. Also, apart from the character, I just like the design.
Lord Recluse- Another extremely busy design that still works well. He has a cape and a fur chapelet and spider arms and heavy armor and a helmet, yet instead of clashing, they combine to suggest an overwhelming physical presence. Those arms enable him to loom over even very large ordinary characters, and his blank, recessed eyes suggest an inhuman, implacable evil (the classic CoT minions do this for the same reason). I consider it a success of Recluse's design that every time I see him, I find myself trying to imagine what he looks like without the helmet.
Ghost Widow- In my opinion, hers is the strongest of the Silver Age/spandex designs in the game. Her costume is simple and memorable. The coattails suggest a skirt, making her outfit look feminine yet still believable as something someone could wear while fighting. The two-color look has a strong visual impact; she's always looked kind of like a photographic negative to me. And, like Recluse, she makes good use of the "looking into the abyss" villainous blank eyes.
Noble Savage- His lopsided, haphazard design suggests that despite his tremendous size and strength, this is a character who's been a victim of something in his past. The cat-like face is the perfect addition to suggest "savage" in the sense of animalistic fury.
Statesman- I like everything about this design except its most unique part, the faceplate. This is odd because I love the faceplate on the redesign of Tyrant's armor. Perhaps the plate just needs a slight tweak.
Malaise- I include him because I consider him to have a great spandex/Silver Age design. There are no huge armor pieces or special monocles or funny capes, just tights, hair, and an eye detail. Yet the strange color ("mauve and lavender?" I hear his fellow characters thinking), the wavery pattern, and the long hair all go together to imply that this guy has mental powers, that he's got an unusual "vision" of things, and that he might not be wrapped too tight.
Characters whose designs I find unsatisfying:
Sister Psyche- Not because her design is "old" or "low-res," but because it leads me to think in a different direction from the design team's stated intent on the character's personality. The in-game material on this character seems meant to show that she is a wise, all-knowing guide to us mere mortals. Aside from the fact that I don't much care for such characters, that isn't the impression made by her outfit. The outfit is just "a superhero costume." Nothing about it says "psychic" or "immortal being." Indeed, in some renderings, it seems meant to suggest "body paint." I remain unclear on why a character who's so easily offended by people thinking about her body (according to more than one piece of game-related fiction) wears such a revealing outfit; the combination of her explosive, easily-offended personality and the overexposing outfit suggest to me that she might not be the most mentally balanced character out there. For a much better treatment of this kind of character, consider Sister Solaris, where the numerous floating veils suggest a kind of ethereal serenity, which is what I think we're meant to get from Sister Psyche.
One thing I do like about her outfit, though- nice colors.
Positron- This is a tough one. I want to like Positron's outfit, but it just doesn't live up to its promise. I get the impression that the idea here is the armor panels themselves are meant to fade into the viewer's mental background, with the eye drawn to the glowing lines surrounding the plates, suggesting the raw power contained within. I've seen some renderings of the character that accomplish this, but I have yet to see it work in-game. I also find the fact that his face, the only unarmored part of him we ever see, is so bland and ordinary-looking. Nowhere do I get the impression that this man is a genius with the ability to manipulate the fundamental particles of the universe. Good conception, not the greatest execution.
Infernal- Though a very minor character, I think Infernal could be much improved with a "signature" design. He wears armor made out of living demons! Yet it's simply the Medieval costume set, colored black. I'd like to see some suggestion that the armor is not just otherworldly, but alive. Perhaps a unique texture could be applied to it, or the armor could periodically change shape slightly as the demons try to break free.
Frostfire and Odysseus- I class these two together because they suffer from the same problem: they look just like ordinary members of their factions. That's fine for characters like Director 11, whose faction is meant to be "faceless" anyway, but Odysseus is portrayed as a master schemer, while Frostfire is the centerpiece of the "tip arc" and has his own, time-hallowed mission. Despite these things, Odysseus looks like an ordinary Warrior with a fillet, while Frostfire is essentially another blue-skinned Outcast. A change as minor as different facial hair could be used to make these guys stand out as "special." (For a "unique" rendering of Odysseus that uses only non-signature costume parts, see AE arc #175660, "The Heart of Talos." The Art subforum has already done a "redesign Frostfire" thread, too.)
Mother Mayhem- Her costume simply has too much going on. Long jacket, cutouts in the tights, chains on the shoulders, highlighted ... attributes ..., streaked hair, all crammed together in a design without a particular theme, unless it's "Eighties band member."
That's all for now. Hope you found that helpful, or at least interesting to read. -
Quote:These are five pretty good ideas.Okay... here is what I would do with a new AD&D cartoon...
[five good ideas]
Quote:
5) Rated PG-13. This was one of the things that really irked me at the time about the original series. They may as well have printed "No Orc Was Harmed During the Making of This Cartoon" at the start of it because no one ever was! The heroes kill the monsters. Period. I don't need to see blood sprays and piles of guts laying around, but there WILL be deaths and the unprepared novice heroes' reactions to killing for the first time. -
Quote:The image you show here was indeed Strongheart-the-toy as sold. The hammer appeared only in that episode to which you're referring, never as a toy accessory, to my knowledge. Note that there are multiple versions of the Strongheart toy, too; some have more of a grey finish, like the one in the picture, while others are more silvery.One of the Episodes I watched today actually had a character named Strongheart in it. He had a fancy helmet and a Golden hammer as his weapon...I'm curious OLantern since you remember the toys, were these the items the actual toy came equipped with?
Edit:
Ok that was the dude in the Episode but the weapon was golden hammer and not a basic sword.
Interestingly there has been atleast 3 characters from the toyline (including Strongheart) to turn up in the show within the first 12 episodes.
The AD&D toy line was interesting in a number of ways, featuring a variety of sculpts in the "player character" and "Battle Masters" figure lines (commonplace these days, but rarer in the '80's), as well as a gazillion different monsters, some bendies (for instance, the Neo-Otyugh), some PVC-like statuettes (such the Odious Ogre and Book of Spells), and some jointed figures (like the Hook Horror and Dragonne).
Also, every single item in the line had fairly well-written and elaborate flavor text on its packaging, as you might expect from something based on source material multiple books and hundreds of pages long. Most interestingly, until the final release of figures, the flavor text always discussed the character type represented by the toy, rather than the character represented by the toy. For instance, the text for Strongheart explained what paladins were. I always rather liked this as a kid; it freed you to imagine your own personalities for all the characters.
Here's a list of everything that I can remember that appeared in both the toy line and the TV show:
Strongheart, Good Paladin
Kelek, Evil Wizard (in the show, he's called "Master of Wolves," a nice touch, I think)
Warduke, Evil Fighter
a Hook Horror, Monster (cameo only, as I recall)
Tiamat
D&D geeks may also be interested in my theory that a character from the last release of the Battle Masters line, Mandoom, was actually the first appearance of a monster that later showed up first in the Outer Planes Monstrous Compendium expansion and then in the popular Planescape setting, the Per, though I don't recall Mandoom being called by this term in the little blurb on his card.
And yes, all this post is from memory. D&D and toys were two of the cornerstones of my childhood. It sticks with you. -
Quote:Thank you very much, Zwillinger, for posting this information! One reason I often either refrain from posting feedback or simply give rambling commentary when I do is that I've always assumed that feedback only ever reaches the devs in the form of "the players are saying [X general thing] on the forums." Knowing how you review and present our commentary to the devs makes it much easier for us to give feedback that might be useful or at least considered, rather than simply spouting our opinions.Regardless of how it happened, we're listening to what everyone has to say, even going so far as to do a very granular breakdown of the post itself (how many unique posters, how many unique posters expressing what sentiment, etc...) to have a strong understanding of the feedback we're receiving.
Thanks again for your work for the CoH fan community. -
Quote:Good point. It would've had quite a bit of impact, I think, if the death had not been announced. Of course, then fewer people would have played the arcs to get to see it, so it's a lose/lose from the arc writer's perspective.2. I'm wondering about the possibility of it being Sissy and Manti. With everyone knowing that a hero is going to die, the emotional impact of that death is going to be reduced. A second, unexpected death could restore the intended level of drama.
And I'd be happy if it were Sister Psyche and Manticore, both of whom I can't stand. But my 500 catgirls are on Back Alley Brawler at this point, just because he'd require the least rewriting of other content. (Don't expect him to vanish from the three or so villain arcs where you fight him, though.)
The thing I find oddest is that if it turns out to be, say, Citadel or Synapse (i.e., a third-stringer), dozens of posters will come out of the woodwork moaning about how the only one of the Phalangites with any personality was killed off. See the arguments that Galaxy City has so much more "character" than other city zones for an example. For what it's worth, I happen to feel this way about Citadel myself. (I just wish his TF weren't so awful.) -
I'd keep the cloak that turns you invisible when you put up the hood, the bow that shoots energy arrows, and the idea of a show set in a fantasy world, including the fairly good array of monsters that showed up (i.e., the dungeons and the dragons).
I'd scrap the rest. Even at the time, I never understood why this show dealt with an annoying group of kids traveling through time and space and not characters like Strongheart and Kelek, "regular" D&D heroes and villains from the contemporary LJN toy line. This would have also enabled the show to feature a character called "Melf." I love everything about that idea ... -
Wow, if there were a Wyvern code with a bow, you could finally make Dual Archery!
I'd still have to pine for Shield Attack, though (including Shieldy Breath and Rain of Shields). -
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As I recall, the backgrounders call the organization "Hero Corp," while the guys in the uniforms who adjust difficulty are called "Hero Corps Field Analysts." I have no idea which is "correct." Maybe the easiest thing is to say that the organization is Hero Corp, and its employees and directors are the Hero Corps, which really doesn't clear things up much.
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Quote:Well, that's the best way to handle any faction, of any alignment, but limitations of the game design and writing time tend not to allow for it. Witness the fact that every single employee of the Crey Corporation is trained for combat and attacks heroes and allied factions on sight. (And more puzzlingly, since every project Crey works on is underhanded, meaning they get thwarted by our characters, what pays for all those forcefields and freeze rays? Does Countess Crey have an endless supply of gold? Maybe that's what she's keeping in that cave she hides in.)If there are any irregularities happening in Hero Corp, they're at the upper management level. There's no reason at all that a rank-and-file employee of the company can't be just as idealistic as Statesman while wanting to make a living out of his talent instead of giving it away for free.
If the devs couldn't convince the player base that there could be Praetorian heroes who aren't members of the Resistance, I don't see how they could do a "villainous leadership" story for an otherwise heroic faction. Plus, what happens when characters do the arcs exposing the corruption? Doesn't that demand that all the non-villainous employees resign? See the problem? -
Back in i5, I got level 40 Paragon Protectors (the all-PP faction, not Crey) in a paper mission. I nearly held onto it, since, at the time, that was almost the only way for a villain to find Paragon Protectors, but since I was 24 at the time, I eventually got a GM to clear it (no "abandon" or "complete" mission feature back then).
I've also seen Storm Elementals, as well as otherwise unbroken missions to defeat the nefarious BOSS_NAME and guards. -
I'm not sure if the devs remember it or not.
I think the previous poster nailed the way Hero Corps was originally meant to be portrayed. As several of the responses here imply, business in the comic book world is invariably evil. The existing information on Hero Corps seems to fall into this pattern. Those plaques couldn't shout "they encourage crime!" any louder if they had sound files attached. Further, remember that Crey was the primary antagonist in the pre-alpha days. It essentially controlled every faction, and I'm sure this would've turned out to be the case with Hero Corps. Probably, this notion eventually evolved into giving Crey the Paragon Protectors and their attendant story. I suspect that this is one reason Hero Corps was never developed further. We already have an "evil suits" faction (Crey), and most players seem to be believe our "hero" faction (Longbow) is also evil. I suspect that every time Hero Corps comes up in a meeting, someone says, "But we already have that covered."
Frankly, as you can probably tell from the tone of this post, I don't like the self-righteous tone of the anti-Hero Corps characters featured in the Hero Corps plaques, and I don't like the notion that every heroic organization in the game is really evil (with the exception of Vanguard, the one supposedly "unaligned" organization, which paradoxically is the one everyone thinks is "good"). I get to read the devs' pontifications on how "If you're not part of the solution, you're part of the problem!" in the neverending stream of Praetorian content. I don't care to get hammered over the head with "wanting to make money is evil," too.
Plus, I have a Hero Corps character, and I don't want to see her entire background invalidated the way my entire supergroup full of Praetorian Earth characters (created circa 2005) was when Going Rogue came out. -
I don't know how they'll explain it away (if at all), but I can guarantee that it'll be one of countless things cited by the forum's Content Police as "terrible writing." (If I were the devs, I wouldn't even bother to write things any more, the feedback on new arcs is so hostile. Of course, every time I think that, I remember that the devs don't generally read the fora, except through the broad summaries developed by the OCR team. I think that's something that more forumites need to recognize when they claim to give feedback- it's just going in a hole someplace.)
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Oops, forgot to comment on how they'll explain it. My money is on the previously suggested "they port you out instead." Personally, I don't require an explanation. -
Now I know why Arachnos can build giant buildings out of solid metal but can't pick up the frickin' trash lying in the streets of the Rogue Isles: there's only one guy tasked with picking up all of it.
Great character. -
I find it hard to imagine a movie involving both superheroes and the U.S. government that doesn't include this. The "go rogue to do the right thing in the face of government heartlessness" has become a commonplace of superpowered adventure stories, especially movies.
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Quote:You are misremembering. A yellow-reticle enemy is yellow-reticled to everyone, regardless of faction.Might be mis-remembering this, and the game is not working for me right now, but don't PPD con differently to you based on "how Resistance" you are? as in, if you're doing the "Undercover Powers Division" thing, don't they con enemy? or is this just them conning universally aggressive in different zones that I'm remembering?