Samuel_Tow

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  1. Quote:
    Originally Posted by Issen View Post
    You could replace Darrin Wade and Desdemona with anyone else and the outcome wouldn't change.
    And herein lies the problem. In order for a character in a story to have a meaningful character arc, something about that character must prove central or at least crucial to the outcome of that arc. Even in stories where an everyman falls over backwards into super powers (see: Spider-Man), how the story progresses from there must still be shaped, at least in large part, by how the everyman's personality influences the super being that results from this. When you create a story in which you can swap the characters around in their roles and not change terribly much about it, you've essentially made a bad story because you're both not utilising the characters to their potential and you're actually not making a very involved story.

    I've always maintained that a good story is a puzzle that clicks into place, with each character and each event representing a separate piece. In essence, this puzzle gets put together as the story progresses, it gets arranged in large chunks throughout its run time, until you finally start seeing how the major pieces fit together towards the end. A good climax will show you how easily things could have gone otherwise and how important people's onscreen actions and reactions were to the eventual outcome. You want people invested in what's going on thus you want actions to be meaningful, and they can't be meaningful when you can role-swap characters around and not change that much.
  2. Quote:
    Originally Posted by Nalrok_AthZim View Post
    You know how you can color the 'swooshes' on Titan Weapons and Staff Fighting?

    Do that for Broadsword, Katana, Dual Blades, Claws, Axe, and Mace and I'll explode with happiness.
    That too. When BABs and his crew first worked on power customization, the workload was so great that they had to pick their battles. It is for this reason - he explained - weapon sets were not given custom effects: They already had customization options and so resources were spent elsewhere. What BABs explained back then was that this being only the first step of power customization, this would probably be done for weapons at some later point.

    Well, as far as I'm concerned, we're overdue. Weapon effects are hardly very graphics-intensive, consisting mostly of swing arcs and a few larger particle effects. Axe, Sword, Mace and Katana only really have one or two special powers each, Assault Rifle is mostly muzzle flashes and fire effects that have already been customized for the various fire sets, Archery needs a selection of arrows and so on. I can see Dual Pistols presenting a problem since the effects of the powers change based on the status of Swap Ammo so I'm willing to give this one a pass (and even then I can see customizing at least basic non-swapped per power shots and then swapped shots whole-sale), but the rest really ought to be done.

    I guess at this point I'm just happy we're getting pool customization so I can hold out for this, but I also fear that once this round of customization is done, we may never see another ever again, at the rate this studio is moving on power customization issues. I don't mean to sound ungrateful - I'm throwing a party when pool customization comes out. I'm just worried, is all.
  3. Quote:
    Originally Posted by Obitus View Post
    See, this is a straight-faced attempt at an argument as to why the nazi comparison shouldn't be used. I don't necessarily agree with Sam's argument, but ironically he's made a decent case against Godwin through his rational approach to the topic, even though his goal was superficially to argue for Godwin.
    Honestly, I'm not trying to argue for or against Goodwin so much as I feel bringing Hitler up is sort of like bringing out a loaded gun. You may only mean to show how it works, but the danger is still there. I prefer to not bring these sorts of tragedies up because despite our desensitisation to them, they're still emotionally charged and that tends to detract from the actual point made. All of a sudden we're discussing WW2 history instead of City of Heroes and it kind of goes sideways from there. I'm not saying it's a bad thing, just something I wouldn't do unless either Hitler himself was specifically relevant or something specific to the Nazi themselves were the subject matter.

    Quote:
    Originally Posted by Obitus View Post
    The parallels are almost too apt not to mention them. This isn't simply a matter of carelessly invoking Hitler's name for shock value.
    And considering your clarification, my above "unless" actually seems to be the case. To me, invoking Hitler as a historic person whose own life parallels that of Tyrant seems like a legitimate call, as does bringing up the history of the Third Reich to bring parallels between that and the history of Praetoria. To be honest, despite being fairly well-versed in WW2 history, I myself hadn't really made the connection. I'm not entirely sure the person who wrote Tyrant's life story was, either, but you're right that the similarities are uncanny. Perhaps the fate of Hitler's Germany has been cemented in popular culture as such a strong lesson of the folly of the Nazi way that people are unintentionally and unconsciously producing stories like it when they reach for the folly of an aggressive, warmongering totalitarian state.

    That's actually a pretty good observation, thank you.

    I do have one comment to make, though, and I can't source this information since it comes from what I've heard about the stories in iTrials that I haven't done. SPOILERS to follow, so proceed with caution.

    While it seems like Emperor Cole didn't need to invade Primal Earth for strategic reasons and did so out of irrational ideology, I'm told that's not the case. What I'm told is Cole never actually defeated the Hamidon, and instead made a deal with it - keep people in line and they can leave. Let them run about and destroy nature and the Hamidon will kill them all. When people from Primal Earth start showing up, it's the Hamidon who forces Cole's hand into invasion, demanding the subjucation of the Primal People as well as those in Praetoria, hence pushing Cole into a war he himself never wanted.

    As I said - I don't have a source for this and there's a wide margin of error where I could have read wrong, interpreted wrong or just plain remembered wrong. If you can source this through the Wiki or through experience from Trials or if anyone can correct me, I'd appreciate it. However, per chance I'm right, this would make Cole less of an evil character and more of a tragic one, somewhat straddling the line of being put in charge of humanity for its protection and yet firmly believing he was doing the right thing. Then again, Praetorian morality has flip-flopped so many times I don't know where we are right now.
  4. Quote:
    Originally Posted by JayboH View Post
    Issue 24 is not intended to fix all things.
    "Fix all things" is like trying to unscramble an egg - you can say it, but you can't do it. I'd call the Issue, instead, "fix [many] thing." And considering this is a "fix many things" Issue, it stands to reason that people would point out more things to fix. This isn't a sign of misunderstanding or entitlement, it's a sign of the subject being raised. A public discussions forum does what its name suggests and sees people discuss a topic brought up irrespective of the nature in which it was brought up.

    Will this happen? Probably not. Dun mean we shouldn't keep it on the radar, though.
  5. Quote:
    Originally Posted by Nethergoat View Post
    this can happen just as easily from running normal mission content.

    I still vividly recall all of the gimp-tastic junk builds bashing their heads against the original Terra Volta respect trial with me when it first came out- the blaster with three travel powers, the defender with a bunch of pool melee attacks.
    I can verify this from personal experience. Not the Terra Volta thing, though - I've run that thing, what... Three times total? But I remember my own builds and my own understanding of the game back in the pre-I1 days. I knew I could slot more than one enhancement of the same type in the same power, but I was convinced that Build Up was the same as a red inspiration, I didn't think I'd ever need Practised Brawler because... Well, I'd just come out of Diablo 2, and I never saw stuns and holds there, so I didn't think there would be any here. Took me fighting through several Pariahs in my Cape mission in I2 months later that I realised what had been happening to me when I fought the Lost and why I hated their bosses so much. I kept putting to-hit buff enhancements in my Build Up because I thought that mattered and it really didn't. I kept skipping status effects because... Meh, who needs those when I can take more attacks? I kept running out of endurance for reasons I don't even remember any more, I ran Sprint while fighting because I didn't know it had a cost...

    OK, granted, a LOT of this was before Combat Attributes and Real Numbers when I still believed Jack Emmert's ridiculous idea that "you don't need stats" so all I knew was my powers did "moderate" damage and had a "short" recharge. But then, you have to remember that while real numbers help ME now, to a new player that's still the kind of stuff you don't understand right away when starting a game, and I doubt too many even know to use them.
  6. Quote:
    Originally Posted by Issen View Post
    And the point is that GG tried to "fix" my sentence by replacing Tyrant with Hitler as though the comparison between the two was appropriate contextually. The idea is that, at the point you feel you need to make comparisons to Hitler is about when your argument starts losing credibility.
    I tend to find that invoking the Nazi in socio-political debates (including such about a fictional world) generally misses the point. We all know that the Nazi are evil, yes, but we tend to turn over two pages at once and not really consider WHY they're evil. It's easy enough to infer that they're evil, therefore everything they're involved must be evil, too, but that's not entirely true, or at least not entirely accurate. When you bring up the evils of WW2, most of what that implies is the Holocaust and the other horrors of war, which honestly have no place in this game as far as I'm concerned. They're evil, yes, but the kind of evil I'd rather not have to deal with.

    But when you're trying to discuss Tyrant, comparing him to Hitler and his state to the Nazi is missing the point and actually simplifying a rather much more complex point. If a comparison must be drawn, then I'd rather draw one between Praetoria and a fascist state. Right out of Wikipedia:

    Quote:
    Fascism is a radical authoritarian nationalist political ideology. Fascists seek elevation of their nation based on commitment to an organic national community where its individuals are united together as one people in national identity by suprapersonal connections of ancestry and culture through a totalitarian state that seeks the mass mobilization of a nation through discipline, indoctrination, physical training, and eugenics.
    We can argue about the morality of fascism, and there is some leeway to argue, as certain Civilization games have used that as a legitimate national policy, but I feel the larger point here is how well this matches the world of Praetoria. You can, for instance, quote the Rogue Isles as a nation of evil, and it kind of is, but it represents a very different kind of social structure, one based more around feudalism if anything, and is not at all similar to Praetoria. Bot consider how good of an example Praetoria is of a textbook fascist state not too dissimilar from that of, say, Starship Troopers. While you CAN make a parallel between Praetoria and the Nazi, it's really not the connection most people infer when the Nazi are brought up. What people infer is a connection of violence and murder, whereas what's similar here is the connection of social structure, instead. We cannot forget that Nazi Germany was, at the end of the day, a fascist state not too dissimilar from fascist Italy.

    That's the connection and I believe the intent of the comparison, but it's also a connection that gets lost in the shuffle when you drop the bombshell that is the Nazi. Goodwin's Law, to my eyes, is more to point out that bringing up Hitler and the Nazi in a normally unrelated discussion is akin to firing a shotgun to a projector board to point to a PowerPoint presentation item. Yes, you've accurately pointed to the item, but your audience is a bit too shocked at you firing a shotgun at a meeting to see what you pointed at. It's also largely pointless in that it's a roundabout way to say something that, ultimately, doesn't need bringing up the Nazi to actually say. In fact, the Nazi have no real relevance except to add shock value which, ironically enough, ends up hurting more than it helps as it detracts from the actual point.

    ---

    All of the idle philosophical ramblings aside, I actually have to applaud Praetoria's 1-20 game for pulling off a pretty faithful, pretty creative depiction of a functional fascist state, and for making it about as sympathetic and morally ambiguous as you can make a totalitarian military dictatorship. It's a pity 20+ Praetoria pretty much discards this and descends into a sort of goatee evil parallel universe full of scenery-chewing ********.
  7. Also, NIGHT WARD SPOILER because I need to discuss the ending.

    I honestly don't get the story of Night Ward. More specifically, I don't get the writing behind it, the story itself isn't all that complex. In a way, it's a lot like First Ward - it starts out very deep, with a lot of characterisation, a lot of cool little details that paint the background of a strange fictional world that I can still mostly understand. It gives me several characters with great personalities, it gives me plots that make perfects sense and have people act like, well, people, despite being abominations from another world. Aaand... Then it all goes coo-coo for coca puffs. It feels like either the story swapped authors for just the last story arc, or the story's "big" missions were written by one person and everything else by another... Or indeed like the writer was suppressing his desire for horrid cliche monologuing cackling villains and cutscenes that have me stand by while the villain's plan happens and a constant barrage of allied NPCs fighting enemy NPCs until he finally admitted he's coo-coo for coca puffs and exploded all over the last story arc.

    All three of the first arcs in the zone pretty much split their time between setting up the logistics of the world of the dead - the Taskmaster's Office and the railroad of the dead run by profiteering ghasts, the Anumus Arcana who superficially have only a facsimile of sentience, but who indeed develop true intelligence and feelings, the Talons of Vengeance who are having to play smart, hide in caves and work in secret as their sheer raw strength proves to be insufficient, and the Black Knights who are a semi-medieval society run on a strict code of pride and adherence to dogma for whom deviation is tantamount to treason. It also sets up the world of the dead as less of a place of torture and horrors and lost souls and demons and more as just another world where the souls of the dead find new home and face a cadre of daily tasks that, while very different from the once they faced in life in terms of substance, aren't that different in terms of theme. They need a place to live, they queue up for transport, they argue with officials, they take strolls through the perpetual night and occasionally attempt to remember their lives. It's a very well set-up world...

    Which begs the question why ALL THAT is just crumpled like a dixie cup and tossed in the trash. Why did I spend all that time gathering an army of Black Knights if they never came into play? Oh, they help me assault the Asylum, sure... Because that matters when I'm forced to watch the Black Queen get what she came for and leave while my body is paralysed by stsceneitis. Why did I leave that Black Knight helping the Animus Arcana if I'll never see him or the AA ever again? Why did I leave Carlyle alive if he'll never show up again? In fact, I kind of promised him I'd get the soul railroad running, and I never did, did I? What about the Midnight club? What about the Survivor Compound, for that matter? What about this whole interesting, intriguing world? Why cast that all aside for a last arc that might as well have been SSA1? That might as well have been Roy Cooling?

    Mission 1, lots of fighting between my NPCs and the enemy NPCs, then a cutscene where the villain gets away, then boss fight. Mission 2, lots of fighting between my NPCs and the enemy NPCs, then cutscene where the villain gets away. Then find Shadowhunter, then never mention him again. Then out of ******* nowhere, go bug Odysseus, because he can't have his own story. Then last mission, pretty solid until the overbooked fight on the roof that's filled with about two pages of NPC chatter that scrolls by so fast I can't read a tenth of it when everyone and his dog shows up to help for a massive clusterhug. The villain is transparently evil and given no depth no any motivation beyond "destroy everything," Lamashtu is WASTED, Bazuzu is a complete Deus Ex Machina, the keys that were mentioned in a much better arc are just found off-screen, the new keys are made off-screen and it's all just a huge mess.

    And I don't get why that is. Why did we spend so long building up this intricate world if we're not going to reference it at the end and we'll just turn it into another soulless gauntlet of "race to the top, punch the bad guy, you are winnar?" It's not like there are many stories taking part in this well-set-up world that this is just one of where we don't need to reference everything said previously. This is THE storyline of the zone, so why not do more with it? And why has Katie Douglass right at the end devolved into an almost mentally challenged person saying things like "You are mean, evil lady!" like she's frikkin' Wretch? What IS the deal with Serene? Who the Frank is Lamashtu and why does she have a glass jaw? If she's the mother of all monsters... Why didn't she spawn some monsters for me to fight? Or are the Talons on the way "up" it?

    Honestly, for as good as Night Ward is - and it's REALLY good - it feels like that last arc was slapped together in a hurry, not proof-read and just based on a surface-thought idea of what a "cool conclusion" might be, which is to say lots of fighting with no real depth or character to it. Talons evil, kill they ***. The end. Which is a real shame if you actually stop to read Lamashtu's bio, which suggests that SHE, not the Furies, gave birth to the Talons of Vengance. So apparently Percy's Chronicles of Doom are wrong and these aren't some kind of hand of divine justice, they literally are complete monsters, birthed out of a rabid beast drunk on the evil and destruction that is her nature. As plots go, this isn't exactly the Challenger Deep, but it's a HELL of a lot better than what the Talons started out with. Is anything made of this? Of course not. That alone could have been a whole story arc, and yet I wouldn't have known about it if I hadn't taken the time to read Lamashtu's bio while kitty was kneeling.

    And what a way to waste a LITERAL GODDESS! She comes from nowhere, goes nowhere and is instantly forgotten. She doesn't even get her own look, just a mish-mash of parts with a very clear seam between legs and feet. Think about the other two goddesses we've met in person - Hequat and Tielekku. Sure, they only show up for one and two mission to be taken down, respectively, but the lore surrounding them is all over the game. Hequat is the primary instigator behind the entire histories of both the nation of Oranbega and the people of Mu and is the original creator of Sharkhead Island when she entombed the Leviathan underneath it. To this day, some of the Mu worship her as a goddess. Tielekku, in her own right, is one of the key players among the gods, the originator of magic as a separate thing from the power of the divine, the teacher and instigator of Ermeeth's heresy (yeah, where was Prometheus when Ermeeth taught people magic?), she is the one who led and ultimately won the war against Lughebu and his pantheon of death gods.

    So who's Lamashtu? Mother of all monsters? Yeah, mention it twice in total, show her face once and have her purr, then have her carted off to the Eternal Prison of eye strain all over again. What a waste of a great idea. That whole last story arc is a waste of a great idea. It's full of plot holes, easy conveniences, unlikely coincidences and Serene chewing the scenery like like Balky from The Langoliers. It's just... What went wrong, guys? You were doing so well right up until the transparently evil Black Queen started talking and... What WAS her deal, by the way? People told me I'd be given a reason, but the reason confuses me. She dies because death is the final key, but was she being controlled by Serene? What was this about being Pendragon's lover? Or was she an ally of Serene? Because I have it in my chat logs where the Black queen says "I -Serene- *omnonmon* Mmm! Delicious scenery!"so which way is it?

    You know, when I talk about bad writing, this is the kind that gets to me the most. Roy Cooling, that's just a mess. I couldn't possibly care about that story less because there's "story" in it, just a sequence of events pretending to be a story. But this? Night Ward actually had a heart of gold to it, a really, really cool idea, an interesting world, and THIS is how it ends? Are our writers simply incapable of writing an escalating climax without the story spinning out of their hands and embedding itself into the side of a cat? Because right up until I met "the magician," I was poised to praise Night Ward as some of the best storytelling I've seen in this game for years... And then that happened, and now I feel like how I felt at the end of Mass Effect 3.

    What happened?
  8. Quote:
    Originally Posted by Nethergoat View Post
    It did- Jack Emmert.

    As little respect as I have for him as a game dev, he was a very talented author of pen & paper RPG supplements including one of my all time favorites, Children o' the Atom for one of my all time favorite fantasy worlds, Deadlands: Hell on Earth.

    I think that experience served him well "worldbuilding" the CoH backstory, although it gave him some backwards notions of what's fun. There are a lot of things that work terrifically well in a pen and paper setting that are DEATH in an MMO, and I don't think he's figured out what they are to this day.
    Wow, OK, that I did not know. I'm right there with you in insisting Jack had disagreeable notions of fun (I don't think they were unreasonable, just not right for this game), but at the same time the man did a pretty good job keeping canon in check. Even the ugly mess that was the Council-to-Column switch still ended up making SOME degree of sense after a few revisions. That's not who I was referring to, though.

    A while ago, I was told that Rick Dakan, the Cryptic Studios lead designer before Jack Emmert, was working with a writer whose name escapes me, who was said to be responsible for a LOT of the early game history. Things like the Rikti war, Oranbega, the 5th Column and so forth. Now, I can't say how much of this I'm misremembering and how much I was plainly mislead on, but I always wanted to remember that guy's name so I can quote him, and I just never did.
  9. Quote:
    Originally Posted by Nethergoat View Post
    There are MANY redundant & repeated words in descriptive mission text, not to mention heavy reliance on meaningless placeholders like 'alright'.

    And I know where they come from, because I have the same problem on my blog if I just bang out a post without re-reading it- there's a tendency when you're just trying to get something down for your brain to get stuck on a word. I do it here on the forums too- the other day I did a post on the Manticore TF, re-read it and discovered I'd used the word "tedious" some ridiculous number of times- accurate, sure, but just lazy writing. I left one in and found different ways to phrase the others so that things read more smoothly.
    To self-advertise a little, the reason I need complete quiet and extreme concentration when I type is because I generally keep the entirety of the body of text I've written in my head. Not perfectly, not like I have photo memory, but if I use a word a few times, I start to notice it, and if I repeat myself, I notice that, as well. It makes the forums a lot more labour-intensive than you'd think.

    Back to the game's writing: It's not just that, actually. Something I noticed with a lot of earlier writing is the story really likes to rely on vaguaries used to skip over places where the narrative would otherwise give context. Even in Night Ward, people spent a lot of time worrying about vague problems like "but it's really dangerous out there" to describe the world outside the "Lighted Paths." When there's danger, it's rarely specific, in the sense that we rarely get good orientation who's in danger of doing what to whom and why. And there is no worse offender in this than Roy Cooling, whose entire arc revolves around "the tech" with never any real grounding as to what "the tech" is. I had a whole thread devoted to figuring this out and the result people came up with was "It's tech! You're over-thinking it!"

    I do agree with you, though, that a lot of the in-game text bears the mark of text written and never read back after that. I know this, because, as you can tell from my posts - when I write something and never proof-read it, it comes off badly written, too. That's why I insist on having an editor - some kind of third party who'll be seeing this with a fresh set of eyes and asking "Wait, why did this happen?" "What does that mean?" "Why do both Mr. G and Tami Baker have such similar speech quirks?" and that sort of thing. Such a person would also be much more likely to pick out basic text errors like spelling, grammar and redundancies just because he or she would bring a fresh set of eyes.

    And I do agree it'd be a good position to fill with a low-paid volunteer just as an extra layer of protection from someone who isn't on a tight schedule with a dozen other things.

    Quote:
    Originally Posted by Nethergoat View Post
    The problem here is CoH is a game, and it doesn't matter if your story has the historical scope and human insight of Shakespeare if the gameplay doesn't in some way reflect (and hopefully amplify) the text.
    Oh, I didn't mean to say that old missions were A-OK. They are for me, but I recognise the problems.

    No, what I meant to say that, on a purely story level, the old missions have a lot more backing them up and making me care than the newer ones. And that's not for lack of trying on the part of our current writers, so much as it's for a lack of background as they move from one arc to the next without giving them too much context and without building a world around them. I don't want to say that Rick Dakan was a great writer or anything, but what the man and his crew did was spend a lot of time writing a world BEFORE they set a game in it, and eight years later we're still replete with story seeds from way back then. Whether the game built around those stories was good or not (I thought it was) isn't really the point, so much as that grounding and backstory just isn't there for the newer stuff.

    Consider Praetoria, for example. How much of its backstory do we really know? We know the stuff with Cole and the Hamidon, but that's about as far back as it goes. What about "a land called America?" What about the years before the Hamidon? What about stories from the war? What about the place that is Praetoria City before it was this? Did they build over an existing city or start from scratch? What about religions of this great land? What about ancient civilizations? What about aliens? What about the US and the USSR and the cold war? Did any of that happen on Praetorian Earth? We don't know, because no-one really know, even at the studio. At the very least that's how it comes off.

    Oh, sure, we've gotten bits and pieces here and there like the Eternal Prison and Lamashtu, like the fate of the Midnight Club, like what's in the Trials, but it's all bits and pieces as if made up on the spot, rather than derived from the background lore of an existing world. And that's a problem.

    It honestly feels like the original City of Heroes fictional universe had an actual, professional writer involved in it at some point. I remember hearing about someone who did most of the writing for Rick Dakan, but I don't remember names. Regardless, if there WAS a writer, he or she left before the game launched in 2004, and the game hasn't had an actual writer involved since. FOR SURE it didn't have one when coming up with Praetorian Earth's makeover because for as much as we praised the gameplay, that place doesn't have any more depth than it did back when Portal Corps first showed up in Issue 1. It has more content, yes, but there's nothing beyond the content already in the game. For as much as I bash our writers... Maybe they really aren't writers to begin with. Maybe they really are just mission designers doubling up as story writers when they get a minute free here and there.

    And that would just be hugely disappointing. It'd be like making an animated series and losing your sole animator between season 1 and 2, forcing the storyboard artist fill in with what he knows about Flash animation. He may be very good at it, but you still lack an actual animator.
  10. Quote:
    Originally Posted by Electric-Knight View Post
    Regardless, I believe they are great ideals for any community to set sights for.
    To be fair, I don't feel confident quoting numbers at this time. In fact, the overwhelming majority of responses against exclusivity here surprise me, just because there's usually a much higher percentage of people who insist on their exclusive items staying exclusive. The shift in opinion in this thread seems like an appealing proposition to draw conclusions over, but it's just too aberrant from my own personal experience that I'd actually like to give the thread more time to develop so more people have a chance to chime in. I can't imagine we've lost this many people who'd otherwise argue for exclusivity.

    And again, Tex has a point - we probably shouldn't be arguing for absolute unlocking of everything. Even though I disagree with the concept of exclusive software just on a principle level, I keep thinking we ought to draw the line somewhere short of the other end. Let's be fair and say that people did indeed pay quite a bit of money for a purported "collector's edition" and focus on the game moving forward without going AAALL the way back. If we were making an official request, I'd feel comfortable requesting everything AFTER the old DVD Edition.

    And another thing: Prestige Power Slide. This is the only power we have that's compatible with travel powers and yet alters the animation with which we run. In order to stop people from seeing it as more valuable than it is, we need to make it non-unique. My suggestion is to institute an alternative of it that has NO stats and NO vfx, but alters the running animation in the same way, then sell that in the Paragon Market. This way, Prestige Power Slide will still be unique in general, having a non-replicable visual effect and being a replacement sprint, while the rest of the people will still get access to a base-run-animation-altering power at the same time.
  11. I don't think PMs are necessary at this point. What we're discussing is relevant to the subject of the thread, so long as we can keep off personal jabs.

    Quote:
    Originally Posted by Texarkana View Post
    A. Responding to you -- well, you quoted me, so a response seems polite. If I don't respond to a quote that probably should have a response, it's likely because I've been distracted by the real world and lost track of it...
    That seems... Excessive. Maybe you don't post too often (I neglected to check your post count), but I know if I tried to respond to everyone who responded to me I'd be up to my neck in work. Seriously, I'm not being difficult here. If you can manage it, then kudos to you, but this seems like a daunting task, and I suspect it might turn the forums into work. As far as far as responding to me in the future - while I appreciate a response, please don't feel obligated to. The last thing I want to do is waste other people's time arguing on the forums. And I mean that.

    Quote:
    Originally Posted by Texarkana View Post
    B. Regarding responding to "you" versus the "argument" -- my argument time and again has been to change things going forward, but honor the past. That view has not ever changed, even from years ago when talking about Veteran rewards not being pushed down (not that I expect anyone to recall my stances on anything outside of this thread). Furthermore, in this thread I stated the complications it causes for Paragon as my argument is not entirely egocentric.
    And had you stuck to that argument instead of arguing about people being greedy or entitled or "whining," then we'd have moved forward with it. I don't want personal quarrels on the forums, believe me, so if we can stick to arguing a specific point and not trying to say who has the right to argue it and whose character reflects what flaws for arguing which point, it'd go much more smoothly.

    Quote:
    Originally Posted by Texarkana View Post
    C. Regarding examples -- Capes, Auras and Vanguard Costume and Roman Pack -- those items were always available in game, just like enhancements. Now they're sold in the Paragon Market as a convenience. Arguably, not your best examples.
    When it comes to collector's editions, yes, the examples aren't good. I wasn't giving them as examples of collector's editions specifically, however, but rather as examples of "exclusive" items. Perhaps not exclusive to out-of-game purchases, but exclusive to specific unlocks or specific player account status levels. My point is that they were, in various ways, locked and are no longer. Well, technically they're still locked - behind money - but if we are to accept the "free to play," or rather "pay to have," mentality of the Market, then they are "available."

    Quote:
    Originally Posted by Texarkana View Post
    D. Regarding examples -- pre-order sprints and helmets -- those items were exclusive to stores where they were purchased....Best Buy, Circuit City, Gamestop, Amazon, etc.....in order to shape consumer retail purchase.
    I'm not sure what you're saying here. As these were marketed at least to the best of my understanding, those were to be exclusive to people who pre-purchased from those vendors precisely for the purpose of showing status, as a token to people's faith. I get that that's not precisely a collector's edition, but it's still an edition that includes items which come with the promise that they WILL NOT be available to people who DID NOT purchase those special editions. Now, I don't agree with that practice, either, but that's what was presented to me at the time, and this is a decision the studio went back on.

    Quote:
    Originally Posted by Texarkana View Post
    E. Regarding status in general -- you can make the argument that the game should be level-less then, since levels 2 through 50+3 are all signs of status versus someone entering the game. The rularuu pieces and the 5th column shield are unlockable. Titles are unlockable. I understand your view about accomplishment on the one hand, but clearly the designers see it slightly differently. If somone chooses to perceive level 2, capes, ascension armor, or the black wand as prestigious and a status symbol, that's a personal thing, but rest assured, not everyone thinks that way.
    Not only could I not make the argument that levels are a sign of status (even if they can be interpreted as such), but I can actually argue that they are a sign of something else entirely. Bare with me here.

    There is a distinct difference between gameplay and cosmetics in any game, but most of all in MMORPGs. Let's assume for a moment that we want to make the game into some kind of impossible Mecca of complete customization where a player can have anything he dreams up. Even in this Mecca, characters will still have different levels of power because the growth of character power is the cornerstone of at the very least any traditional RPG's gameplay. In order for an RPG to function even absent of any cosmetics, it needs to have some form of character progression to where a character is unable to solve some situations at an earlier stage but becomes able to solve them later through a non-scripted, non-artificial overcoming of some limitation. Not only is this an unavoidable part of an RPG, it's also a large part of what makes it fun to play. We need progression of some form.

    Herein lies the difference between gameplay and cosmetics when it comes to status. Gameplay advantages CAN be interpreted as status symbols, but the significance of this isn't what you interpret it as. This kind of advantage is a cornerstone part of the game, thus this status denotes not a superior player, but simply a player who has advanced farther into the game. This is not at all dissimilar from having seen, say, Lord of the Rings: Return of the King and trying to brag about it to someone who's only seen the Fellowship of the Ring and the Two Towers. Yes, you are farther ahead, but this is not an advantage to brag about, it is a natural part of watching a movie trilogy unless you happen to coordinate your moviegoing with another person specifically. Yes, some people will try to lord their gameplay advantage as a status symbol, such as "Ha! I can solo pylons in 10 seconds!" to which you can simply reply "That's a very short strip show, mate." Because - and here's the kicker - it doesn't matter.

    City of Heroes is a game that doesn't exactly require great character power to progress through, thus excess character power is rarely a meaningful status symbol. It can be if excessive powere were your goal, but there's nothing stopping you from reaching it. Copy the other person's build and you're about three quarters of the way there. Sure, gathering the components might take a while, but that's what the game's about - progressing a character. At the end of the day, all a person lording his status is saying to you is "I have played more than you!" which can only ever been a good thing, because it means there's a lot more game left to play before it's over. And I mean that - in a good game, having more of it to go through is a good thing.

    Now contrast this with cosmetics. First of all, there is no clear hierarchy of the "quality" of cosmetic items. Your instinct might (MIGHT) be to suggest that newer pieces with better textures and a higher polygon count might be "better" because they're of a higher visual quality, but that's not necessarily true. Better graphics don't necessarily make something look better. They simply give the artist better tools of expression, but it's up to the artist to deliver. Moreover, an artist saddled with working with TOO MUCH detail can still produce works of a lesser quality than one working with simpler designs. There's a reason old 2D spirte-based games age so much slower than 3D games of the time. Half-Life is now an ugly polygonised mess while going as far back as Marvel vs. Capcom gives you a game that's low-res, but still looks and feels damn good.

    It's not entirely true that you can't grade cosmetics. The "general public" you can't, because there's no generally accepted scale of best to worst costume piece. However, YOU - you, Texarkana - still can, because that's a matter of taste and I'm sure you have pieces you like more than others. The trouble is that when you grade them from best to worst and compare that list to how I've arranged them, I can bet dollars to doughnuts that they won't match. And therein lies the problem - everybody's objective view of what's "better" is different, thus the pressing need to avoid putting artificial weight on costume pieces by trying to make some artificially more valuable than others. The more "equal" all cosmetics are, the greater each individual player's choice is.

    Take Ascension, for example. A couple of years ago, Matt Miller put his foot in his mouth by saying that the Ascension set was so good that enabling it for characters lower than level 50 would be "an insult to the art team. Now look at Ascension and tell me what's so good about it that me using it would insult the people who made them. Is it that they have a higher polygon count? Is it that they look like standard-issue Fantasy armour? Is it that they have inbuilt auras? Because all of that stuff has been present in other sets that aren't level-locked to 50. But Matt Miller said the set is "better," and so it was essentially taken out of circulation. Many people simply don't like it and many who do like it want it for characters that aren't level 50. A number of people have, since, used it on costumes that have been drastically out of place with Ascension pieces put on them, as well. As a result, this artificial exclusivity of a costume set has more or less ruined it in my eyes and you know what? I barely see people use it these days. Maybe it's just my luck, but it seems to me that wanting to make Ascension exclusive to Incarnates as a representation of their status was a massive miscalculation.

    Let's look at the "why" if it for just a second before I move on. Why is Ascension as an Incarnate status symbol a bad idea? Because... Is that what an "Incarnate" is supposed to look like? Why? Madamme Bellarose doesn't look like that. Hero One doesn't look like that. The Statesman doesn't look like that. Lord Recluse... OK, I'll give you that one. But the idea that "an Incarnate" had a specific look was the mistake that nearly tanked the entire lore behind the Well of the Furies. The attempt to turn our characters into their vision of what a god should be was the mistake, and the exclusivity of the Ascension pieces - born of that mistake - is what ultimately ruined the set. And to be quite honest... It's not a bad set if you have the character for it, which is all the more disappointing.

    Quote:
    Originally Posted by Texarkana View Post
    F. "Other people" -- (And this does get more argumentative with you personally...) I see hypocrisy that you can write in one post " that people only care what THEY have, not what other people have" and in the following post write "I don't want to see people using a specific costume piece because it's seen as prestigious in cases where it really doesn't fit the costume".
    That's not what I said, though. Or rather, it doesn't mean what you infer that to mean. No, I don't want other people to be making horrible costume. Yes, I'm using my own judgement to determine what a "horrible costume" constitutes. But that doesn't mean I want to control what people wear, I'm merely pointing out a flaw in the system which incites people to take decisions based on values OTHER than what looks good to them. That's the whole problem. I've actually spoken with a number of people who put a cape on their character exactly because they unlocked the think, so they felt like they should, even if they themselves admitted to me they weren't too happy with the look. Mind you, my sample size isn't large, but at the very least it proves that this notion exists.

    Again, I'm not trying to control other people. I'm trying to extract from the game the factors which try to shape how other people express themselves. I want to take away the artificial weights from the various costume pieces such that a person's only driving priority is making something that looks good. What "looks good" is, obviously, up to the person to define and if that person chooses only what looks good and STILL comes up with something hideous... Well, that's the nature of taste. However, I still want to take out the artificial inflation of the value of costume pieces.

    Looks in this game are not loot, and they shouldn't be treated like it. What a costume piece "cost you" should never factor into how much you want to use it on a character.

    Quote:
    Originally Posted by Texarkana View Post
    In fairness, the first quote was to convince Paragon that the Collector's Edition purchasers should be disregarded in order to make those items accessible to all on the paragon market; the second quote is about eliminating motivation by status. Nevertheless, although we're both spouting off opinion, you've served up two conflicting statements, one of which really shows some brass in dictating what people should or should not use based on your perception.
    Again, that's not what I said. I'm not trying to control what people do. I'm trying to control the artificial values the game's structure puts on costume pieces. I want to ensure that no costume pieces are made to appear more "important" just because of how they're obtained. If all pieces are equal in value, then what a person chooses is that much more reflective of that person's actual personal expression.

    And this does get into the subject of personal expression and "status," as well. I never meant to say that I'm against status in general, merely that I'm against status acquired by non-representative means. What I mean by this is I don't want people to buy their way into status or luck their way into status. I don't want people to have status because of what they own. I want status to represent a person's actions in the actual game, or possibly out of the game in terms of community interaction. A person with a great costume, a person with a great story, a person who helps other... Hell, even a person with a great build if he's the one that came up with it. I want status to mean that this has actually done something remarkable, not that he owns something artificially limited.

    I actually quite like status as a general concept. It tells me who the people are I want to look at and draw inspiration from and who the people are I want to try and inspire. It doesn't have to be a rigid power structure and it doesn't have to be in my face, but I do want to know who's good at what. And again, when I say I want to inspire people, that doesn't mean I want to show off. Far from it - if I've found an idea that I think is great, I just want to share it with people and maybe they'll think it's great, too, and use it. Really, everybody wins that way.

    You present me as wanting to control people, when the exact opposite is true. I want to put as much control as I can in the hands of the player without liming their toolset or giving them cues as to what's good before they have time to judge for themselves.

    Quote:
    Originally Posted by Texarkana View Post
    G. Regarding character assassination and demonising -- considering your choice of vocabulary and tone has been: "stoop", "misbegotten DVD edition", "steal your stuff" -- it does appear that you are trying to paint a picture of me (and others that share this opninon) for your benefit.
    Well, you're wrong. My language is harsh, but the logic jump between harsh language and character assassination is a big one, not to mention a very unfair one. I find you to be stubborn, insulting (whether that was your intent or not) and dismissive, but none of that has anything to do with the merit of exclusivity. I'm not sure how you're reasoning that this assessment extends over to other people who share your opinion when not a single one has spoken up in this thread or been addressed in a similar way, however. You are, in effect, making a self-fulfilling prophecy. You posted to insult another poster with accusations of whining and now you're crying foul when others have done this to you. Yeah, that kind of comes with the territory. I'm trying to keep a civil tone, but look at what I have to work with.

    I'm TRYING to stick to discussing the topic, but you keep rolling character assassination into it and using it as an argument. Considering I have to then untangle that ball, I kind of have to address it whether I want to or not, and I can't really state that you're intentionally insulting my intelligence without saying you're insulting, can I? Again - if you'd simply accept to stop with the character assassination and stick to the topic, then I wouldn't have any reason to keep talking about it, will I?

    Quote:
    Originally Posted by Texarkana View Post
    G*. Some people may say, well, Texarkana, you did throw out that "Gen-Y/Whining" comment to the public that started it. My response would be, do people understand the reference? Generation Y is the '80s crowd of American children that were overly coddled and given trophies, regardless of deed. Warning, sweeping statement: The level of entitlement seen in that generation is unprecedented and actually preesnts quite a challenge to American business.
    Which is funny, considering so many of us weren't born in America and have never been there, nor are we even that keenly aware of that particular cultural phenomenon. And regardless of the above - you're clearly using it as a derogatory term. All this does is remind me of Will Smith as Jim West explaining to the lynch mob why calling them "rednecks" was actually a compliment so they don't hang him: "But let's break down that word redneck. First word, red - colour of passion, fire, power. Second word - neck. Neck... All right, I can't think of anything for neck right now."

    Somewhat sideways of the point, you can call somebody a "nice, kind person" and wish "nothing but the best" on him and still make that into an insult given the right context. And your context, I'm sorry to say, was one of using a term to insult another poster for holding an opinion different from your own. And I'd be OK with it, we all have moments like that, were you not continuously trying to justify it.

    Quote:
    Originally Posted by Texarkana View Post
    The ironic thing is, in making an argument that all "status" items should go away (e.g. capes), you validate my statement while simultaneously invalidate the "straw man" accusation you leveled at me.
    Which I didn't do, but supposing I did - how? A straw man is the act of attributing an easily-refutable argument to another person that this person never actually made and then refuting it, which you proceed to use as proof that the other person is wrong. That's a good few of my paragraphs here start with "That's not what I said." When did I attribute to you an argument that I proceeded to bash and prove you're wrong? When did I indeed prove you're wrong in regard to anything I've brought up? When did I even discuss you being wrong or right when I have repeatedly stated that IT IS MY BELIEF that what I described is how the game should work?

    Quote:
    Originally Posted by Texarkana View Post
    H. Intellectual Property -- I 100% agree with you regarding intellectual property, artificial scarcity, and replication as well as honoring licensing. But, as a matter of process and respect, a shift in philosophy going forward has to account for the past (even if it means grandfathering). Again, I think we're in agreement overall about availability of items on the Paragon Market.
    Unless this involves loss of service or loss of virtual goods, I don't agree. I'm sure that where you will disagree will be that you consider exclusivity itself part of the service and that losing it is tantamount to denial of service. I'm sure you can put it better than I can, though, but I'm also sure we simply won't see eye-to-eye on the matter. Yes, I said before that I'm willing to accept with a grandfather exception, but that doesn't mean I'm willing to agree with it. I accept this as a necessary evil - and before you correct me, that's just a regular expression. I don't agree that the right decision is for this to be done, but I recognise that what I see as the right decision can't always be made.

    Again, I'm willing to give you specific case, but I'm not willing to agree with you on it. Luckily, all we need is a workable solution even if it doesn't stem from ideological agreement.

    Quote:
    Originally Posted by Texarkana View Post
    Going forward, I don't think thread replies are really appropriate as I think we've both made our views pretty clear, but if you want to PM me and discuss something further, I'll be glad to respond.
    And again - the subjects we're discussing are relevant to the thread. If we can keep the personal jabs to a minimum, there's more to be said on these subjects and I intend to say it whether you want to participate or not. If you want to make it a personal problem, feel free to take it to PMs, but I'll only move that side of it to PM exchanges. I intend to keep talking about exclusivity, status, expression and cosmetics.

    *edit*
    Took out the tags from my quotes to combat my post's erratic spacing.
  12. Right, I'm assuming that whoever wrote the fiction for Night Ward was a fan of Gaussian's arc, where the name of every major named character is taken from Oban: Star Racers, only in the case of Night Ward, it's Ghostbusters. So far, we have the Gozer building with a door at the top leading to another plane of existence, we have the "Are you a god?" line, we have a character referred to as the Keymaster (and I'm pretty sure we'll be meeting the Gatekeeper soon, making my joke about rescuing Dana Barrett weirdly accurate) and... What else are we missing?

    I don't mean to be a spoilsport here, but copying names and phrases from a popular movie is not clever or amusing. Doing it once where appropriate? Yeah, that can work and yeah, it can be quite clever. It's a neat little reference. Going down the list of memorable parts of a movie and putting them in one after the other, however, is neither. It's taking a joke and running it into the ground. A "reference" is something that only people who saw the original work will get. It's an Easter egg there for the observant and the "in." Making five separate references to the same movie is no longer a "reference." It's throwing in famous movie quotes and hoping they stick.

    Really, once is enough, twice if you have to. Five times is too much.
  13. Quote:
    Originally Posted by Techbot Alpha View Post
    A story in a gameplay setting must make use of every available asset.
    I get what you're saying, but consider for a moment the literal meaning for what you're saying and you'll realise that's actually the problem behind a lot of newer story arcs. Imagine what a story would represent if it tried to use EVERY available gameplay asset. Go ahead, take a minute and imagine it. No think back to Dr. Graves and Twinshot. Does your imagination match those? Because it should

    I completely agree with you that knowing when to use newer game systems has been a great boon to City of Heroes' gameplay. However, knowing when NOT to use newer game systems is a boon that hasn't been made much use of at all, and that's a problem. Just for a random example, I just got done beating Odysseus. He dropped to his knees and I was prompted to "speak" with him. I put "speak" in quotes because when I clicked on him, orange text n a conversation window told me I took what I needed from him and he couldn't stop me, and Odysseus' in-game model collapsed. Why, pray tell, did this need to be in a conversation and not in a clue? It served no purpose. There were no ambushes when he feel so there wasn't anything I was given the option of holding back, the mission didn't end so there wasn't that, either, and it wasn't a long conversation which would have been hard to do while the fight with the others was still raging. It was literally a "Click on Odysseus to unpause the game" objective for no real reason.

    For-no-reason gimmicks and for-no-reason game mechanics can harm a story as much as they can help if used properly. That's really the just of my argument. I don't hate innovation (not unconditionally), but it has to have some purpose in the grand design of the mission. It can't be just a for-no-reason conversation when it's not a conversation at all and doesn't help in any way. It can't be a for-no-reason chained objective that shows up in places I already visited so I don't know where to look for it. It can't be a for-no-reason killable escort that makes my mission unwinnable when it dies.

    Why I keep making these arguments is I want to make it clear to our mission designers that they need to budget their gimmicks. We can't have entire arcs of nothing but gimmicks for the same reason we can't have an entire season of Cage Matches - it robs the special situations of their specialness and it makes everything more cumbersome than it needs to be. Right now I'm at the end of Night Ward and I'm playing a story arc that has a gimmick mission as EVERY mission in the arc. How am I going to tell which part the ending is when it's all just one gimmick after the next?

    I'd be very cautious of messing with the older missions because the border between "made better with gimmicks" and "for-no-reason gimmicks" is actually quite thin.
  14. OK, another storytelling exercise: Odysseus and his artefacts that bear the mark of the Well of the Furies. That's not a spoiler, don't worry. It doesn't relate to anything, it's just a critter's description.

    You have a problem. You need to sell Odysseus as not just a powerful man in control of powerful artefacts, but indeed a nearly ALLpowerful man in control of artefacts of the Well of the Furies, and you need to do this in the 30s before the Well has been established. Why is this a problem? Well, for one, you're breaking continuity. You can't have an omniscient narrator (i.e., the "voice: behind the description box) breaking continuity by discussing a concept which has not yet been established as something widely known. In the case of the Well of the Furies, this is especially problematic since it not being known is a key aspect of Mender Ramiel's story arc, which revolves around discovering and partially explaining it, and that takes place post level 50.

    So how do we fix this? Well, it's not simple, but you can refer to the Well indirectly. Let's review - why do we call this the "Well of the Furies" in the first place? Because when Marcus Cole and Stephen Richter drank from it, it took the shape of a well. Now, you can argue that because we called THAT the Well of the Furies, we can use that name in storyline, but that's not the case. This doesn't work when the greater trans-temporal entity behind that one source is also called the Well of the Furies, thus calls to that name will refer to it. If you want to say that the artefacts are connected to the "Well of the Furies," what you want to do is mention "the Well that Statesman and Recluse drank from" and then leave players with knowledge of future storyline to make the connection themselves. If the artefacts are connected to the well Marcus and Stephen drank from and that well is connected to THE Well, then the artefacts are connected to the Well of the Fires and aha! I see what you did there. It doesn't take much more text to say it, but it flows better.

    For another thing, you can't talk about artefacts "that bear the mark of the Well of the Furies" when that mark has never been established as a thing. We know of only a single artefact of the Well of the Furies - the shapeshifting one we take from Trapdoor. But here's the thing with it - that's not an "artefact," it's a "source." Why is that a meaningful distinction? Because the actual Well of the Furies - the physical well full of water - is just a source itself, as is Hero One's excalibur, as have others throughout time. What this means is that anyone who possesses them has the power of an Incarnate of the Well. Now, you can argue that Trapdoor was unable to use his artefact so Odysseus is probably not able to get full power out of his, but there's a problem with that, too. Trapdoor wasn't "unable" to use his artefact, because the artefact isn't "used." It's a connection to the Well, a conduit through which the Well's power flows, thus a person could only ever get power out of it if he were a chosen of the Well. Considering I kicked Odysseus' teeth in, that can't be right.

    So how do we fix this? Well, there's an easy way and there's a hard way. The hard way is to have sort of like what Vincent Ross did and imply that aspects of past Incarnates can still serve as connections to the Well, allowing a user to draw power from it without being an Incarnate. However, Vincent Ross' artefact relies on an artefact from A DEAD GOD, which makes it pretty unique, so having a warehouse full of 'em seems... Implausible. And THAT artefact burned out pretty quick. So you'd need a whole other story - one per side - to tell how artefacts are starting to show up, showing markings similar to the one the Statesman brought back from the Well of the Furies, that only some people can use to gain power. However, that's a lot of work, so here's a simpler solution:

    Imply this. Nothing more complicated than putting the storyline I suggested for the arc above as an implication as plain text in Odysseus' description. For instance: "You've heard of artefacts with the markings of the Well that the Statesman and Recluse drank from have been showing up thought the city and granting people great power. It seems like Odysseus heard this, as well, because his warehouse is full of them. He must have had his Warriors gather them for a long time." Done deal. Sure, it doesn't explain anything, but it implies that an explanation can exist, and that's usually enough.

    Finally... OK, so it WAS Odysseus stealing Mercedes Sheldon's artefacts? That might have been good to establish. The hero-side arcs really don't make this clear. Yes, the final arc has the Warriors in possession of the Crown of Glory, but how do we know it wasn't given to them by another party? How, specifically, when we know Amanda Vines got the Dirge of Chaos from the Magic Man, who got that and the Devil's Timepiece from the Warriors, who had those and the Crown of Glory. But the Crown of Glory wasn't in the possession of Odysseus, it was the possession of Hector who fought against Odysseus, and there was no indication to suggest the Warriors had anything more. For all we know, it could have been the Nemesis who stole the artefacts and gave them away to people so he could cause chaos to hide a scheme of his. The villain-side arc does reveal that Odysseus himself has another of Mercedes' artefacts - the Dead Man's Deck - but he doesn't seem interested in keeping. There's no indication still that he's the original thief.

    How do you solve this? Simple - modify Mercedes Sheldon's dialogue prior to encountering Odysseus to say "So, as we suspected, it was Odysseus' men who stole my family's magic artefacts before they could be hidden away in the Midnight Club's vaults. Only now that he knows I'm onto him, he's stopped using my artefacts and I can't track them any more." Bada big, bada boom. All you need to do. Again, it doesn't take a major storyline to explain every minor detail. Something as simple as "The Moon's gravitational field will hide us from their scanners!" will usually suffice.

    Really, considering how little text is in those dialogue windows and that description window, there's enough room to play around without going overlong.
  15. Quote:
    Originally Posted by Texarkana View Post
    1. You've taken 5 paragraphs to explain 4 of your own sentences and then you actually go on to conclude with statements about what people bring into the world and how it can't be taken from them. That comes across as lecturing and/or writing just because you like what you write.
    So? I fail to see where you're obligated to read it. I furthermore fail to see why you intentionally skip over the substance of what I said to keep arguing your petty point and missing the broader message I'm discussing. I don't want your stuff specifically, nor do I want what's in the DVD Collector's Edidtion. I HAVE what's in the DVD collector's edition because Nuclear Toast had one to spare that he offered to give me. I'm "lecturing" because I have a larger point to make about the nature of status, the nature of collections, the nature of digital distribution and so forth. You're free to ignore that, but please don't try to talk down on me like it what I'm saying doesn't matter. You're not the only person reading this thread and, consequently, not the only person I'm addressing.

    Furthermore, you don't get to accuse me of being... What was it?

    Quote:
    Originally Posted by Texarkana View Post
    You don't want to "stoop" to my level, but those last two paragraphs sound high and mighty from a soapbox....nice.
    Oh, right. Yeah, you don't get to make a comment like that and then proceed to snark at me for actually addressing it. If you make an accusation, then you better deal with the reply. And if you don't want to deal with the reply, then don't bring it up. This idea that you can sling insults at people and then proceed to mock them for responding isn't going to fly. If you want to discuss the point, stick to discussing the point. If you're going to character-assassinate people, then at least have the decency to accept the consequences.

    Quote:
    Originally Posted by Texarkana View Post
    2. Paragon market is supposed to be one-stop-shop solution for content distribution for all items going forward, not necessarily retro-active as you write it. (i.e., digging out the collector's edition items).
    Except for the fact that, as of right now, the Paragon Market is selling the Vanguard Pack once awarded as a LOYALTY REWARD that cost those of us who had it prior three months of uninterrupted subscription over the course of the seven year anniversary, the Cape and Aura unlocks that are were and are an in-game unlock which Jack Emmert himself went on a tangent to explain how they were status symbols (hence where "status" comes in) and the Roman Pack which has a whole variety of items normally unlockable via a Cimeroran badge and, if I remember correctly, some normally unlockable via the ITF.

    The Paragon Market has already demonstrated itself as being the place to retro-actively buy content which was previously unlockable in ways other than money and previously said to be exclusive. Furthermore, the Veteran Reward programme, and now the Paragon Rewards programme, contain the "pre-order sprints" and I believe the "pre-order helmets" which were part of special purchase promotions and were, at least at one point, said to be exclusive. They aren't, not any more.

    Quote:
    Originally Posted by Texarkana View Post
    3. Paragon (Positron specifically) has already stated that the Collector's items will not go on the market (so long as someone is still in the company). Whether that is because of contractual obligation or philosophical view, that is the situation. (http://boards.cityofheroes.com/showthread.php?t=271813, 41:40 of the ustream: http://www.ustream.tv/recorded/17246488)
    It makes no difference. Even if this one item remains exclusive, the question of exclusivity in general is moot. Pretty much everything that's been exclusive in the past has showed up in the market and I'm fairly certain that pretty much everything else that's exclusive now (like the Wisps aura) will show up, as well. Maybe not the DVD Edition stuff, granted, but even that's not out of the table. We've gone through a lot of developers in the last eight years. BABs said a lot of things wouldn't happen as long as he worked at the studio, as did Castle. As did Jack Emmert, for that matter.

    Quote:
    Originally Posted by Texarkana View Post
    4. Who's talking about status? Why are you hung up on being impressed/impressing people and explaining what will impress you? It's like Snowy trying to make a legal argument - you're bringing outside attitudes into this.
    I'm talking about status. I fail to see where I'm required to wait for you to bring up a topic before I can discuss it. And the reason I'm discussing it is because it's integral to the subject of exclusivity, as well as because it has been a frequently recurring topic of conversation whenever exclusivity is discussed. You didn't discuss it, no. So what? I did, because it's a topic that's interesting to me, because it's a topic that's relevant to others and because, frankly, it's an interesting topic to examine. If it's not interesting to you, that's fine. Don't discuss it. You're not the only person I'm addressing with this, as unless I'm mistaken, you're not the only person reading this forums. Yes, I responded to your post as a jumping-on point, but again - this doesn't prevent me from branching off into subjects that interest me but aren't directly relevant to your post.

    Again, you're the one turning this onto a "me vs. everyone else" discussion and either browbeating people for daring to discuss topics you didn't bring up or always trying to bring this back to "your stuff." News flash, bud - no-one cares about your stuff. You can keep it. You can keep it exclusive, and aside from the occasional grumble, nobody is going to care. Because the question isn't and wasn't about that. It's a much broader question about the merits of "exclusivity" in general. If you want to have a grandfather rule for your stuff, fine. Have it, with my compliments. Because this isn't about your stuff, and your stuff staying exclusive is, I dare say, a small price to pay for ending this bad practice of exclusivity of virtual items that can be copied infinitely. If you don't see how that's relevant, that's fine, but there are others who will.

    Finally, I bring up the concept of "status" as it relates to the concept of "collecting," which I would wager is relevant to the notion of a "collector's edition." Maybe if you spent less time trying to talk about how much my post doesn't relate to yours - as if that matters - you could actually see the connections and follow my conclusions. But no, you choose to see this as me specifically arguing against you specifically, when I'm not. I'm arguing a point, and it's largely irrelevant who's for or against that point for the purposes of the argument. You're the one who's arguing WITH ME instead of arguing FOR YOUR POINT. And arguing with me is a losing venture because I cannot be convinced by being argued with, I can only be convinced by being given a convincing argument towards a broader point than just "you're wrong, I'm right." I don't care about being right, I don't care about you being wrong.

    I care about the subjects of exclusivity, collecting and status, as they pertain to the sale of previously exclusive items. I'll argue about other stuff, sure, but that's not as interesting.

    Quote:
    Originally Posted by Texarkana View Post
    5. My position, which is an established position, is that the whole 4 (four/quattro/cuatro/quatre/vier) items that came in collector's editions (2 capes, power slide, slightly different arachnos chest symbol) should remain exclusive. I want to make a point that it's only 4 items, because other readers might think it's some huge trove of items, when it really isn't. My original post, although not quoted, was in response to someone stating all items should go in and not just the wisp/facepalm/etc.
    And I agree that all previously exclusive items should be sold in the store. I'm sorry that me holding this opinion offends you, but that's simply what I believe. I don't question your character for holding a different opinion from mine, though I'm sure you'll find some way to claim that as you've done twice before. The "whiner/entitled" argument just seems so alluring for some reason. I'm simply of the fundamental belief that exclusivity cannot exist in a digital medium and faking it is a corruption of some of the medium's greatest strengths. To me, forcing exclusivity on items that can be copied infinitely in order to approximate the exclusivity of limited-edition physical media is no unlike creating a movie that consists entirely of text screens in order to more resemble a book. Yes, you can do that, but it misses the point of creating a moving picture (with sound) in the first place. Granted, I can see the benefit of having something like the Kindle that allows you to read books on a digital device, but that still uses the benefit of the media to its fullest, chiefly that it's a massive space and weight saver.

    As I said before, I'm OK with you keeping your misbegotten DVD Edition stuff. That's not a big deal. Even though my fundamental belief goes against it, I'm not that much of an extremist to be unable to make an exception. Fine, keep it, it's not a problem. So long as it's that one thing, it's fine. So long as it's an exception to the rule, that's fine. It's practically impossible to shoot for 100% consistency in the results of our beliefs and I'm more than willing to accept this as the exception to my rule. Nobody's going to steal your stuff. Don't worry about it. Yes, people are going to occasionally make that comment, but so long as you keep in mind that "people" can't enact development rules, you're safe. I see no reason why you can't simply state your disagreement and leave it at that. What is this need to talk down to people who disagree and demonise them as you have? What do you gain by this, aside from people angry at you?

    Quote:
    Originally Posted by Texarkana View Post
    6. Also, as previously stated, no issues with changing to non-exclusive items going forward, which is in line with your attitudes about status symbols.
    The question of "status" goes beyond just exclusive items. It's why I brought it up. Capes were never "exclusive," but needing to unlock them led to some people interpreting them as status symbols nonetheless. Some held having a cape as a mark of superiority. "See, my character is level 20 and yours isn't!" I heard a lot of arguments for why capes should remain locked to 20 that went along just this line, and I saw a lot of arguments that insisted we need "status symbols" in order to "show character progression." I argued then as I do now that character progression is a meta-game concept that's built into the actual game side of City of Heroes that doesn't need to be extended over the cosmetic side of it, citing customization and identity as one of the chief strengths of the game. I cited, further, that if people wanted to show progress, the costume editor fully allowed them to do this by choice via updating a character's costume to be "better" every few levels to simulate the acquisition of loot.

    I know you'll cut me off and say "But I didn't say that!" and you didn't. I know you're not talking about capes or visual cues for levelling up or status symbols. Again I refer you to my "So what?" point. To me, the concept of exclusivity has direct correlations to the longstanding debate about "Capes at 20" and the evolution of it through the years up until putting cape and aura unlocks in the Paragon Market essentially ended it. These days, I'm the only one who still brings it up because it's done. It's settled. It's a non-issue. But to me, there are still lessons we can learn from "Capes at 20" both in terms of going forward with future content and in terms of how people react to costume pieces when they start to become seen as status symbols.

    Here's how it all relates together - I don't want to see people using a specific costume piece because it's seen as prestigious in cases where it really doesn't fit the costume. Back in the "Capes at 20" days, I saw many people wearing capes over costumes that REALLY didn't work well with them. I get that capes are a big thing for tights super heroes, but I saw them used on virtually everything whether it looked good or not. To me, this is the ultimate corruption of what should be the game's central point - we create our own heroes. To give a costume piece extra weight by giving it some sort of "status" either by being exclusive or otherwise, to me, is to corrupt the whole system where our looks are separate from the game's mechanics. The whole point is that there are no game-side factors which force a certain look on us over another and we're free to choose based on taste and preference alone. You go back on that by attaching status to pieces, and making them exclusive is a form of attaching status to them.

    I also have the inverse argument, and I'll give it with an example: I HATE Super Speed. I always have. It transpires, however, that I don't so much dislike the power or even the concept behind it (Saints Row: The Third did super running right) as I do the running animation we use with it, especially for women. In City of Heroes, run animations resemble slow jogs, so when you have a character slow-jogging at super speed, it turns my throat inside out. My solution? Find a power that swaps the running animation. That power? Well... Pretty much the only one which does that AND is usable with Super Speed is... Prestige Power Slide. Yeah, you can see how that goes. So I lamented on the forums that I didn't have that and how I couldn't buy one when I got a PM saying "Hey, I have one. Do you want it?" So now I have one.

    But here's the thing - I don't really want any of the "exclusive" stuff. More specifically, I don't want any of that stuff because it's exclusive. I don't want Prestige Power Slide because it's exclusive. I want it because it's the only power that alters running animations. If, one day, we were allowed to customise the animation Super Speed used and a sliding or floating type animation were part of the choices, I'd stop using Slide immediately. It's clunky enough to toggle on and off as it is. Yet here I am, paying the price of exclusivity for an item that I don't really care whether it's exclusive or not. Because what's "exclusive" explores a side of the game that no other power does. It puts me in the position of wanting an exclusive item not because of its "collector's edition" status which is its key selling point, but because of how it works.

    And to my mind, that's just wrong. It's like buying an entire for the sole reason of using its wheel rims on another car you'd rather drive and then doing nothing with the new one. I don't WANT a whole car, I just want four wheel rims. I don't even want the tyres. THIS is where the Paragon Market was supposed to shine - it was supposed to let me have just the stuff I wanted and none of the stuff I didn't want. Obviously, the Super Packs more or less went back on that idea completely, but even so - I don't want exclusivity. I want "stuff." Thus, making stuff exclusive just means people who need it for the "stuff" can't have it because that would ruin those who have it for the exclusivity.

    The only way I can see this working is either with "commemorative" items that don't really explore a new concept (like the custom Arachnos logos, those are a great idea) or otherwise non-costume-related items like special titles. Really, if I could get Prestige Power Slide without going through the whole DVD Edition pack, I would have. Now because I can't, your items are one person less exclusive. And I haven't even used any of the others.
  16. Quote:
    Originally Posted by Aggelakis View Post
    It's how the devs and ads pronounce it, so I tend to do the same.
    Technically, "Aion" is not a real word. As such, how it's pronounced is really up in the air. To me, however, it's an intentional misspelling of the word "aeon," in much the same way as "Tera" is an apparent misspelling of the latin word "terra" (Because poor literacy is kewl!). As such, I pronounce "aion" the same way I pronounce "aeon."

    So, about that pronunciation of "Talos Island..."
  17. Quote:
    Originally Posted by Texarkana View Post
    You don't want to "stoop" to my level, but those last two paragraphs sound high and mighty from a soapbox....nice.
    Really? OK, let's break it down:

    Quote:
    Originally Posted by Samuel_Tow View Post
    If I wanted to stoop to your level, I could throw around words like elitism and jealousy, but it really doesn't come to that. These are simply people willing to use the Paragon Market for what it was designed - to buy things they would previously have had to unlock in other ways.
    What I say here is that it's easy to devolve into the usual argument of "spoiled brat" vs. "elitist jerk" that you're clearly trying to start, but it's an argument that has no winner at the end of it. It's mudslinging for the sake of mudslinging and never accomplishes anything. The point of the Paragon Market - as described to us by the developers - is to give people the option of what they wanted to buy, as opposed to offering things in bundles or locking them in-game or barring them in other ways. It's supposed to be the one-stop-shop solution to content distribution (now there's a slogan for you) that replaces all other forms, if only you consider the Paragon Rewards system to be part of the Market. Which it is.

    That's all I'm saying - everything that was attainable in other ways was supposed to then migrate to the Market. I know City of Heroes is still pretending to not be just a very, very expensive F2P title, but at the end of the day this is a business, and they've been milking us for cash in every way they could. It makes economic sense to sell the things people are repeatedly asking for, as opposed to trying to swindle us with gambling packs.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Personally, the fewer our "status symbols" became, the happier I'll be. Uniqueness should come from what a player has created, not what a player has bought, hence why I'd rather let everyone buy everything.
    This one's pretty straightforward. I've argued the point of "status symbols" many, many times before. I argued it when capes were locked at level 20 (unlocked via Paragon Market), I argued it when Epic ATs were locked at 50 (now 20 or Paragon Market purchase, I believe), I argued it before. It is my passionate belief that this game will do better without symbols of "status," because I find "status" itself to be a corrupt idea, lending one faux respect based on external factors. I've always believed that if "status" is to exist, it should be based on a person's actual achievements, accomplishments and work. Arcanaville has status across the community, but this isn't for an exclusive purchase or a chance find. It is for continued work with the community. Samuraiko has status across the community, but this isn't for having something we can't. It's for doing something with the tools available to everybody, it's for work and dedication.

    When I run into someone in-game, I'm not impressed that that person bought something eight years ago that isn't for sale now any more than I'm impressed someone went to a convention and came back with a dragon hat. What I'm impressed with is a costume that makes me stop, go back and have another look. What I'm impressed with is a character description that makes me go "OK, I want one of those, too!" What I'm impressed with is a person who can quote, off-hand, a build which would be superior to my own yet still attainable by my own rules of character building. What I'm impressed with is someone who can tell me about canon I didn't know about, or set me straight on a plot point that I would have otherwise seen as stupid. What impresses me is people who show skill, creativity and curiosity. What DOESN'T impress me is people waving around exclusive items.

    Swag does not make a person. At best it's a kitsch. I don't hate people for having it, don't misunderstand, nor am I jealous of people who have something I don't. Life's too short for that. But I'm still determined to make sure everyone has access to the same "stuff," such that the most meaningful difference between people is the difference in what they express, rather than the difference in what they own.

    Quote:
    Originally Posted by Texarkana View Post
    Regardless of money, it's still an attitude of "gimme what I want". People are quick to say that I'm the entitled one and that I should practice what I preach, but they're the ones saying Paragon should change its position to meet their desire without regard that it puts Paragon in a position of having to dishonor and disrespect a prior commitment (with those that made such purchases).
    Continual insistence on deionising the attitude does nothing to help your case. We're not asking for these items because we're some kind of greedy bastards who can't stand to not have anything that other people have. Take a stroll around the community here and you'll realise that we, to put it simply and bluntly, don't put much stock in "collectable" and "exclusive" items as a general concept. That's not to say people here aren't collectors. This is the game that pioneered badges, after all. What that IS to say, however, is that people only care what THEY have, not what other people have. By this, I mean that your average City of Heroes "collector" is only interested in what he has, but derives no real satisfaction from others' not being able to gain the same item. I know it makes me sound like a jerk to say this, but you really won't see much support for the attitude which puts value on things specifically because other people CAN'T have it, simply because that translates into intentionally wanting to deprive others of what you have.

    In a digital world of infinite, no-cost replication, I see no reason to cling on to exclusivity. With physical items, I can see taking pride in possessing THE ONLY specific item in existence. I even support it. I have an old Sad Sam stuffed dog which used to belong to my brother and must be 30-35 years old at this point. It's older than me and I cherish it very much because I know for a fact no-one I know ever had one, or will ever have one, especially one this old. I get it. But this simply doesn't apply to digital distribution items. In the real world, you can have pride in having something other people can't have because only one person can have "the only" item of a certain kind. That's a physical limitation. In terms of digital distribution, however, there's no such thing as "the only" and there's no such thing as "limited availability." The only reason you can have pride in having something other people don't is because whoever is distributing it essentially chose to NOT give it to other people, and that's artificial.

    Personally, I highly dislike artificial boundaries and manufactured scarcity. I dislike bringing real life physical item distribution gimmicks into a digital market place. I dislike rooting the market of the future into the limitations of the past. I dislike treating virtual goods like physical goods. I'm not one of those people who insists on having a physical CD of a game so I can bang it on my head while I play my game from my purely digital copy of it. I don't have a problem with publishers selling me a "license" to their software rather than the software itself. I have no problem paying for ideas and services. I like the virtual world where nothing is finite, nothing is physical and what sets people apart is their actions and creativity, as opposed to their physical possessions. I like that anyone can be a star if only they find a way to express themselves, and this is what I wan to support moving forward.

    As far as I'm concerned, everyone should have a shot at every costume piece that exists at the game. Let everyone have a shot at everything, and let's see what people come up with. If you come up with a costume that blows me away, you already has something that no-one else can have - an idea that you brought into the world. Even in a world of infinite replication, THAT is something no-one can take away from you. An exclusive item, though? Yeah, that doesn't impress me.
  18. Quote:
    Originally Posted by Rajani Isa View Post
    Beam Rifle Weapon Models : Most of the guns have diffedrent hold positions - it's not a simple port it does require time to adjust the assets to fit the grip positions AND (IIRC) effect origin points.
    Couple of points.

    1. Shoulder clipping doesn't stop half the Assault Rifle weapons from clipping with the player's arm, and clipping badly. Beam Rifles can't be any worse.

    2. Effect origins are specific to the power, not the weapon used. You'll see this the most clearly with rifles the length of which is considerably different from the expected base model. Take, for instance, the Redding Rail Rifle for Assault Rifle, then fire and look closely: All the muzzle flash happens about a foot short of the end of the barrel within the interior of the rifle itself. It's fat enough to where you don't really notice it at a glance in the middle of combat, but misaligned effects are already the case.

    3. The reason we were given for not porting Beam Rifles, when a reason was given at all, was that they didn't make sense or fit conceptually or words to that effect. The problems were described as thematic, which I'd compare to shooting rifle bursts out of a broadsword, rather than technical, which is what you're describing.
  19. I've always wanted to see more weapon models added to the game, perhaps as a full-price Weapon Pack. Failing that, I fully agree that weapons should be proliferated across sets at least wherever possible without additional artwork.

    I'd like to see all or at least most Beam Rifle weapons show up for Robotics Pulse Rifle attacks at the very least (I can see the BFG not making the cut because of its cavernous barrel), and as many as can make sense show up for Assault Rifle. I want to see all the custom pistols available for Dual Pistols show up for Thugs Pistol attacks, and any that are Thugs-only (like the Legacy Autos) ported in reverse.

    I don't have any problem whatsoever with ALL katana swords ported over to Broadsword and Dual Blades. Furthermore, I'd like to see all Broadsword weapons ported over to Dual Blades and pretty much all Dual Blades ported in reverse. I'd prefer to see sets migrate TO Katana, but I understand there's a problem with hilt length that will require art time to fix, specifically in that Katana swords need longer hilts that a lot of Dual Blades and Boradswords don't have.

    That's all I can think of off-hand.
  20. OK, storytelling exercise. No spoilers here, just hypotheticals.

    You have a story, and in order to build for the final battle, you need bad things to happen. OK, that's all fair and good, let's work with that. How you DO NOT do that is have me run mission after mission where I get to a place, see a cutscene of the villain being evil and doing something evil, teleporting away, and be told I should mop up. How you DO NOT do this is string me along on a wild goose chase only to finally reveal that... Well, my actions right at the end are ultimately responsible for the great evil. That might have worked for Liquid Snake, but that's because Liquid Snake I could take seriously and because he'd proven himself to be a capable planner beforehand.

    If you want me to care about a story, then what you don't do is constantly dangle the smug villain just out of reach like he's the frikkin' G-Man from Half-Life. Why? Have you ever teased a cat? Like, really get it mad at, say, a chew toy it wants to have but you won't let it? Do you know how the cat responds to that? It'll spend a while looking for the toy, and after that while, it'll bite YOU. Same deal here. You, Mr. Screenwriter, can only jerk me around so long before the same happens. I can only be mad at the villain so long before I start being mad at YOU for putting me through this.

    I don't get this. I ran through a story that honestly felt like it was turning over a new leaf and actually being told in a productive manner that isn't designed to upset me, and then it's like the writer was holding it in, holding it in, holding it in and BAM! SSA1 all over again all piled on top of each other like you tried to hold down a sneeze for five minutes and then failed spectacularly. If you want to make a decent story that I care about, please stop rubbing a Villain Sue in my face. I know YOU like the villain very much, but I don't because you went out of your way to make me hate that villain. And not in that "love to hate" sort of way, but more in that "Get off the stage!" sort.

    Oh, and here's something else you don't do. When you already have the Gozer building in your game with a gateway to another world and a giant vortex over it, you DO NOT have a goddess ask "Are you a god?" There's homage and reference and then there's just going through the motions. Yes, we all saw Ghostbusters. Even people who haven't seen Ghostbusters now saw Ghostbusters for having played through that. I'm pretty sure I saved Dana Barrett somewhere along the way, and now I know why Shadowhunter's "Giant Corgis" look the way they do - because they're patterned after those statues that came to life. We get it. Thank you for running what was actually a pretty clever and interesting reference into the ground to where everyone now knows what you were referencing. Why not just go ahead and slap a "We are referencing Ghostbusters here!" caption while you're at it, because at this point you pretty much did that.

    ---

    Look, if you want me to hate a villain and want to defeat said villain, you need to build up the threat, or at the very least the villainy. But what you should not build up is the annoyance. I shouldn't roll my eyes every time a villain is on-screen like Superboy Prime just showed up. I'm fine with being told I was too late. I'm fine with succeeding only partially, but a cutscene of me being too late every mission, capped by a "you played right into my hands" moment does not work. It might have worked once, but here's the thing - you already used that on SSA1. As a point of fact, you already used that in First Ward and Dark Astoria. You've used that exact same plot in every major storyline within the last year, and it gets less and less convincing each time it repeats.

    *edit*
    And here's something else: M. Night Shyamalan twists are not a get-out-of-jail-free card. That's not to say they're a bad thing. Far from it, a twist pulled off is a beautiful thing. But no matter how well you pull them off (and they can be done better in this game), you simply can't support a story that grows too many at once. Once the twist becomes the norm and people expect it to the point where playing it straight is the surprising twist, you've officially gone too far. Because right now, I go into every major event expecting a twist, expecting an angle, expecting a betrayal and a switching of sides of some kind. Again I refer to you the Vince Russo school of bad booking which teaches "Why have a match, when we can have a gimmick match?"

    There's nothing wrong with having just a simple, by-the-book climax. You don't have to reinvent the wheel. Not every time. You don't have to insert twists and gimmicks and more twists. Not every time. It's OK to have a straightforward, good story that doesn't try to throw us a curveball every chance it gets. It's not a surprise if people expect it, and finding a surprise they weren't expecting when they were expecting one is not a success story. Do simple stories. There's nothing wrong with that. At least do them SOMETIMES!
  21. Quote:
    Originally Posted by Eva Destruction View Post
    The problem isn't that magic doesn't have very strict rules, it's that magic has no rules at all. A nobody like Darrin Wade, who needs some random c-list villain's help just to steal some stuff from his former buddies, suddenly becomes a global threat because magic. A c-list hero like Desdemona suddenly becomes the most important person in Praetoria because magic. Whenever I see something like that the first question on my mind is "where did this super powerful magic come from, and why can't I do it?"
    That's actually a good way of putting it. Magic doesn't have to have defined rules so long as plots that involve magic have at least some kind of limitation. When you can flip a loser into a super threat and have a super threat nullified completely, you have... Well, anime, essentially, but you have a story that's very hard to get involved in. It becomes a story driven by what's convenient to the narrative rather than by what makes sense, and when we keep getting blindsided by sudden and unexpected revelations of power, we start to not care terribly much.

    To bring a story I HAAATE, this is more or less what happened to the Legend of Korra, the sequel show to the Last Airbender. There's really no specific definition in terms of exactly what a bender can do or how powerful he could be, but the narrative of the original made a pretty good effort to enforce a power hierarchy among the characters and yet still occasionally challenge it because... Well, sometimes you do well, sometimes you screw up. In sequel, everyone's as strong as the plot calls for them to be, leading to competent characters getting curb-stomped like losers and apparent b-listers pulling off ridiculous stunts, all because the plot said so. It also throws out what limitations the setting imposed on a lot of the powers so you get this mish-mash of "magic" where everyone can pull off anything with no warning or build-up. And it makes for a dull watch.
  22. Quote:
    Originally Posted by Kirsten View Post
    You do not want to know.
    She keeps them as her personal harem. Can you imagine living with that enunciation every day?
  23. No more spoilers from this point on

    Quote:
    Originally Posted by Kirsten View Post
    I gotta agree. The really old arcs have some great stories, even while being stuck under...uh...squiffy mechanics. I wish we could have more stories like those. Think how awesome they would be now that we have the modern game mechanics that exist today!
    I don't know. On the one hand, I can admit that basic kill-alls can become somewhat stale after a while, but on the other hand I can't really say I prefer the "new" approach to mission design any more, either. Too many gimmicks, too much reliance on fighting back waves of ambushes, too much reliance on "large" spawns and too many "talky" missions that consist of 50% NPCs talking at each other or defeating a boss and going through a three-page dialogue with him. It's especially aggravating when I run into cutscenes of essentially the villains going "Aha! Here's my evil plan, and you can't stop me because you're frozen in place watching this cutscene! Ha ha! Die, Statesman!" Yeah, even the newest content has that, and I don't like it.

    This is kind of like every instance of replacing something with something "better" that isn't actually better. You need look no further than Atlas Park and Mercy Island. Praise those missions all you will, I still refuse to run them because it's the same story every time and I can quote it in my sleep now. Same for the tutorial. Twice the action, twice the flash, twice the boredom, twice the pointlessness. Basically, what's "better" isn't actually better all the time. For as "bad" as they may be, I can run kill-alls all day, but drag me through "Protect the Midnight Mansion" again and I'll just about **** kittens, if you'll pardon my word choice. Yeah, we're doing the old Jack Emmert "This mission is hard! Get a team or abandon the story arc forever!" Ugh...

    It's not as bad as it was during the Twinshot/Graves days, but it's not exactly good, either. I'll need to see more of the newest type of mission design before I can trust our mission designers to potentially ruin arcs I actually enjoy. Maybe if they didn't use anything not available in the Architect I could be more easily persuaded, but otherwise?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Anyway, some people might interpret rejection of Story as a rejection of Setting or Atmosphere. For me those are totally separate things. Players are the story for me. I'm much more interested in what is going on with other people--what they're wearing, what they wrote in their bio, what powers they picked, whether they suck as teammates (kidding mostly). And I am interested in the atmosphere too. Just not in stories that happen in a vacuum--I have to unlearn what happened in them in order to communicate clearly with other players.
    I feel completely the reverse. I've almost never met a person whose costume or story impressed me enough to want to dig deeper. Sure, there have been a few exceptions, and even those mostly come out of the Best Costume Designs thread. That's not a dig against other people, mind you. I'm not saying there aren't creative folks out there. It's just a personal preference thing. The kind of fiction I like just isn't the kind most people write.

    By contrast, I LOVE the game's lore and its backstory. It might not be quite Tolkenien levels of pedantic detailing of every last story bit, but at least the older world is detailed enough to inspire. I've had this discussion with Nuclear Toast quite often, but I like to explore different stories in search of inspiration, and people's stories just rarely have anything they can offer in this regard. I'm sure these stories are very meaningful and dear to them, but I rarely find something I can take away and use. To a large extent, it's a function of the medium - stories are limited in size and costumes are a "next best thing" fit. The game's canon, by contrast, has a lot of room to work and a lot of room to build an actual world.

    I don't try to fit my characters into the existing world so I don't expect other people to do so, either, but that doesn't mean I don't want to lift ideas from the world, either. And for as much as I've dogged our writers, they STILL have very good ideas. I love the social structure of Night Ward, I love the presentation of SSA2, I love the direction of threat that Dark Astoria takes. I love the story and I want to know more about it. If it's like reading a book, then a book I shall read. I don't read physical books, so why not?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    PS one thing that often stands out to me as missing in CoX is proper sound. Both sound effects and music.
    This, on the other hand, I can't disagree with. City of Heroes loses SO MUCH by not having decent music and, for the most part, not having music at all. For as much as I HAAATE Dr. Graves' arc, that one moment right at the end when the façade drops, the text bubbles swap colour and the music changes abruptly is just genius in theatrics. I LOVE it! And yet I walk into Apartment Whatever to go to Dark Astoria and you'd think there'd be some kind of foreboding music but no. There's silence. I get dumped into a garden with tentacles looking at me with eyes, so you think there'd be some kind of suspenseful music, but there's nothing. Instead, I walk around First Ward shopping and I'm followed around by the world's most basic action music until it becomes annoying.

    Music and sound effects matter. To this day I keep pointing to Aquaria as a game that is MADE by music and wouldn't have been even half the experience it is if it played in silence. Music can create emotion even in the most soulless among us, even if you can't sense it, and it can help us care about what we're seeing. Music can set the tone and communicate so much more than text ever can. Yet City of Heroes uses it almost not at all. Simply check out an old midi and tell me that music doesn't tell you a story of what's going on even though you can't see moving pictures on the other end. Why can't we have music like that? It would make so many more encounters so much more personal and memorable.

    The same actually goes for sound effects. City of Heroes used to be pretty good about this, but that was a long time ago. It used to be doors didn't make a sound, remember that? But these days they barely do, footsteps are quiet, most surfaces sound like concrete and most of what we do generates no sound. If I'm interacting with a box, then play a small box opening sound. If I'm interacting with a computer, play a small computer sound. Have enemies give cues to what they'll do in audio. I just got out of a Space Marine multiplayer game I can can tell you for a fact that every time I heard that low, rumbling "Waaagh!" as made by a large ork, I took notice. Nothing of the sort happens here. If I'm being ambushed, the first time I learn about it is when I "hear" the ambush announcing its presence over text, but I don't actually hear anything.

    I know some people play with the sound off, and I can't blame them, but the game is more than just visuals. Sound and music should be a bigger part of it, as they can help the writing tremendously.
  24. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Their most recent patch promised a Double XP server; by this, they meant that normal servers would be getting an XP nerf and never said anything.
    *snerk* Oh, God, that's just so special I can't tell if it's the height of brilliance or the depth of stupidity

    ---

    Honestly, for as hard as I ride our development team, these guys still come across as both wanting to make a good game AND wanting to listen to us as much as they can. Even with David gone and his tendency to make a thread asking for feedback not as prevalent, I can still see the development team slowly dialling in on what we've been asking for, and I can see myself and other major detractors turning around to positive comments once again.

    Even at their darkest hour, this development team has been more open, responsive and overall pleasant than pretty much any other that isn't an indie team of two.
  25. NIGHT WARD SPOILERS because I just HAVE to talk about this:

    There's nothing worse than a "who dun it" story where it's obvious who dun it pretty much the moment the story starts, and the Bedwyr story in Night Ward is exactly this. The first mission introduces Lorn (an obvious red herring because he's an *******), Bedwyr (who isn't eligible because his description leaves no doubt) and Pendragon who's been all over the game and the forums of late so he can't be it. Oh, and the Black Queen, lest we forget. The second mission has a letter from "someone" inside the Black Knights with a lot of authority who is a traitor. It's the Black Queen. I called it as soon as I saw the letter. Who else could it be but "the evil woman?" For as inspired as this is by Arthurean legend, it's just far too transparent that it would be the woman who'd be evil.

    But OK, let's say I didn't catch that and move on. Four missions in the Talons of Vengeance say "Soon the Black Queen will open the eternal prison!" which I interpreted to mean that soon the Black Queen will open the eternal prison, but Bedwyr, apparently having grown dumber since we last spoke, interpreted this to mean that the Talons wanted to kill the Black Queen. So here I am, yelling at my screen going "She's the traitor you idiot! They told you straight up!" Nope. We're saving her. Six missions in, Pendragon shows up. He learns of what the Talons said and instead of parsing it literally, he too chooses to go with Bedwyr's mistake that the Talons want to kill her, so he goes on to "confess." Confess what? Yeah, I'll get to that. So he goes to save the queen and Bedwyr is so worried and assuming that the Talons have warped Lorn's mind.

    Let's think about this for a second. What happens when the Talons corrupt a person? This person starts talking about death and vengeance and murder. What did Lorn do? He declared Martial Law, then he spent an hour talking about honour and the Order. Not typical. In the meantime, the Black Queen - despite not being accused - said pretty much the equivalent of "I have only one day left to retirement!" which is "Um... I don't know anything about this." Yeah. So we go through the motion, stupid men killing each other, and then it turns out the Black Queen was the traitor. Dun dun duuun! Oh, no! How surprising! I never saw that coming! And then she proceeds to laugh the evil laugh and give the evil speech and do the "You have outlived your usefulness." shtick and oh goodie. The cliché is complete.

    I think Viking said it best: "Numina calls her transparent." What happened, guys? Were you budgeting your characterisation and you just happened to run out after writing Bedwyr and Carlyle? They're both deep, interesting, fleshed-out characters that demand respect and admiration, and then we have THIS? The cackling, obviously evil woman with no personality and no character? Why? Was she wronged in some way? Did she have dreams of power? Nope. She's evil now. She's with the Talons, and we all know that's the easy excuse. "Hey, why are you evil?" "Oh, the Talons made me evil." "Oh, OK. That makes sense." No it doesn't! These are characters! You've proven you can do characters well. So why didn't you do it for this one?

    And just when I was starting to take the Talons of Vengeance seriously, too. Everything they touch, they corrupt, but even they can't corrupt me, so they're instructed to avoid engaging me until they have the keys. Which they do. Finally! They are able to think past "Rivers of blood will cleanse the world!" Finally we get to see that the various members aren't just stupid but rather that they are controlled when they say things like "You've freed me!" as they die. Finally there's a glimmer of substance to the faction... And then we have The Black Queen, who doesn't even get the benefit of having a name. Ai ai ai...