RemianenI

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  1. Quote:
    Originally Posted by Ninus View Post
    Actually, I have had it 'hang' for a minute or two between deletion and re-creation where it would not immediately accept the new/old name. I had Powersets, Costume all ready to go, but just a smidge too quickly for the Server DB to acknowledge the clearance of the name. YMMV.
    I've never seen this, personally. I've rerolled a character from one account to the other (delete on acct 1 after loading the saved costume and sitting at the ID card stage with the new character on acct 2) and after typing in the character's name to confirm deletion, hit Enter and confirmed tutorial entry within about 10 seconds total. Less actually, since all I had to do was alt-tab and click.

    I'd venture a guess and say as soon as you type that character's name into the box to confirm deletion, that name is freed up. Just a guess though.

    EDIT: Lemme try it again now....lot can change in 6 months.
  2. RemianenI

    Mikey the Ear

    Quote:
    Originally Posted by SirFrederick View Post
    Pretty sure it's determined by your starting contact. Correct me if I'm wrong.
    You're wrong.

    I have taken Kalinda on every villain I've created save one (and that villain was created way back in the days when ONLY Kalinda could give you the cape/aura mission...so you'd have to do her newbie arc before you could get to the cape mission if you chose Burke). It seems randomly assigned upon first entering PO. However, of the 8 villains I've created most recently, all of them have gotten Mikey (which suits me fine because I too hate Drea due to location). Also, every villain I have save one has chosen the same contact after HT (not Angel Lopez, the other one that's right by the locker - Jimmy Dortz?).

    My vote's for 'it's random'.
  3. Quote:
    Originally Posted by Lightfoot View Post
    Maybe we just have a different definition of "grind." To me, "grind" means boring and repetitive task, i.e; a job. The last thing I want to do when playing a game to relax is do something that remotely feels like work.

    Eh, maybe it's just a part of the accepted MMO scene that I just don't understand. Probably why I have so much trouble playing any of the fantasy MMO's (but the beauty of the Shire in the LOTR game is holding my interest there for the time being).
    "Grind" in common MMO parlance is that which you have to do to get to the part you want to be at. If you want to "raid" in most MMOs, you have to grind to max (or near max) level. Your level 4 Hunter isn't going to be spending any time in the Mines....until you "grind" out a ton of levels. Yes, there are people who like to tiptoe through the tulips and "enjoy the journey" with no destination in mind, but there are many folks who are more goal oriented and thus, focus on the goal. I can only say that because here, I'm part of the former group whereas everywhere else, I'm a dyed in the wool, hardcore powergamer (I just don't see the point in doing that here). Heck, just the fact that you're enamored with an area in LOTRO that you spend, what, 5 hours in (unless you're willfully slowing your character's progress), tells me you're in the former group. Note: I'm not passing judgment (as I said, I'm in the same boat here but the polar opposite in the other MMOs I play) but it could shed some light on the difference in approach. You're right about all the stuff that might need looking into but powerset proliferation has zero appeal to a person looking to mint their first (or just another) 50.

    I'm guessing the OP has a character in the 40s and wants to "finish it off" by getting it to 50. Blueside, PI missions with the level/spawn size jacked up could work (depending on AT and capability). Tina McIntyre (low 40s) and Unai Kemen (mid to high 40s) are good contacts. Redside, TV missions are good under the same conditions (TV is unlocked by grabbing the 'Master of the Airwaves' exploration badge in Grandville near the top of the Arachnos tower) or if you're low 40s, the missions from the Rikti inside the Arachnos tower (Ambassador something or other) would work. Grinding outdoors is mainly for farming, in my view (and not even then).
  4. RemianenI

    Jack Emmert?

    Quote:
    Originally Posted by Dr_Mechano View Post
    This...oh god this...

    In both CO and STO the lack of real numbers actually makes things even more confusing than if there were proper numbers and descriptions about what powers affected what, how the power worked beyond a vague description. Jack (and thus Cryptic) seem to have this love affair with being...well..cryptic when it comes to abilities and it's so far been on the major complaints on every review site about both CO and STO.
    Actually that's not entirely true. Real numbers wouldn't be very helpful if the powers descriptions themselves are wrong. If Nova said it did fire damage with a chance to hold, would the numbers for the power help at all knowing the power does no such thing? I think it's telling that six months post-release, CO is still doing power and advantage description corrections. But I don't think it's right to blame Jack for that. I think you should blame Jack for hiring a failed lead designer/"creative director" just because he wrote instruction manuals at Blizzard years ago.

    That's not to say Jack isn't a clueless wonder though. I'm going to remember this quote, from his very fingers, forever. From "Launching Champions Online" here:

    Quote:
    Lastly, there were two key hires that really affected the game. One was Bill Roper. We had never hired anyone of that caliber and experience before. I handed Champions off to him and he made it better than I could imagine.The second was a full time UI architect: David Murray. He painstakingly tore apart and rebuilt our convoluted UI. And I learned a very valuable lesson: UI is just as important as the design of a game itself.
    So, lemme get this straight. You're supposed to be the head honcho for a studio that considers itself a major player in the MMO genre and you didn't know UI is extremely important? Any player could've told you that. Oh wait, yeah, Jack doesn't listen to players. My bad. But does that mean he never appreciated the work people like pohsyb did here? And honestly, if Bill Roper made Champions better than Jack could imagine, his imagination is extremely limited and I would've hated to see the product it would've produced. Then again, this is the same person who felt Nintendo games from the FIRST Game Boy generation were the height of creative and fun gameplay.
  5. NOTE: This is NOT supported by Paragon Studios or NCSoft.

    -project "coh"

    NOTE: This is NOT supported by Paragon Studios or NCSoft.
  6. Heh Sam, you might want to take a look at the discussions in this article: http://www.gamasutra.com/view/featur...ty_of_mmo_.php

    Bottom line is, you're ignoring or downplaying a very, very important factor: the players.

    See, it doesn't matter what the design intent is. It doesn't matter what the design goal is (or whether it's achieved or not). The players will determine the success or failure of your design, more often than not. It doesn't matter how many ways people have to accomplish a goal. Whatever way is the most efficient, is going to be the defacto preferred or "best" way to do it. So if encasing a mob in stone permanently takes longer to accomplish the goal than flat out incinerating it, petrifying it will be "worse" than burning it to ash. Thus, many people are going to gravitate to the incineration power/method and eschew the petrification manner. So it doesn't really matter how many different flavors you put in. The one(s) that offer the best performance (by whatever metric the players determine that) will be the one most used. The "cookie cutter" or "tank mage" build comes from that. Like Arcanaville said, if you just make it so everyone can do the same thing but in different ways and all those ways are equal in every way, that's the very definition of 'homogenized'. If you make some better in some situations, you're back to where we are now OR you run into your players again. Whichever situations occur most often (or can be manipulated into occurring most often), will be the situations they choose and the powers that excel in those situations will become the standard.

    In short, the players are the enemy of innovative design. No matter how great your design is, it will be broken down and simplified and twisted in ways you never imagined...by your players. This isn't news. It's easily apparent in every MMO released since Meridian59. Sam, your ideas are sound on paper. But they kinda wither under scrutiny when human nature is involved. Or rather, human nature as it pertains to MMO player habits. Not many people are like you. If everyone can solo well, guess what many people are going to do? Your ideas also don't factor in the reasons WHY people would choose to solo if they could do so equally effectively as any other person/role/power build. You don't factor in playstyle (I would rather solo than be shackled with chronic AFKers, for example) or focus (casual/grouper vs hardcore/raider and what is often a wide gap in effectiveness between the two as a result of gear and situational experience). There are reasons people do what they do and those reasons have to be considered when formulating your design. If not, you wind up, well, you wind up like CO (nerfing or rebalancing powers seemingly every week).

    I'm probably paraphrasing someone here but I think this is true in this case: if everything is equal, nothing is.
  7. Quote:
    Originally Posted by Morac_Ex_Machina View Post
    Veteran rewards have always been a mixed bag for me. On the one hand, I like the rewards, and the idea of rewarding veteran players. On the other, the fact that if they continue releasing them at the current rate I am never going to get all the rewards or the badges is something I don't like.
    *shrug* That becomes a moot concern if they allow your prepaid time to count for vet reward grants. For example, my two accounts are paid up til late 2011 (annual re-up in July plus the promotional deal with the added months) but I can't get those vet rewards until those specific months have passed. Typically for MMOs, upfront money is good (which is the primary reason for pre-release 'lifetime' and long term subscription deals and even post-release, in the case of LOTRO and SOE's stable of games) so why not reward that investment with the reward program for....long term investment? Granted, due to responsibilities in other games and a far more conservative personal finance philosophy (read: ragequit over purple patch & "I'm not paying for more than one MMO at a time"), I only have 51 (or 54, I forget) months accrued to this point. But, I've paid up far further than many (and I'd easily ante up for two more years, right now, even though this isn't my primary MMO) so is my investment less than that of a month-to-month subscriber (who can leave at any time for any reason and produce no further revenue)?

    I think if vet rewards truly rewarded paid time (and not past paid time as it exists now), the whole "I'll never be able to get that" issue could be largely mitigated (though not eliminated since they cap how far in the future you can prepay).
  8. Was the name of my first "serious" MMO character, a Half Elf Druid in EverQuest way back in '99. After falling in with "the wrong crowd" (read: being port b*tch for a couple who farmed & eBay'd gear for RL cash), I got into some drama with my guild at the time so I deleted him and went back to playing my true first character, a rogue named Kension (which incidentally, was my forum handle on the old boards). I re-rolled him a month later and got him back into the 30s (back when leveling in EQ was actually sort of 'hard') before jumping to a newly opened server.

    Since then, the name has stuck and there are so many people now who use 'Remi' to refer to me (even when they know my real name) that it's hard to shake.
  9. Quote:
    Originally Posted by Verene View Post
    You're prolly best served making your own mission with enemies who are weak against the type of damage you do and do a type of damage that you can handle easily.

    The last nerf was pretty effective in getting rid of the type of mission you're probably asking about and if there were any magic missions that people made to slip past the nerfs they aren't likely to list them on the forums.
    This.

    There are some still out there, if you do a search using the typical term. But by and large, the last thing a person would want is a ton of plays and rates that may show up prominently on a datamining pass.

    But the 'make your own' advice is spot on.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    And again, all you do is reaffirm the vicious circle that has had MMOs trapped in the 90s for 15 years now. Developers make things because the players expect them, and players expect things because the developers make them. A bank and a market is not something people expected of MMOs back in the days of EQ and Ultima. In fact, I'm not sure if those games even HAD them. But someone thought it was a good idea, added it to a game, and it became a staple. On the flip side, no-one today is going to advertise his game as "has long, boring spawn-camping and not much else," yet that was the order of the day back in the 90s. Obviously someone understood that may not have been a great idea, changed it, and people now expect instances and dungeons and quests. Well, Champions doesn't seem to have gotten the memo, but that's besides the point.
    Actually Sam, EQ had a bank and a (player driven) market from the moment it released. "Selling everything on me at torch 1" in East Commons was common. But players complained about having to constantly be present to conduct commerce so SOE in their infinite wisdom (that's sarcasm btw) brought out the Bazaar, which allowed for AFK selling.

    Arcanaville described what I failed to get across (which wasn't unexpected). However, you can't blame me or him or her for how the MMO space has turned out. When new games come out with innovative features (might not be news to you but the game you're playing now fits the clone stereotype except for a handful of innovations), they often either fail outright or become so niche as to be barely worth noticing. So you really expect people to invest $25 million plus to create a game that could be an outright failure, just because it's innovative? If that's the case, why not put up the cash yourself?

    I think there are many people who have totally unrealistic expectations and those people will always be disappointed. Your idealism counts for squat when it comes time to pitch a game for funding. No one's putting their money behind a 'well, maybe' proposition. Wait, let me qualify that. There aren't many people who are going to put that kind of money behind a 'maybe' prospect.

    I understand your frustration, believe me. But eventually, I got my head out of the clouds and realized that this is no longer about games per se. It's business. There probably isn't a MMO that's going to get the kind of time and attention to grow from NOTHING to something like EVE Online did. I don't think we'll see another game weather the most disastrous launch in genre history and still bounce back and be moderately successful for the time (like Anarchy Online). It's business. It's also why I support games whose features interest me with more than mere words (which are meaningless). No one's going to support innovation if innovation is not rewarded. That's not personal, it's business. Talk to these or any other MMO devs. You'll see that they have tons of ideas that are new and different but that they're shackled by what? You guessed it, business.

    Here's a question for you, Sam and I'm not being cute or sarcastic or anything.

    Describe your perfect MMO. Go into as much detail as you can muster. I'm genuinely curious about what that kind of game would be like.

    I have an idea that my perfect game would be lucky to draw 50k subs.
  11. I think perspective is important to have.

    This game is almost 6 years old. EVERY MMO that has reached this age (or even come close) has tweaked its advancement model. I remember when the 800lb gorilla released, it took me six weeks to get to 60. Now, it takes less than half that time to get to 80. In six weeks, I can have a max level toon practically dripping in raid gear. The same can be seen in every other MMO 5 and older. Part of the problem is that most people aren't like you. People look at older games and only see the STEEP climb ahead of them to "catch up to the rest of the playerbase". Nowadays, since there are ways for 50s to advance beyond just leveling, there's no reason to gate it behind months of toil.

    Never thought I'd say this but, I'm with Perfect Pain. The best content in this game is largely at the high end of the level spectrum. Thus, forcing people to spend large amounts of time at the low end, seems folly to me. And since I'm immune to grind (I'm sure anyone who played can tell you how grindy Lineage II is and how "hard" maxing out four characters (primary and subclass) can be), they couldn't possibly institute a progression rate that would faze me in the least. So I'm not an 'easy mode' type of personality. But in order to have wide appeal, you have to make yourself accessible. A person starting today should not believe it'll take them a year to get to "the good part".
  12. Quote:
    Originally Posted by Primal View Post
    I am a big fan of Chaotic Good, for myself AND my characters. Of course in-game there's not much call to rebel or go around the law
    It was always my understanding that it doesn't always apply to the law as it is written, but also at the law as it is interpreted. Traditions fall under the 'rebelling against' thing too. In Paragon City, Statesman's approach to crimefighting (a dogma taken on by his granddaughter) could be considered 'tradition' or 'unspoken law', which is why Manticore is often portrayed as a maverick (see Longbow vs Wyvern).

    All of my heroes are chaotic good. All of my villains are chaotic neutral. As a person, I probably identify with neutral good though I'm probably seen as chaotic good. I rebel against any and everyone who feels they have the right to tell me what I should think or believe (which occurs in reality). I don't believe many things people hold as 'truisms'. So while I may be neutral good, I probably lean more toward chaos.
  13. Quote:
    Originally Posted by Orion_Star_EU View Post
    Going Rogue booster with pre-release access to GR costumes + a beta invite

    But, on a more serious note, I'll buy pretty much anything that isn't temporary (like the Jetpack booster).
    heh I've bought the jetpack booster several times already. It wasn't always possible for me to get my level 1-10s to Grandville or the Shadow Shard to buy a travel power (or just PL them to 14 for their own).

    I'm with DumpleBerry though. I have all the booster/item packs (on both accounts) and would get any others just to have them. I don't immediately think of things to do with new costume pieces but if I get an idea, I don't want to be restricted (especially when it's not necessary). But then, I'm an old EQ1 player and it wasn't uncommon for me (as well as a few other guild members or officers) to pony up for new expansions for guildmates who may not have been able to afford them at release. Being a week or two behind when an expansion releases can really negatively affect your play experience (and force your guildmates who were there at expansion launch to then go back to help you get up to speed).

    Aura Familia has a point though. There will always be critics. I got blasted by my own mother when I bought my X-Men Children of the Atom game ("A full size video game? REALLY?"), even though she knows how I am. If I want it, I get it, end of story. Other people's opinions matter little to me. A $10 purchase here doesn't even render a thought in my mind (other than "Gimme"). I bought the Ninja pack (twice) before I even looked at the features of it.
  14. Well, all of my characters are a family of sorts. I don't often 2box (though I easily can) though I did a bit of it during the AE craze to get some characters to 22.

    Heroside, all of my heroes are on distinct teams all owned and run by one person (who hasn't been created ingame but does have a 'code name'). I have several sets of siblings including quadruplets (fire/fire, energy/energy, ice/devices, elec/elec blasters), two sets of twins (mace/inv and axe/inv tankers and fire/EM and ice/ice tankers). But they're all sisters, by choice if not by blood, and often have the same issues with each other as birth siblings do.

    Villain side, it's the same, except with more edge. Only two sets of birth sisters (DM/WP brute and dark/dark corr, Arachnos Soldier & Widow) but they're all thick as the proverbial thieves. Not a single snitch among them (each of them would rather die than rat on their "sisters"), this builds a trust that is uncommon among the shady types. Plus, I don't consider them villains per se. They're tools to accomplish goals that the hero teams can't, for PR reasons. Likewise, the resources of the hero parent corporation allows the teams in the Isles to operate without a need for supplemental income (so they rob banks/fence loot/marketeer because they want to, not because they have to). Of course, investment in the Isles teams is untraceable (there's only one commonality and it is, to the casual or even motivated observer, purely coincidental). Hedge funds with access to a precognitive tend to do very well, after all.
  15. RemianenI

    Custom T-shirts

    Quote:
    Originally Posted by Roderick View Post
    Generally, if you are only making one or two, for personal use, and not selling them, most companies neither notice nor care.

    As soon as you start mass producing and distributing them, whether it's for free, cost, or profit, legal departments start getting concerned.

    My suggestion would be to PM Niviene or Avatea and ask them. If they don't know, they'll be able to ask the right person. Make sure you tell them that it's for prsonal use!
    This.

    I have several of my characters immortalized and hanging on the walls of my house and office (the sig has a few examples). Besides the 'for profit' thing, I think most developers see this kind of thing as free advertising (especially in the case of fan videos and such), unless it's being used in a way that doesn't reflect well on the property.

    But it's a shame NC hasn't chosen to leverage this to promote the game. The big company does, with a full line of merchandise for their brand and players (but that may be why they're so big). It's a revenue stream that doubles as advertising.
  16. Quote:
    Originally Posted by Nightphall View Post
    What would YOU have done with it?
    Even better, what would s/he have done in the same situation? Typically, a designer doing something in their free time is not mandated by their employer. If it was, it wouldn't be, y'know, free time?

    I'm sure HotFlash would prefer them hanging out at espn.com or posting inane remarks on Twitter rather than experimenting with things that might help advance their careers.

    It's like the programmer in EQ1 who came up with the formula to do away with the hybrid xp penalty. Legend (as in, the accounts of his co-workers, not him) has it that he got the idea one night and when he came in to work, tried it out and lo and behold, it worked (until Luclin when that formula turned the former xp penalty into an xp bonus with the alternate advancement system). Nobody told him to find a solution (the company line was 'It's embedded too deep in the code to change') but they were perfectly happy to run with it once a solution was presented to them. People playing "pure" classes howled about how much of a waste it was and how 'overpowered' a hybrid would be without a penalty (admittedly, I was one of the howlers) but the fact remained that the solution was "free" as far as the company was concerned (besides formulating the test plan for QA).

    So kudos to the person who came up with Walk. While it's not something I'd use regularly, it makes me hopeful that some other difficult features that are often requested can be done in a similar fashion.
  17. Quote:
    Originally Posted by Weatherby Goode View Post
    I never noticed that, can you point out what mission they are in?
    It's the first or second (door) mission of the arc, if I remember correctly. Marrowsnap is at the door (first mob group you encounter) and Marrow Drinker is a bit further in.
  18. Quote:
    Originally Posted by Another_Fan View Post
    ROFL You are probably correct, but to make your case you need something that was a worse use of resources
    Quote:
    Originally Posted by Forbin_Project View Post
    PvP

    We all can testify to how crowded those zones are. On any given server you'll find 2-3 instances of Siren's Call, Warburg, Bloody Bay, or Recluse' Victory.

    And god forbid you want to use an Arena terminal. Just going near one causes intense lag from all the people scrambling to fight Gladiator matches.

    Let's also not forget how well balanced and smoothly the CoP runs.
    Quote:
    Originally Posted by Another_Fan View Post
    Gladiator matches is likely the winner there. PvP and CoP are more failed uses of resources, and are still redeemable. Even gladiators may or may not wind up being more popular than walking. There are badges attached to it after all.
    Fail. Sorry. PvP in this game being 'redeemable' is the same as Walk being upgradeable. The difference would be, walk was developed largely during the developer's free/down time while PvP has been focused on more than once (it's actually had resources devoted to it) and still fails. Also, how many times have they tried to get the Cathedral of Pain to work? Does walk work one way in some zones but differently in others? Gee, I wonder what that applies to and how that's turned out.

    Basically, multiple failures in one older area of gameplay that has required changes to multiple other systems are generally regarded as bigger failures than a new feature that actually appeals to a section of the playerbase without modification.

    Quote:
    Originally Posted by Rainbow Avenger View Post
    Poor BaBs. If he thinks a normal woman walks like that they need to unchain him from his desk and let him out more often. That exaggerated wiggle is far more ****** then heroine. It'll go over gangbusters in Pocket D.
    Uh, are you asserting that 'normal women' don't ever walk like that? I saw that very walk in my living room two weeks before I went to Bermuda on business. Granted, there was more twist and sway in the hips (I am so weak ) but it was very similar otherwise.

    Bottom line is, if you don't like it, fine. If I don't like it, that's good too. There are folks who do and the devs can't center their efforts on placating you (or me or him or her), they have to go by communities moreso than individuals. We've seen it well over a hundred times already (trenchcoats, wings, costume pieces as loot, costume pieces as loot are 'too rare' so made more common, villain epic archetypes, powerset proliferation, new powersets in general, etc etc). Get a strong enough coalition behind you (or create a loud enough din) and attention will be paid.
  19. Quote:
    Originally Posted by Morac_Ex_Machina View Post
    It's still something the system should be able to catch. Regardless of whether or not you think some people deserve to be monetarily punished, design flaws are still design flaws.
    *shrug* I don't see it as a flaw necessarily. Just like I don't think there needs to be big bold letters on my Motrin bottle telling me not to take more than the recommended dosage. If a person can't be arsed to log in to the game to check to see if they have the features attached to a booster or item pack, I don't feel any sympathy that they bought something they already had.

    Many supermarket receipts have heavily truncated entries that aren't always understandable. Would I feel upset if I bought two of a particular item because I didn't know I had bought the first one already? No, because I should've checked my bag(s) first. Does that mean supermarket receipts need to print the exact name (including flavor/variety information) on receipts? I don't think so. Would it be nice? Sure!

    Bottom line is, I don't tend to immediately think any mistakes I make are someone else's fault. If I had paid attention or done the necessary checking, neither case would've happened. And while the former has never happened to me, the latter happens at least once a month so it's not like I'm immune to it. My immediate reaction is "I should probably pay closer attention", not "you need to print better receipts".
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    So let me repeat the question: What makes an MMO? Is it the crafting, the loot, the economy, the XP and levels? Is it? Really? I mean, I know that for a lot of MMOs, that's what they essentially are - just a skin over that. But is that really all that it comes down to? Isn't there... Shouldn't there be more to an MMORPG? Again, this is not a leading question - I honestly don't have a good answer to it. But, just... Every time I see a new MMO being made, it's always advertised like the exact same game, but in a different setting. Literally. If you manage to miss any talk about the game's setting (like I skipped in my quote), it might as well be EverQuest or some such, right down to the terminology used.
    Sam, you're taking this to extremes. Those features you mention are the MMO equivalent of 'standard equipment'. It's like power steering in a car, people won't buy it if it doesn't have it. If you have no crafting, that kills a large part of the non-combat activities side of the equation. With no auction house (or similar mechanic), you miss out on the interactions that occur between players in a trade environment. An efficient mail system supports the trade aspect but it's not required (CoX doesn't have one). Those features were highlighted by CrimeCraft's devs because for people who know nothing about the game (which would be most of the prospective audience, honestly), that's one of the first questions they tend to ask. Many times, people assume that every MMO is going to have these "MMO standards" but not all of them actually do. But those features have become expected by the audience over the years because of their utility and usefulness. In the US (God, especially in New York City), if someone went to buy a car and the salesman said, "We only have manual transmission models", that salesman would choke on the dust of that prospective customer leaving.

    Present day CoX has all those things (except an efficient mail system). The focus is always going to be on combat from a design perspective (unless the game is designed to be firmly niche, ala A Tale in the Desert) and if it's not, it leads to disaster (right Horizons....errr Istaria?). So the main questions are often: what's there to do besides combat...and (nowadays) what's there to do at max level. The former is asked up front, the latter often leads the second tier of questions (and is often answered with the cryptic "More details on that will be released closer to beta (or launch)".

    By your own admission, you haven't really played any MMOs besides this one so perhaps these points didn't initially occur to you. Speaking as someone who has played at least 80 hours in every MMO released in North America since May of 2000, it comes with the territory. As years go by, some things become defacto standard features in MMOs. An MMO that launches in this day and age with forced teaming and little to no solo content, will die on the vine (or be so niche, it might as well have). Thus, solo content has become standard in MMOs today. That's how the genre advances. So games without these expected standards, don't tend to do very well.

    An MMO is exactly what the dictionary definition states. Whether it's what you or I or he or she thinks is irrelevant because our opinions reflect our experiences and preferences, which aren't facts. There are some people who think a game can't be an MMO if it doesn't have PvP as its focus (understandably, that's the opinion of most of my corp in EVE). Others might say a game without an endgame isn't an MMO. None of that is factual. Also what's kinda funny is that your initial question is 'What makes an MMO?' and then you later ask "Shouldn't there be more to an MMORPG?" Which question do you want answered? They're not the same thing, after all. Going back to the car thing, your first question is like "What makes a car?" and the second question is "Shouldn't there be more to a midsize family sedan?". The terms are only interchangeable to people who don't know better (that there are many different types of MMOs outside of the RPG subcategory).
  21. Quote:
    Originally Posted by Zombie Man View Post
    This is the silliest thing I've seen in a while.
    I concur.

    Quote:
    Originally Posted by MLEdelen View Post
    Look guys, my beef isn't really about natural/supernatural....it's about the fact, that there are too many martial arts costumes and powerset already....I'm ready for some new and improved supernatural powers and costumes. Like the ability to have 2 auras or be able to have more than one designs on my toons shirt..(like having stars 1 and stars 2 patterns at the same time), etc....
    Unbelievable! For five years (FIVE YEARS! Since this game left closed beta) people have been clamoring for more. More powers, more costume options, more diversity. And then we get people like this joker saying we need LESS costume options and power diversity.

    OP, how long have you been playing this game? Do you even remember when we didn't have trench coats or wings or Samurai or specialized boots (rocket/piston) or even inventions? Heck, using inventions as an example, there are people like you who think we shouldn't have even gotten those! And really, what the hell do you care? Those ninja pieces will likely pay for themselves (booster pack aint free like the powersets you're clamoring for would likely be). So let those of us who like having more options (of ALL kinds) pay for those options while people like you stand around and wait to get what you want for free.

    Or, you can actually pick up a freakin' comic book and count the number of major characters who are powered and those who are not. Also, spend a couple minutes to find out how many of the powered ones are trained in martial arts and hand-to-hand combat (right Kitty Pride?). Oh, you might also take a gander at how many of those powered characters use things like body armor (tech) and power boosters (science). But I guess we don't need any more of that stuff either since it's not 'super powered'. I bet dual pistols is really gonna get you foaming at the mouth, despite the fact that it's been constantly requested since....well, release as I recall (though the requests got more insistent when Thugs was rolled out in what, issue 7?).

    I would never complain about more options, especially if those options are released as optional content (read: booster or item packs). You don't like 'em, fine, but since they actually have a chance of producing recoup money to pay for themselves, you've got zero reason to whine about it.
  22. Quote:
    Originally Posted by Schismatrix View Post
    Hell, they could release a completely unrelated to Mutants booster pack next, much like the Valkyrie pack had nothing to do with the origins booster series.
    Let's repeat this again, since apparently some folks aren't reading the thread.

    The Valkyrie pack was not a booster pack. It was an enticement to get existing subscribers (who weren't playing on Macs and thus would have no reason to buy a new box) to buy in for some extraneous features in the package. If you were a subscriber prior to the Mac edition coming out, you would have zero reason to buy in to that. The Valkyrie set and mission teleporter were available for purchase separate from the Mac box it was tied to. Otherwise, if you wanted these features, you would've had to buy an entirely new "box" (good for one new account) just to get these two things you wanted.

    You can't count it as a booster pack because it's flat out not a booster pack. Look here. It is illustrated that there are three categories used for these things: Super Booster (Cyborg, Super Science, Martial Arts, Magic), Mini Booster (the 30-day jetpack), and Item Packs (basically the non-content extras thrown into boxed editions). If you're a CoX subscriber on a PC, you probably don't need a Mac-centric copy of the game. But you might want the little pieces that were added to it that you can use. Thus, the item pack.

    Remember when the Good vs Evil box was launched? If you already had both City of Heroes and City of Villains, would you really want to pay $30 more for Justice/Sinister/a non-accolade badge and a Pocket D port? Most people wouldn't so they released those goodies as, not a 'booster pack', an 'item pack' (because that's all that was in it was a few items). It seems like they use the distinction to adhere to an convention that might allow potential customers to tell them apart (but which is obviously failing to some degree).
  23. Quote:
    Originally Posted by Westley View Post
    Or do the "idiots" really deserve to be parted with their money without getting any benefit from the loss?
    They do, yes.

    I wouldn't be against more disclosure in the account page, though it wouldn't help me at all (I have everything already, and will continue to have everything). But without that disclosure and/or detail, you have to exercise your gray matter before making the purchase. Especially if the dollar amount of said purchase represents an amount that is dear to you.
  24. Quote:
    Originally Posted by Roderick View Post
    I've heard that one of the Praetorian groups had extra attacks added to make them more difficult, though I'm not sure which it was.
    Maniacs were given a confuse effect, weren't they?
  25. RemianenI

    Killing pigs

    Quote:
    Originally Posted by Mr_Squid View Post
    You know, I'm going into game design, and the more I look at other MMO's the more things I see bafflingly wrong about them, and the more things I see CoH doing right. If I ever get around to designing an MMO (and I hope to do so, look for it around November 2035), here is my big list of designer commandments.

    1. Make the player feel special, powerful and IMPORTANT.
    2. Playing in groups should be encouraged, and players should WANT to play in groups, but grouping should never be REQUIRED.
    3. Never put a brick wall between a player and his real life friends. If two characters want to play together, they should be able to, level and skill differences be damned.
    4. At the level cap the player should feel more powerful than 80% of the foes in the game.
    5. Customization should only be as deep as a player wants it to be. If they want to tweak every nuance of their character, let them. But if they just want to forget about customization and play, also let them.

    I might think of more, but these five are a good start.
    Good luck with that. Considering how overly broad and subjective #1 is and the razor's edge you have to tread to make #2 perfectly balanced (if it's not perfectly balanced, it's not true), it's easier said than done.

    Quote:
    Originally Posted by MrNotorion View Post
    I'd like to see an attempt at a game with diminishing returns on advancement to hobble those people who want to play 8, 10, 20 hours a day for days on end. NORMAL people can't play MMO's for that kind of time. NORMAL people can play for an hour or two a day at best before they have to get back to their REAL life. As a NORMAL gamer I'd like to someday have a shot at honest-and-for-truly being the first person to see a new game area, fight a new monster or NPC, achieve something no other player has yet. Naturally, my chances would then be no better than 1:X, where x=the total number of players, but as it is my chances are nil and somehow that doesn't seem right or fair.
    Uh yeah, that sounds like a great idea. So I guess in your view, NORMAL people have piss poor time management skills. Yet another "You play more than me so you're not NORMAL" post. I don't tend to play 8+ hours a day but I can easily hit that average. Slow day at work, holes in my schedule, I can play during the day. Plus, I don't tend to grip my pillow for a quarter of every day so that opens up even more time. Penalizing people for playing a game, is such a horrible business model, it'll never see the light of day, thankfully.