-
Posts
14730 -
Joined
-
Frankly, Star Trek was the game that made me take Cryptic seriously as a game designer again. Champions isn't BAD, but it's severely flawed, infinitely silly and, from comparing the before-and-after... Semi-abandoned. It has a decent character creator and means of picking powers, but there's so much about it that's still flawed. Star Trek is the game that takes itself seriously, offers good writing and actually pretty impressive graphics and gives us a fictional universe that's both relatively open and still filled with backstory.
And I know the CoX channel is cross-game, but it feels like it's mostly Champions players. Is there one that's more specific to Star Trek? I'd love to join that one and chat with you guys... Without necessarily joining fleet. I have a "thing" with in-game guilds in whatever name they take. -
Quote:I tried it, but it didn't grab me. I like the Art Style ten times more than brown Diablo 3, but the gameplay bugs me in much the same ways, sadly. I guess I just don't "click" with this sort of game any more. I left not knowing exactly what I wasn't getting, but clearly knowing I wasn't getting something.Also, here I take a first look at Torchlight 2 today, for those curious.
The visual designs are decent, though. I especially like the more techy parts, especially the magazine-operated pistolsThe "cannons" are severely disappointing, though. I'd have wanted something with a long barrel like a howitzer (or the Harkonnen), but they went for a more "bombard" look. Same for the "shotgonne." Where's my precision rifle from Torchlight? I like shotguns, sure, but I like rifles, too.
-
Quote:I didn't use to need to, because City of Heroes was pretty good about not pigeon-holing me into a "role." You can always tell stories without assuming anything but the broadest aspects of a character, and even those you don't so much need to "assume" as just create stories to account for. In the Architect, I created a villainous story centred around opportunistic behaviour, but I didn't tell the villain what he wanted or why he was doing it, instead choosing the present mission briefings as simply actions that make sense. And if the player found them to not make sense, sell - quit out of the story and stick the McGuffin up a sheep. That's a perfectly logical outcome, too.Couldn't you write your own novels, draw your own comics or make your own games for stuff like that?
Games are also a media for telling stories too and one 'aspect' of a roleplaying game is taking a predetermined role in the world and 'acting' it out.
Here's the thing - I don't want a half-way job. If I'm going to be playing someone else's character, then don't kick sand in my eyes. Give me a selection of pre-made characters, tell me what they are and I'll experience their stories. Probably even find inspiration for my own. But if they're going to be my own, then let me pick basic aspects like... Motivation, personality, dreams and so forth. It's this half-and-half that really turns me off in Guild Wars 2. My character isn't truly my own, so I can't use the stories I want to tell to engage me... But it's not really the game's, either, because it doesn't have that much story for said character. There is some, but it's tangential to what I'll be doing for the most part, which is "heart quests." Hopefully not the one about washing cows and pulling weeds.
The result is a generic character that I can't make my own, but that the game doesn't run away with, either. I'm not given a character I want emulate, and I'm not given a character I can craft, which is pretty much the two larger hooks I have for practically any game gone with the wind. Even Star Trek - that takes part in a very stringent fictional universe - let me play an "Alien." Sure, I'm still beholden to Starfleet command and their ideals and hierarchies and suchforth, but the CHARACTER inside the uniform is still mine and I can pick what she things and why she does things. -
Frankly, Star Trek Online is simply a better game. I stayed away from it because I don't like Star Trek, but a friend of mine won me over, so I finally gave the game a chance. My first thoughts were "Dear god! Why is that body and face editor not in Champions?!?" And I don't even mean all the "rubber forehead" face clutter, just the general body tuning, and especially the face sliders.
Even for a pure human, Star Trek has such face sliders that I can make not just a ton of different faces, but also a lot of faces that exude a specific character personality. The body editor isn't as "extreme" as in Champions, sure, but it also gives me control over my waist! Hallelujah!
I do not get why the Champions Online costume editor has such poor slider control, such blatant omissions and why you can't do anything with faces but make them fugly. I know Star Trek Online is a newer game, but good grief, people!
I actually think I'll be spending more time in Star Trek than in Champions. Sure, the universe isn't as accepting to my weirder designs, but at least it takes itself seriously for what designs I come up with to come off as meaningful. I actually reused one of fictional races from billions of years on the past in the form of a lone survivor and set her story as a clash between her own culture's legacy of aggression, imperialism and ruthlessness and Starfleet's legacy of peace and prosperity. And I can actually take that seriously! No giant novelty foam fingers, no "purple gang," no Dr. Silverback or Mr. Zombie, no knuckle-dragging male model... Awesome! -
Personally, I've been finding the experience too sombre in-game. It's just not as fun playing on a death clock, and really... I'm not going to "play" something that isn't fun. I'll definitely keep up on the forums, of course, and maybe I'll be able to forget about the end after a while, but here's the thing - the forums won't let me.
Take a browse through the front page of City Life and you'll notice that most of the threads have to do with "90 days to the apocalypse" or various goodbyes, or discussing the game's fate and so forth. It's like you're at a party that's winding down, everyone's getting their jackets, the waiters are picking up tables... And you're being asked to go down to the dance floor and have fun. Not how it works, really.
I honestly wouldn't feel so bad if we weren't so fixated on THE END and could actually talk about something else. Remember how much fun it was when we could discuss a variety of topics, like game design or storytelling or writing and so on? Hell, right now the most fun I've had on these forums in days is discussing the nature of anthropomorphic characters, roughly in the context of Guild Wars.
I apologise for being disruptive, because I know these aren't nice things to say, but... I just enjoy City of Heroes more when it's a game and an idea than when it's a CAUSE!!! It can still be a cause, make no mistake, but I wish it could be more than just that. -
Valve are the only gaming company and published I've ever consistently respected for their integrity and good business sense. Sure, Steam might sell some crap (I STILL hate spending money on Crevures) but anything Valve themselves actually make is solid, innovative and fun. They basically hire people out of the indie sector and toss money at them with which to make their great ideas a reality, and you really can't say that about any other publisher out there. They have consistently offered the most stable, reliable and lucrative online game retail service.
So I REALLY don't see Valve selling to a Korea conglomerate of ruthless MMO publishers, especially after how they've behaved recently. I don't know if those rumours are even true, but I just don't see this happening. I can see Blizzard selling to Activision, given past history. I don't see Valve selling to anyone. -
-
Quote:Yeah, that's kind of the point. I don't want my characters to have an important role in the world, because for that to happen, many aspects of my character have to be written for me. Kingdom of Amalur ALMOST pulled off a miracle with the whole "You don't know who you are, so you could be anyone" deal... Right up until the end where it turns around and basically tells me what my story is, and it's nowhere near as exciting as I imagined it might be. It's downright dull, as a point of fact.It's understandable that you want to make your own race but you have to create a world where literally *ANY* race is accepted but that doesn't translate to that race having any important role in said world and its events.
City of Heroes taught me a valuable lesson - the less the fictional world tries to tie ME into it, the more leeway I have to imagine. Inversely, the more the world tried to assume about my character for the sake of "immersion," the more uncomfortable I became. It's why I despise the basic setting of DC Online, where my origin is always "Exobites," with an implied pre-origin of "human." Well, that's 3/4 of my characters down the drain right there. Same for the Secret World, same for Guild Wars.
I games giving me a discrete choice between several predetermined concepts, is what I'm saying, and that's precisely what races are. Sure, Human, Kheldian and Rikti are statically defined in CoH lore... Which is why I never made any Kheldian and Rikti characters, and why most of my humans tend to be from alternate dimensions or timelines, and the ones that are from "here and now" tend to more or less disregard the game's story but for the broadest of strokes. Basically, I account for "the great disaster" in general terms and that's about it.
No game with races will ever work for me, and that's just a simple fact. Not after City of Heroes. I prefer a game to focus on building up an engaging world that I have reason to care for, but also make no effort to tie me into it. Give me the playground and I'll figure out whether I want to swing on the swing set or climb the jungle gym, or maybe even just sit on a bench and look into the distance. The more games try to "engage" me, the less engaged I am because I'm constantly butting heads with the narrative. The only way this works is if you can get me to switch mental gears and just accept I'm playing someone else's character in someone else's story, like I would be in Oni, say, but that's a very different type of game that I wouldn't want to play in RPG form.
Quote:So the game doesn't strike a balance...until it does with Sylvari? So it doesn't and it does?
Quote:I don't think you can simply say 'I don't like bird and fish people period'. Maybe you might not like the ones you've seen so far, but I'm certain there's a way to grasp the elements of those creatures in a design you'd enjoy.
So it's not an impossibility, just a general rule of thumb thing. Something extrodinary would have to happen for me to give a character bird feet or fish fins, is what I'm saying. -
Quote:That's part of my problem - I don't like any of them. It has less to do with their design and more with my general extreme dislike of the concept of "races," for the simple fact that - as demonstrated - I tend to have my own preferences for what kind of race I want my characters to belong to. As broad as developers might be, they'll never get it right, which is why I prefer to define my own.I'm really happy with all the races. They're all very unique, all have their own signature silhouette, all have very distinct racial features. The humans are extremely pretty, the Norns are a big freakishly superheroic, and the Sylvari are weirdly uncanny-valley pretty, Charr are big and bestial and Asura are small and creepy.
I don't like the Char because I don't like how they look and walk. Personal preference, but just don't find that "attractive" in any sense of the word. I dislike the Asura because I don't like the personality of the characters as written. I don't like the Norn because they're pretty much as typical Fantasy as it gets, and I don't like the humans because... They're humans. I've seen that. I might consider the Silvari an option, but I just don't know enough about them.
At most, I might be able to make a single character worth sticking with in Guild Wars, and that's just not enough to pay money for, in my opinion. Not for an RPG. Any more than that one character just ends up with me wanting to break the whole setting and introduce aliens or demons or time-travellers.
Quote:Haha, no. That's not what I meant. THAT is my spider-queen from LOTRO. She's a SPIDER. Not a cheesecake Drider :P My spiders don't need boobs or faces, thank you!!
Quote:But anyway, your brand of anthropomorphic is fine and all but not the only (or best, IMO) version. What you're seeking is non-humans that emote like humans. The Charr are monster-like and emote in their own special ways which is a very good thing to me. They don't have the same grin/smile and all that like a human because they'll emote their own way like with snarls, growls, baring teeth, purrs and so forth.
I've always enjoyed a half-way point between human and monstrous. Lean too much in one direction and it's boring and trite. Lean too much in the other direction and it's just weird and uncomfortable. Strike that middle ground of dissonance, though, and that's where I'm happy.
And Guild Wars 2 doesn't strike that balance in the slightest. It's either mostly human or mostly not human, with only the Silvari somewhat in the middle. There's really no way to change my preferences, so I just have to pick a game that either matches mine, or that lets me customize, and Guild Wars 2 really doesn't let me customize by much. -
That's why I say Guild Wars 2's approach of "no need to team, just be in the same area as other people." On the one hand, it's convenient for those who want to team for the mechanical benefits but don't want any of the social aspects of it, but by trusting social interaction pretty much entirely on a machine means you train people to delegate this, and so fall out of the habit of communicating with words.
-
Honestly, I still pine for the Orcs from Lineage II. I think their design might be responsible for my fascination with that particular concept. Sure, Orc women aren't nearly as "chunky" as the men just because the men are built like gorillas, but they LOOK big. A lot bigger than they are, realistically speaking. And it has to do with the fact that they have upper bodies that look like they have some mass to them. Big arms, sure, but also massive chests (as in, rib cages, not breasts). Wide shoulders, solid backs, rib cages like tree trunks. You see a woman like that and you KNOW she's big and strong.
I still remember my Ragnarok with fondness. She was the inspiration behind Xanta (pic courtesy of Alex Dai, who is an awesome artist!), who was in turn probably the very first "non-human" character I ever made. That was more or less the entry into the menagerie of weirdness I have these days, and she's still by far my most favourite character, more so than even Sam Tow himself.
Point is, their design took the "muscular" aspect seriously, and is damn near the only game to do this. Certainly the only MMO. Again, even Champions made me slap my head when I saw how frikkin' limited the "bodymass" slider is for females. So, men can go from a stick man to the Stay Puft man, to some kind of gelatinous mound of flesh in the rough shape of a humanoid, but women can only go from mostly skinny to mostly well-fed? The hell? Are developers afraid that people will create women that don't conform to the conventional view of feminine beauty and offend other players?
It pisses me off, is all. Sorry about the rant...
*edit*
Funny thing is, Xanta is often accused of being a She-Hulk clone when she's actually a clone of something completely different -
Quote:Correct. Test used to be where new stuff came out, but nowadays it seems to be a lot like Live, but for player testing. It's usually not very populated with people, as I've found, AND it's available to non-VIP players. About the only downside is you need to install a secondary client.No.
Test (AKA the training room) has the same software build as live.
Beta has a different build with 'beta' (not yet ready for live) stuff being tested.
I have all 3 installed: live, test and beta.
I suggest Test because it's free to transfer there without mucking up your friends lists and SGs, while you can leave a "real" copy of your character on your home server. I moved Sam to Virtue for the event, but I moved him back to Victory where he belongs, and I'd rather not move him again. He belongs on Victory. -
I'm not going to miss the Inventions system. I don't like resource management and I don't like limiting performance by random drops. Plus, the whole system of building through fractions of percentages from bonuses that have nothing to do with the enhancements that grant them. Getting defence from attacks? Getting damage boosting from defences? It's like the worst aspects of look without any of the upsides.
Mind you, not that I'll find a game without this, because Lord knows we can't have that. There's never enough depth unless the game wastes my time with aimless busywork. But at least I know what I WON'T be messing with for the remaining time. -
Quote:I actually had an argument regarding anthropomorphic characters somewhat recently, and it got bogged down in semantics, which is why I didn't bring up the term. But where you appreciate deviating from the human norm considerably, I find that to be demotivating, at least for my enjoyment. I just don't believe "true monsters" are good enough at emoting, and the reason for this is my brain is programmed to read human emotions through the human apparatus for delivering them. When you break the mould too much, you end up with something that's just not comprehensible enough for me.That's a bummer. Me, I adore big cats, so the Charr are totally dreamy. As someone who is a huge fan of anamorphic animal characters, I'm overjoyed by them, especially that they run on all fours when they don't have weapons out, and have a hunched and non-human silhouette. To me, Tauren are the disappointment of wanting to play an animalistic race, and having them be basically humans in fursuits. Charr step at least one more step away from that, which makes me happy.
Sure, in a Pixar movie, that might work, because you have a whole team of talented animators that perfect body language and a plot to depict this, but in a game, the characters have to speak for themselves, and if they don't represent humans enough, I just find them uncanny. I'm a great lover of cats, myself, and I have a knack for telling the expressions of actual house cats (yes, they have a few), but - and maybe this is racist/specist of me to say, but I really can't "see" them as people. I don't really consider them lesser beings. Hell, I loved my cats when they were still alive. But I like to see my characters as someone I can sit down and have a conversation with. Limiting, yes, but that's just what I like.
A snarling, toothy snout and a constant slouch just doesn't lend itself to that. Yes, their designs are great as "other people," but just not as "my characters," if that makes sense. I can see them as part of a broader world, but not as something I'd like to work with. They don't have the right balance of monstrosity and humanity, because honestly... Even in the weirdest of my characters, it's the aspect of humanity I'm ultimately after. I just enjoy finding that in the weirdest of places.
Quote:Honestly, I love your design on Praxis (she's gorgeous!!) but I find her far more creepy and unrelatable, personally, than I do Charr.Praxis is a villain, a higher-reality god that sees life as meaningless and enough power to blink-out all of existence, were she not trapped by the very creators of all things. The Avatar of Praxis, which is what you see in the pic, is less of a person and more of an... Idol, so to speak. It's an incomprehensible alien consciousness' facsimile of a person. I made her with the express intention to be uncanny, sort of like sticking a porcelain mask on a slime monster.
She's probably not the perfect example, so let's try again. Let's try Stardiver. She's an automaton from the beginning of time, made by a rogue creator who wanted to prove that life was not "special" and could be emulated by an intricate using of the natural laws they'd created. She is not a "robot" per se, but more a living statue, composed of dense, solid matter involved in complex reaction. She's as far from human as you can get... Yet I still took the time to make Stardiver a "she" and make her just that bit more relatable. She has no face, her figure is mostly masked by complexity and her whole frame is bathed in auras (pity Champions can't do that), yet she still looks like a person.
Or how about 13, the experimental robot who developed sentience and a sense of self? The Praetorian Clockwork gear is AWESOME, in the sense that it's clearly robotic, with the exposed spine and all, but at the same time very shapely and "person-looking." I'm a big fan of the Battle Angel Alita design of a person who has just the right features of "a person," but just enough "wrong" with them to where they're clearly not, and it's through this lens that I view the Guild Wars races. The Silvari are on-the-nose exact, but the others... Not so much. And the humans are actually too plain.
Quote:Sidenote: Honestly, the giant spider race in LOTRO's PvP made me so happy. A completely non-bipedal, non-human race to play! The wargs were ok too, I liked that they were wolves that NEVER turned into humans.
Quote:I was actually a bit disappointed with the female Norn. I think it's fantastic that they've actually dared to go outside the 'sexy norm' with the female models for Charr and Asura. You have no idea how rare that is in a fantasy setting.Or maybe you do. Anyway... the norn women, however, just look like super models. Super models with one heck of a six-pack granted, but I find them way too pretty. The male norn actually look like the giant-kin they are supposed to be. The females look like pretty humans that got stretched to Norn heights (and had a 'muscle skin tone' added to them when people complained).
Lineage II, amusingly enough, is the only game that "got" this that's an MMO. Saints Row: The Third kind of did, as well. But most games simply don't dare go there. Take Darksiders, for instance. This is a game of weird anatomy. The "Old Ones" are a race of mutant musclemen wider than they are tall, with shoulders so big they come up over their heads and hands several times the size of their heads. Darksiders 2 gives us Old One women and they look like... Well, check out a comparison.
So yes, the Norn are, ultimately, a disappointment to me. They do make an effort to portray a more realistic build for women, but they only go as far as "not skinny underwear models," which while admirable, doesn't really go where I think a race of giants should. Point is, they don't look like giants. You can only tell they're supposed to be big when you run across other people, but they themselves don't look big. In fact, they look kind of skinny. -
I'm trying to give Champions a chance, but the game is so far beating me. I don't like the art style and writing even at the best of times and the community - while overly very positive - just doesn't seem to move all that fast on the forums. Threads linger and discussion doesn't really catch on much.
As for Star Trek... I'd try it if it weren't Star Trek. Personally, I don't like the franchsie and the ship design. That said, I'm looking forward to Kinetic Void. It looks like it might do for space ship combat what City of Heroes did for super heroes, i.e. give me a dumping ground for my imagination. They had a much better, more comprehensive editor video before, but it basically looks like what Spore tried to do, without the "failed utterly" part. -
Same difference
*edit* This sounds mean. I just mean I don't know any better.
Quote:It's a shame you didn't like being a giant awesome heavy-set tiger monster. Charr > Asura when it comes to "steampunk" tech, they're much more magic-tech.
But they look like crap! The Asura re weird, sure, but at least they're expressive, and they emote like people would, but the Char? They have a zillion body and face sliders, and yet they all look the same to me. It may sound... Racist? Maybe, I don't know, but there's a reason for this. As a human being, my brain has an entire subsection devoted to perceiving and reading human faces. I can spot even the minutest differences and facial expressions. I didn't need to train this, I was born with it. I don't have nearly as advanced an apparatus in reading the expressions of cats, nor the body postures hulking hunchbacks.
A little secret of artistry that I picked up after eight years of experimenting with character designs is something Guild Wars 2 simply doesn't have: A good "weird" character is one who looks as little like a human as possible while being as much like a human as you can get away with. You want to break up the character's silhouette, face and body structure as much as you can, but still retain key body lines and vital facial features. To this day, I find Praxis to be one of my best designs, simple though it may be, because it works on just that principle - she looks like a person at first glance, until you notice there isn't a face behind the mask. It's just a mask over blackness.
To me, the trick to making weird characters isn't to make them completely unrecognisable and unsympathetic, so much as it is to weave into them a sense of cognitive dissonance. They need to look and feel both familiar and alien at the same time, because it's this conflict that makes them at once compelling, strange and interesting. Guild Wars NAILS this with the Silvari. Words cannot describe how happy I am with their mix of normalcy and weirdness. You can't see that from static screenshots. You need to see them move around, emote and look at you with those glowing eyes. But the rest? Fail. They look too weird for me to accept them, yet not weird enough to be interesting.
I get that this is just my personal opinion and not an objective fact. If you like the Char or the Asura, then I don't want to take away from that. It's just that to me, their design is not very good, and that keeps me from playing them. City of Heroes taught me a basic point about gaming in general - if I don't like the look of my player character, I can't play the game for any real stretch of time. -
Quote:That's where I am. I have nothing against MMOs as a concept, but damned if they aren't all boring, monotonous slogs that try to ram socialisation down my throat and waste my time. And why are they almost all Fantasy? Seriously, this is like the dark age of FPS games where everything was either Doom or Quake which had no plot, characters or interesting locations outside of brown castle and grey castle.I too am... not inspired by anything out there. Co* has spoiled me rotten on how these should work. I don't care what's popular, this was the way it was supposed to be done (for the most part... I'm sure we can argue some pieces of it...)
To me, City of Heroes was the Half-Life of the MMO world - a game which used the basic RPG mechanics and MMO infrastructure to deliver a new, unique, eccentric experience more focused on impressing its players than just yanking money out of their pockets. And it really WAS ahead of its time. The MMO market then wasn't as saturated as it is now, so a "different" game wasn't valued as highly. -
Instead of Beta, why not go to Test? As far as I'm aware, there's only one of those, and it doesn't have the new content of Beta that people might be trying to play through.
-
Frankly, most of what needs to be done to run City of Heroes as a standalone are "under the hood," so to speak. Either sync calls to the server need to be intercepted and handled, or the game needs to ship with some kind of server emulator, but considering how some sections can lag the server itself (say, ITF lag hill), that will undoubtedly have a serious performance hit associated with it.
The game itself, though? Doesn't need that much done to it, all things considered. Anything non-team-required can be soloed, and the only things "team-required" are like this because enemy ranks and spawn sizes don't scale. Once upon a time, a bug allowed the "no bosses" option to scale elite bosses down into regular bosses as it scaled regular bosses into lieutenants. This was "fixed," but there's no reason to suspect the functionality doesn't still exist. Basically, what this meant was AVs scaled down into regular bosses with purple triangles.
Take almost any TF, scale spawn sizes down to 1 person, scale enemy levels down to -1 to the player, scale all AVs down to bosses and most of the content becomes doable by a much broader range of characters. Even fights like Nictus Romulus wouldn't be THAT bad. I can't speak for iTrials as I've run all of one maybe twice over, though.
I just don't think NCsoft would go for that. It costs money to convert and the game still doesn't "fit with company direction" anyway. We may see "private" servers start showing up, but the best we can hope for is NCsoft sell the game to a company who's interested in running it like what happened to Hellgate London. -
Farewell, Zwill. Even though I've more or less accepted the game's fate (and no, I'm not giving up), seeing you actually leave is still hard. Best of luck to you, and may your family and your job hunt do well.
-
Quote:This is where my complaint about "races" comes in. After seeing my friend play with his Asura character up to quite high level, I got the sense that that's what I should have done... But I didn't want to play a little fish guy. The character concept I had in mind required a very large, very heavy-set type of build, hence the Norn.Come on now, Sam... if you want to pretend GW2 is a Steampunk Epic and not just another fantasy game, you needed to play an Asura! Playing a Norn is just going to make you feel like it's Skyrim Online!
This is also where, I feel, one of City of Heroes' greatest strengths lay - in both dissociating the various pieces of concept from each other and in presenting an environment where shockingly different themes could coexist. Yes, your average D&D Party may have "disparate" characters in it, like barbarians fighting alongside high-class erudite wizards or assassins buddying up with paladins, but...
Consider an average chance team-up between City of Heroes characters. It might go something like this: A reptile from the stone age teams up with a computer nerd who got super powers from a game, a time-travelling high wizard from another land, a green space babe from Mars and a cop who moonlights as a vigilante, led by the avatar of an eldritch god here on holiday. How can this NOT be awesome? -
Quote:That's what kills me. I get character appearance choices in the secret world - it's supposed to be SECRET. You can't walk around with a character 10 feet tall sporting green skin and a broadsword wider in the blade than most people are at the shoulders and expect to not stand out. You have to blend into society, and that imposes a restriction on style (and my ability to play it - I don't like looking like a person).DCUO is sort of the same way. DCUO really has no reason to assume any backstory though, IMO, where for TSW I think it's much more appropriate (that game is very setting dependant).
But DC? They have weird characters with implausible costumes all over the place. What if I want to be an eldritch demon, or a bug monster from outer space, or an animal-human creature from another dimension? Why do I have to have been a person in a city living a normal life before I got zapped plot device? That slashes a good 3/4 of my characters. I may have exaggerated before - I do have a couple of scientist, a mutant and a born leader from this world's current timeline, but that's still, like, four characters out of 50, and all of them six or seven years old.
But what if I want to make THIS? Yeah, it's a terrible idea with questionable execution that only works in any real setting through narrative slight of hand, but at least in City of Heroes, it CAN work. Where else is this even possible, outside of Second Life? -
Quote:I recall having arguments similar to this about City of Heroes. Why not make the game level-less? Why not make all enemies just use the GM code so no-one would ever be too high level or too low level? Wouldn't that be better?I respectfully disagree on this. While legitimate players like you and I wouldn't abuse the system, the auto-exemplaring feature is keeping the griefers and RMTers from spawn camping lower zones and being an all around PITA. I'm sure you can think of a couple games where this still happens.
So IMHO the lack of harrassment far outweighs any annoyance it causes.
Well... No. Not to the extent of what I want out of the game. To me, what matters in an RPG more than anything else in terms of gameplay is a sense of progression. I want to meet enemies I have no hope of defeating so that I can one day level up and defeat them. Then, some time later when I've grown even more powerful, I want to be able to go back to those enemies and find that they are no longer even worth my attention. I fought the Skulls. I fell to the Bone Daddies. Now that I'm level 50, yes, I do want to see them show up as trash mobs and patsies for the Malta Group. I do want to go back to Kings Row and wipe the floor with their faces and feel like there's nothing these guys could ever do to hurt me. For my level 50 hero who just got done cutting her way out of Mot's guts by hand to go to Kings Row and get seriously damaged by a Skull just kills any sense of progression I might have had.
Static enemy levels and static player levels help establish a "base" by which we compare ourselves to the world. Numbers are empty. They tell me nothing. It doesn't matter if I do 100, 1000 or 10 000 damage, what matters is how much health my enemies have and how hard I have to fight to bring them down. It's the ease or difficulty of fighting that tells me how far I've gone, and by forcibly level-scaling me, the game is effectively moving the goal posts. There's a very visceral, instinctive kind of feedback in this sort of static system that I just don't get when I can be level-scaled on a whim.
Sure, City of Heroes also does this on teams, but that only happens if I choose for it to happen. -
Quote:I am speaking from experience. A friend of mine is a huge Guild Wars 2 fan, but doesn't own his own PC, so he installed it on my laptop. He plays the game when he comes over to visit, but that's a fairly rare occurrence due to his work schedule, say two or three times a week, if that. He has shared his full account info with me and we have it installed on my gaming rig, as well, so if I want to play the game, I can do so without actually buying it.Nah, you won't.
All this time I thought you were speaking from experience - so you are making all of your statements based on other sources of info? sigh...
And I have. I played a Norn up to a decent level, I forget which. I also spend a lot of time hovering over my friend's head, because he doesn't speak English very well and sometimes gets confused by spacial orientation puzzles. I'll often have to parse the text of quests for him since the "objectives" don't always convey a complete idea of exactly what to do, and I've had to basically co-pilot for him looking for a path to several vista points, since the game makes some of those very roundabout to get. I'm an old PC gamer and Guild Wars uses a world traversing mechanic that's very similar to old Half-Life titles and the like, which my friend wasn't that into back in the day for lack of a computer. He's more an RPG/MMO gamer, basically.
I don't have Guild Wars 2 installed on the PC I'm at now, because right now I'm at work (the whole department is out of the office on a conference save for me and, like, two other people). At home, however, if I want to play Guild Wars 2, I can. And I have. What I played didn't interest me. Not only that, but even if I DON'T play Guild Wars, my friend is playing it on a screen that's within my field of view as I'm using my gaming rig, and involves me with it pretty much constantly, so I'm basically watching an uncut let's play where I can ask questions. I know as much about Guild Wars 2 as I do about Champions Online at this point, and I'm actually subscribed to Champions for a month (game's not worth touching for free, far as I'm concerned).
And yes, I would buy Guild Wars 2 just to be contrary, even if I wouldn't actually play it. You ought to know me well enough by now. -
Quote:Hah! Coincidence or not?I haven't received any tells in ChO. Of course, I tend to turn on Whitelisting for several things - if there's a 'tell' option for that, I probably turn it on.
Funny story: When I started playing recently after being away since near launch, I kept getting hit with duel requests and was annoyed and went searching for a solution. When I did so I found a nameless "archived post" from the official forums with the same complaint about duel-spamming, and as I read through the thread I was amused when the OP was quoted (thus revealing the name behind the "archived post") and it turned out I was the one who'd started the thread.
But seriously, I had the same problem a few times. Some level 28 ******* was spamming my level 8 self with repeated duel invites, then emoting, then duel-spamming me again. When I refused several times, he proceeded to repeat "duel me." I really wish people who make a fuss about me not wanting "consensual PvP in PvE zones in City of Heroes" could get duel-spammed every now and then, just so they know why I don't want it.
I ended up putting the errant person on ignore, which stopped the invitations. I've gotten blind-invited a lot, blind-invited to Super Groups and even trade-spammed once. And I really don't get it.
The Champions community on the forums and in the CoX channel is amazing and actually very positive, but the actual people I run across in-game? Dear Lord! I guess I should thank my lucky star City of Heroes was so heavily instanced that I didn't see other people as often. Also - thank you, Mission Architect, for killing crowds in Atlas Park. That helped avoid the stupid so much it's inspiring.