Olantern

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  1. Olantern

    Overpowered?

    Quote:
    Originally Posted by Golden_Avariel View Post
    I'm also a little worried that my characters will not be able to get on or feel useful in some of the high-level content after a month or so when everyone else is maxed out. And if I start up my own TF's I'll end up with those maxed-out incarnates running my TF solo for me.
    I share this concern, at least to the extent of "feel useful."

    I do think there's a possibility non-Trial teams will become rare, especially level 50 teams, but at this point, it's only a possibility. Even if that happens, "rare" doesn't "nonexistent."

    I'm more annoyed about the "Incarnates running everything solo for me" issue. I already feel like dead weight on a lot of teams, and it has nothing to do with my "skill" as a player. I sometimes have experiences where I zone into a map to find someone else has rushed to the end and killed the final AV solo, simply because of powerset choice and a few judiciously chosen IO's. And I have this experience on defense-capped characters and permadom dominators! Oh, well. At least it can't be any worse than it already is, right?
  2. Quote:
    Originally Posted by Golden_Avariel View Post
    I do think the bombardments in the final mission should not follow you to the hospital, but maybe I'm just being silly.
    Whoever comes up with the best (not serious) explanation for how airstrikes can hit you in the field hospital wins a prize.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    ... What was wrong with giving us a source of power that enhanced OUR powers and gave us access to new powers which could be explained as extensions of our own?
    Am I really the only one who read the Mender Ramiel story arc like the above-quoted language is what is, indeed, happening? (Which is why the "you summon a dead Praetorian from Well" seemed like such a jarring explanation of the Lore pets to me.) I must just be better at reading "elastically" than most players.

    As with the other aspects of the endgame system, the real problem here is that the system is meant for people who love mechanics, not for people who love concepts. This is what so many people continue to fail to grasp. The endgame isn't meant for people who love the traditional strengths of CoH. It's meant for people who want the feeling of "beating" something and like the sensation of getting rewards. Put another way, it's meant for people to whom this is "a game" in the sense of "a game of chess" or "a game of football," not "a game of let's pretend." (Personally, I don't think we should be fostering that kind of attitude, but that isn't my decision to make. This is an MMO, not a book written by me.) Any satisfaction a "concept" player gets out of this system is secondary to the mechanical benefits, by design.

    Not that that solves Sam's concept problems, but when has anything ever solved one of those?

    Speaking of smilies, perhaps you should try what I suggested when Golden Girl made the same complaint, and recolor a circular effect bright yellow, to represent a gigantic smilie.
  4. Olantern

    Fwooooooosh!!!!

    Quote:
    Originally Posted by Golden Girl View Post
    I need something with almost zero visual effects, and a physical looking animation
    You're not the only one, judging from some other posts around here, but if you're expecting another tree to be added to the endgame system, you should probably settle in for a long, long wait.

    If I were you, I would just choose something with a circular effect, recolor it bright yellow, and treat it as a gigantic, yet featureless, smiley.
  5. In all the hullabaloo over endgame content, I haven't seen anyone say anything about either of these new level 20-40 task/strike forces, aside from some grumbling from story snobs in beta. I just wanted to say that I have run and enjoyed both.

    If you are the sort of player who enjoys task/strike forces, I recommend them to you, at least once. There's a fair variety of objectives, some new maps, and some characters we haven't seen much in combat before featured prominently.

    (As an aside, in my own bit of story snobbery, Odysseus looks nothing like either the way I pictured him or his Praetorian counterpart. Also, wouldn't it have made more sense to make his powerset Archery rather than War Mace, given the importance of the bow of Odysseus in the Odyssey? But that's a minor deal.)

    As someone who believes that endgame raids are the devil's works, it's nice to see that other things are still being developed, albeit as a sideshow.
  6. Quote:
    Originally Posted by RemusShepherd View Post
    IIt's whether you are made obsolete by the powers on the rest of your team. All ATs can now buff, rez, and nuke. Is that healthy for the game?
    I'm not much of a min-maxer, and I tend not to play the very most powerful powerset combinations. I was already redundant on most teams long before incarnate abilities. For instance, the other evening, I was playing a plant/thorns dominator while teamed with an electric/stone dominator. Both were perma-doms; the plant guy was one of my rare min-maxed, performance-built characters. Even so, the other dominator did everything I could do, only better. Similarly, I can't count the number of times I've been playing scrappers and blasters who never get to fight anything other than AV's because teammates have always wiped out the rest of the foes with higher-damage, more effective powers before I even get there.

    There are many, many things that irritate me or worry me about the endgame system, but being made irrelevant isn't one of them. I crossed, or maybe it's better to say "burned," that bridge a long time ago.
  7. Quote:
    Originally Posted by Razoras View Post
    Yep, this is called raid content, folks. There's the learning stage where failure will be constant, there's the stage where you finally get the raid done, and then you sit back and farm rewards if you so choose.

    Now, we can argue about whether or not this is a good thing (and this argument has been happening for months) but this is how the content works.
    Right. i20 (and the idea of incarnates as a whole) is an attempt to capture a kind of player the game has previously had trouble retaing- one who loves to repeat "challenging" content that requires a great deal of team coordination for randomized rewards and enjoys more complex crafting systems than what we had previously.

    In my opinion, this is a horrible wrong turn in the design of the game, but that doesn't mean it isn't working as intended or isn't "done right." As Razoras notes, the real argument, if there is to be one at all, is whether it should have been done in the first place and whether it should continue to dominate development after i21 (which I imagine is too far along now to change), not whether it's "too hard" the first day after release.
  8. Why was the NDA required? Someone at NCSoft was concerned about something being leaked and someone suing over it. It's that simple. It has nothing to do with the specific contents of the issue. It's a purely C.Y.A. thing. Issue 20 was just the first one for which the NDA document was prepared, approved, and ready. I assume there will be NDA's for all future closed betas from now on.
  9. I found it amusing. The funniest thing, however, is there are still apparently people who not only thought "freeem" was funny the first time, but still think it's funny now.
  10. All right, you asked for it:

    1) Add the ability to customize powers other than primaries and secondaries, as well as adding the ability to customize powers that involve summoning/replacement of models (MM primaries, Traps gadgets, Kheldian forms, Granite Armor, etc.).

    2) Shut down the forums. I'm tired of the constant complaints about anything and everything.

    3) And, just to add a complaint of my own, if I could make it so all the time spent creating a raid-based endgame could have been directed toward anything else, I would. I don't like the sudden change of development direction, and I don't think it'll have the anticipated effect of growing or retaining some mythical cohort of potential players who've been staying away just because they couldn't previously participate in a mega-raid.
  11. Several threads discussing the Rikti Crash Site back in 2005 and early 2006 suggested a number of ideas that appeared in i10.

    I posted a thread that included some story arcs for the zone. The only one of my suggestions that made it into the game more or less unchanged was the creation of a character (a Longbow agent in my write-up, Borea in the game) who gave out repeatable missions, like the newspaper.*

    In that thread and a number of other threads, various players suggested a task force or zone event that concluded with fighting a Riktified Hero 1, as in the LGTF.

    Also in that thread and a number of other threads, several players suggested zone events involving getting through the shields on the crashed Rikti ship. (At the time, the shield was up all the time, and it was possible to "surf" on it.) The ideas of destroying a series of pylons to shut down the shield and entering exhaust ports to place bombs were featured at least once.

    Turning to other parts of the game, it appears that Sally, the lake monster in Croatoa, may have originally been intended to be more of a garden variety giant monster. Her first write-up in the Paragon Times (a feature I still miss) implied that her spawning would be signaled by Redcaps performing a ceremony by the lake shore, followed by her rampaging around. As Skipper Legrange puts it in that write-up, "She has to be destroyed!" Players didn't like this, for some reason, and came up with the "Save Sally" campaign. Whether due to player pressure, time constraints, or development difficulties, we got the current, inoffensive version of our favorite lake monster.

    * This was before police scanners and tips were added to the game. At the time, the only repeatable missions were in the PvP zones, in the Shadow Shard, and in papers (villains only).
  12. Quote:
    Originally Posted by CaptainFoamerang View Post
    If Sean Connery was in it as well it would be magic.
    What is Robin?
  13. It's this sort of thing that makes her one of my favorite villain contacts.

    In a related matter, on St. Patrick's Day, I will be running around in my saved Allister McKnight costumes on various villains.
  14. He's an all-American albino gangster haunted by memories of 'Nam. She's a psychotic kleptomaniac Hell's Angel with a song in her heart and a spring in her step. They fight crime!

    Is it just me, or does that remind anyone else of every original series ever to air on HBO?
  15. Quote:
    Originally Posted by sleestack View Post
    Come on Hollywood, get this done fast! And while you're at it, could we get a remake of the Thor and Captain America movies? I know they haven't even come out yet, but why wait?
    Soon, we will skip directly to the reboot, not only without the need for the initial release, but without anything at all on which to base the movie. I bet the makers of The King's Speech are kicking themselves for not promoting it as "a reboot of the action-packed stuttering king mythos."
  16. I found out that there's a waterfall in the "Reclaim Cimerora" mission of the ITF. I also found out (and saw for the first time) that there's a control room for the computer that controls the turrets in the Vespillo Pass mission.
  17. I've seen such spawns in four places, all RWZ missions:

    1) The "Rescue Nemesis Defector" mission, guarding the defector
    2) The "Rescue Nemesis Defector," forming the ambush that spawns as you lead him out
    3) The mission featuring General "Brawl Myself To Death" Aarons, in the large room of the cave. This may have been multiple spawns working together, however, rather than an actual Incoming Fake Nemesis Horde.
    4) The mission and location shown in the screenshot in this thread.

    I think it's working as intended, but it's very, very challenging for any character running an "ordinary" (no defense softcap, no Incarnate boosts, etc.) build. In the mission depicted here, I remember my team finally succeeding by pulling the spawn repeatedly through a narrow doorway into a heap of Trip Mines. Even so, it required multiple retreats by the team, several of which turned into team wipes as people couldn't run away fast enough to break the aggro.

    This, more than anything else, convinces me that non-TF missions are (or at least were at the time) tested with solo characters or small teams on the default difficulty. I suppose the attitude is, "If you raise it, it's on your head," which doesn't seem too unreasonable. It does, however, cause sudden difficulty "jumps" when you run into something like this.

    As an aside, I tried to do something like this challenge in an AE arc, where an unarmored Elite Boss was protected by the Grant Cover of a mob of shield-using Lieutenants. Unfortunately, AE enemies don't seem to use Grant Cover. Ah, well ...
  18. Quote:
    Originally Posted by Kasoh View Post
    A good book, but it comes out so infrequently anymore that I find it hard to be excited about.
    My favorite title, Astro City, is the same way. I've been waiting for the collected version of the second half of the "current" (laughable term if there ever was one) arc for around three years now.
  19. Any kind of new thing to do is good in my book, so I have no problem with this. (For that matter, I don't have much problem with what we got, but that's a different thread.) If the missions are interesting, this goes from "decent" to "great." The fact that it fills a mechanical hole in the reward system is just gravy.

    Further, since it's an EvilGeko suggestion, it will, someday, come to pass. Seriously, most of the large-scale suggestions I've seen out of the loot-loving lizard, over the years, have been implemented in one way or another. I think he must just have the same kind of brain as the devs do (which may frighten either the gecko or the devs, depending on the context ). I am pleased that this time, it's a suggestion I like.

    Incarnate Strikes, coming in a future issue. You heard it here first, folks!
  20. Quote:
    Originally Posted by Rubberlad View Post
    The heat is on to keep playing high level toons instead of rolling new ones or playing lowbies. Some folks only want to run strike/taskforces or only certain s/tfs...

    Are you feeling pressured to play incarnate content or just tf content? If yes, are you more than okay with or does it frustrate the hell out of you?
    Yes, I feel pressured to do it if I want to team. I still play lower-level characters, but I find it hard to team with them because everyone else is playing level 50 content. I'm not happy about this, but it's not the end of the world, either. Nothing is preventing me from doing either high or low level content; I just have more limited social options when doing one rather than the other.

    It is a fundamental shift in the culture of the game, though, from one based on the journey and stopping to see the scenery to one based on the destination and getting the payoff at the end. Yes, I know both strands have always been here to some extent and continue to exist. I'm just arguing that the emphasis has changed and pointing out that I'm, at best, lukewarm on that change.

    This could cause potential problems down the line, with new players crying even more than usual, "Where is everyone?" and worrying, this time correctly, that "All the low-level stuff is empty of teams." That said, the emphasis has been on retention, not growing the player base, for several years now, so this problem may remain purely hypothetical.

    Of course, it does seem to fly in the face of the apparent goal of adding an extensive end game, which is to capture and retain that previously ignored market of hardcore, reward-oriented, contest-loving players. I, for one, think of such players as severely lacking in patience, quick to quit and try something else, and frustrated by the fact that there are veterans "ahead" of them. Assuming this emphasis shift does bring them in to give the game a look, will they have the patience to stay to reach Incarnate-ness?

    tl;dr version: Yeah, I'm feeling it. Yeah, it frustrates me, but not too much.
  21. No, I wouldn't accept a delay for this reason, even putting aside the fact that it's totally unrealistic to expect anything to change. When the feature I wanted (create your own missions and arcs) was released, I don't remember the powergaming, Type A, ambition-focused players who drive me so crazy arguing that it should be delayed because it didn't fit what they wanted out of the game. So, no, even though I think the implementation is pretty wretched, mechanical character improvements like the Lore slot shouldn't be delayed simply because its backstory grounding and visual presentation is pretty wretched.

    Someone in either this or another thread (it's getting hard to keep them straight) argued that "art wasn't a priority" for development. Well, no, of course it isn't. While there are players out there, including me, some roleplayers and some not, who view this game primarily as an animated movie about their characters, not all players think that way, and the devs certainly don't seem to.

    The devs are game mechanics engineers. They, and, incidentally, a lot of players, view this as "game," not in the sense of "a game of 'let's pretend,'" but in the sense of "a game of football" or "a game of Monopoly." For those players, and for a majority of the dev team, the game is something that can be "won," in one fashion or another. Art and story are means to support the ends of gameplay, not ends in themselves.

    For example, those who are AE mavens may remember Dr. Aeon stating that much of his job consisted of being told things like "write an arc about a hero who goes bad" or some other, rather broad, direction. He doesn't create a story about Incarnates and then send Positron and his minions off to develop a system to support it; it's the other way around. (Yes, I'm aware that development probably isn't quite that one-sided, but years of dev discussion of the way they work convinces me that I'm more or less correct.)

    Similarly, Going Rogue was born not because the devs really wanted to show off Praetorian Earth, but to provide a mechanism for switching sides and for gluing an end-game system onto a game that hadn't previously had one.

    With that kind of development structure, you're going to get some serious misses if you're the kind of player who prefers the "support" of art and story over the "meat" of gameplay. I'm not arguing that those priorities are necessarily right, but I think they have to be acknowledged.

    Further, the gameplay element here, I think, is seen as particularly crucial to the life of the franchise. Incarnates are this game's attempt to capture the raider-/advancement-driven market of the hardcore MMO player. Rightly or wrongly, it's an attempt to bring in a demographic that hasn't been part of the game's primary market before. And I suspect that, for that reason, here even more than elsewhere, art and story have been even less of a driving force in creating the new content. I can clearly imagine a dev raising the kinds of objections players here have at a development meeting three years ago and being told in response, "Yeah, those players will be dissatisfied, but they got all those years of costumes and power customization and that AE thing. They'll be satisified with that. Anyway, people will only do this endgame stuff if they really want to win more parts of the game."

    Now, you can argue that this represents a misunderstanding on the devs' part of how players can cross from one demographic to another, but I don't think it's a totally unreasonable mode of thinking. Yes, I'd be happier if some consideration had been given to granting me the ability to tailor Incarnate content to my characters in nonmechanical ways. But I can't really fault the devs for overlooking that option. They weren't expecting someone like me to use the Incarnate system in the first place.

    So, to all those disappointed with the (over)emphasis on Tyrant, the Praetorian Lore pets, or the inability to make the fire from your Pyronic WhiteWall Radial Judgement green, I suggest keeping in mind that you're not the target audience for this stuff. The devs believe, rightly or wrongly, that you're already loyal to the game, that you have enough features to keep you occupied without this. Those boosts are meant to ensnare and keep players who just want to "beat the game."

    Now, I question the wisdom of that design philosophy. I don't much like that kind of contest-oriented thinking, in a game or in life, for that matter. This new direction the game is taking troubles me on some level, but I'm not willing to hold back the enjoyment of people who have been screaming for it for years. I am not the only player here. I don't have to love everything.
  22. I would just like to point out that this thread keeps popping up as "newest posts" in my default forum display, and I keep misreading the title. The first time I clicked on it, I thought it was another "Statesline" thread.
  23. I agree. The Praetorians, while their zones have nice graphics and interesting mission mechanics, aren't too interesting in and of themselves. The Praetorian content is pretty much a one-trick pony. I can only have IF YOU'RE NOT PART OF THE SOLUTION, YOU'RE PART OF THE PROBLEM, SHEEP!!! shoved in my face so many times without getting annoyed by it.

    I'd like to see the game get back a little more of the straight-up spandex-clad hero vs. strangely-powered villain (and no, dressing like Captain Steuben from The Love Boat and having your own pet government doesn't count as a "strange power"). It seems that with the Praetorians, the game became more about social commentary and philosophy than about having fun.
  24. Quote:
    Originally Posted by Pattern Walker View Post
    This looks like a smaller version of the floating city Armada from China Mieville's The Scar.
    My first thought as well. Maybe that means it's inhabited entirely by Marxists.

    I'd like to add my voice to those requesting some new developments that aren't related to Praetoria. I'd particularly like to see some non-Praetorian Incarnate-level stuff. Of course, that's unlikely, given that the Incarnate matter was sold as part of Going Rogue, but I can dream ...
  25. If such a release were made, players would still whine that "the devs never fix anything," "the devs are lazy," and "they never do anything right." Plus, a lot more screaming for "I want [insert player's personal preoccupation here, be it animated fingers, banking flight animations, or an Arcane theme for Traps]." Lately, this is all I ever hear about the game. A "bug fix" issue isn't going to stop this.

    (As an aside, the building level of negativity really bothers me, given that the game seems better now than it's ever been. The attitude seems to be that if you complain about something long enough, it gets changed, or "The squeaky wheel gets the grease." This adage hasn't been borne out by my own life experience, for whatever that's worth. In my experience, a squeaky wheel is more likely to cause the car's owner [the publisher, in our metaphor, I guess] to decide to junk it entirely and buy a newer, flashier model.)

    Also, I agree that the devs are thinking of much more extensive operations than the players are when they hear "zone revamp."