Samuel_Tow

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    We don't have any mechanical animal heads. Even being able to add details like cyber-eyes would be cool, but no...I had to shelve my mecha-dragon concept, heh
    Well, no, but that's cheating a bit since each animal head is its own separate category. They don't really have "options" beyond that. We also don't have mechanical hoods, come to think of it, and now I'm thinking that might not be a bad idea.

    Still, I think mechanical tails are about as long time coming as non-mechanical arms for Robotic Arms. Seriously, what do I have to do to get Foreshadows arms?
  2. We've had this "uncontrolled" method of Ouro acquisition for more than long enough. I feel it's time to introduce a proper, reliable, controllable way to gain the portal. We already have Tunnels just spontaneously existing near train stations, so it's not that far-fetched to have an Ouro agent contact you and ask to introduce you to Ouroboros.

    Storyline reason? Pull a Kalinda. "We at Ouroboros are facing a coming storm. My mentor, Mender Silos, has charted the time-line for a long time and deduced that someone from your time will play a crucial role in determining the outcome of this disaster. We have narrowed the number of potential instigators... Potential participants down somewhat, but we are still looking at a list of thousands. You are one of those. Shoul you choose to accept our invitation, you are welcome to come to the Ouroboros Citadel with me and test your fate."

    Simple enough.

    *edit*
    Because I can't read the title any other way.
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    I happen to think City of Heroe's "Pick 2 swim lanes for life" is the most innovative and effective approach any games uses. IMO, it's about as close to free form as you're going to get, short of decoupling animations/power themes from power effects (e.g. Dark Blast is "Immobilize and DOT Blast" and you pick Fire, Ice, Dark, Rifle, Whatever animations).
    This is my belief, as well. It's utterly shocking to me how almost no game I can think of has anything even remotely close to the diversity we enjoy here. I've played a LOT of F2P MMOs out there since those became a thing, and it always catches me by surprise when I go to make a character and realise there really are only five characters in that game. Oh, sure, there are five "classes," but there are no further choices in that class beyond... Well, class. A warrior is a warrior is a warrior. You can sometimes pick different weapons to fight with, but this rarely makes a difference, and some games (say, Tera) actually limit a "class" to using only one type of weapon.

    Here, I play all of four "classes" - Scrappers, Stalkers, Brutes and Masterminds. I've repeated a character point-for-point only once so far (I have two SS/Inv Brutes), but beyond that, I have easily 60 characters from those four classes and none of those have the same powers or the same build. It just seems to me that breaking a class into two or three subsections and then giving a handful of options per subsection leads to a lot of variety without having to make a lot of classes, yet so few games actually do that.
  4. Quote:
    Originally Posted by Aurora_Girl View Post
    When you say Ascendants...you don't mean the Council guys, right? Because that's the only thing that shows up in the wiki, and that can't be what you mean.
    Slight Incarnate spoilers incoming, so read at your own initiative:

    Ascenants are beings who have transformed into essentially Wells themselves, but unlike the Well of the Furies can actually use their own power without having to work through agents. These are creatures with essentially no cap to their power, who don't answer to destiny or the laws of physics, that sort of thing. It's essentially someone who has transcended the well and found a source of infinite power within himself. And it's what Incarnates should always have been.

    This solves the horrible mess of a plot that is the Well of the Furies in pretty much all aspects. We're no longer forced to ally ourselves and seek the favour of a clearly malevolent, controlling, scheming entity, so we're not "servants" any more. We're not painted as stealing someone else's power and thus changing the origin of all our characters' powers to the same thing, since now it's our own infinite potential that's at play. And finally, the story FINALLY turns around to be about us, rather than we just being swap-names in someone else's story *coughdarrinwadecough* Sorry, my throat's kind of dry.

    Basically, not only do I LOVE the concept of Ascendants, but knowing that this is where the Well of the Furies storyline is going makes me like that, too. This is a double victory since it introduces a great story and turns around a crappy one to where it's pretty good, too. This is an author's saving throw if ever I've seen one, and it's actually quite impressive.

    Now we just have to actually see it play out, as opposed to just hearing about it, but hey - the idea alone is worth it.
  5. Quote:
    Originally Posted by Blue_Centurion View Post
    I'm sorry, I do not make characters that are ever worried about minions and Lts.
    This kind of line of thinking bothers me, since it suggests a level of character power I frankly don't see in anything short of a Mastermind on a good day. Most of what I fight is minions and lieutenants and plenty of my characters have trouble with those. What kind of power level are we shooting for here, exactly?
  6. Quote:
    Originally Posted by MisterMagpie View Post
    Seconding this! Also mechanical tailbfeathers!

    And real ones. Super duper please.
    Do you realise that, as of right now, tails are the ONLY costume category that we don't have mechanical options for? We have mechanical hats, mechanical hairs, mechanical arms and legs, mechanical heads, but all our tails are animal. Can we please have one that's robotic, too?
  7. Quote:
    Originally Posted by Bronze Knight View Post
    • Fully Incarnated: I use this phrase to refer to a character with one T4 in each available incarnate slot Alpha/Judgment/Lore/Destiny/Hybrid
    • Incarnated: I use this to refer to a character with Alpha/Judgment/Destiny unlocked and has something slotted in them.
    Your definitions of "Incarnated" seem a bit demanding. By that definition, I have not a single one, despite having I think three or four characters with something in their Alpha slot.

    Moreover, I really, REALLY hope we don't go down the traditional MMO path of end game power creep, where all the new stuff shows up on top of the old stuff where you have to have the old stuff to even participate and where you can only participate in the new stuff and nothing else if you want to make progress. This is a game that the development team can never win.

    I really, REALLY liked CoH's old "end game," where new "end game" content just showed up as more stuff for level 50s to do without necessarily stringing them along a never-ending but rather very linear path. I didn't have to have defeated the Hamidon in order to run the Statesman TF, nor did I have to have beaten Terra to attempt the Hamidon. We were given choice in what to do and pretty much anyone who was over 45 could participate in all of it and contribute meaningfully.

    The last thing I want to see is a constantly sliding fake level cap, basically.
  8. Quote:
    Originally Posted by Yogi_Bare View Post
    Right thread?

    Being that Water Blast has an open palette; can we get the decision to not allow Ice to do the same reversed?
    I'd extend this to Ice, Earth, Spines, Bio Armour and Storm, actually.
  9. I first heard about this on a fan forum, and my reaction there was "About ******* time!" I have had time to dwell on this since then, however, and I have to say that I really couldn't be more excited about this change. This is really a lot like when we got Power Customization back in I16. A lot of people said "Well, I like how my powers look already so I don't care" and even I couldn't really think of too many characters I'd want to customize powers for. I didn't have the frame of reference and the habit of matching powers to appearance.

    In a similar way, I don't really have a very good idea of what I'll do with pool customization right now (other than make Flight and Leaping invisible, finally!) but I'm sure that once I actually sit down to play with it, all of my characters will have something to customize.

    And that's not even getting into the subject of custom epics. THAT will be awesome, I can tell you right now. I've lost count of how many times I've wanted an Epic but remembered... Oh, wait, that won't match my powers. Damn! Now that won't be an issue any more, and I can go back to asking why Scrappers don't have an Electric Epic
  10. I take a week off the forums and miss this? Why does all the fun stuff take place when I'm not reading?

    As far as I'm concerned, when the writing in this game is bad, the most productive thing to do is to express this in high enough numbers and with a loud enough volume that the writers not only hear us, but actually realise they have a problem on their hands. I'm one of the most vocal critics of the game's writing in pretty much everything post I18, and honestly? I've seen the game improve, and greatly. We complain about the content we have now, but it's easy to forget how much better the writers have become. Replaying I18-I20 content, say First Ward, now alongside newer content is an eye-opening experience, and it puts into perspective just how massive of an improvement we've seen.

    David Nakayama had the right attitude. He'd see people raising hell and complaining about questions concerning art, and he'd respond. Not with excuses or justifications, but with an honest question: "OK, let's try and figure out what went wrong and how we can make it right in the future." I know being extreme is not a very polite way of expressing disappointment, but when a problem persists for years and seems to be forgotten, it's really the only recourse available. And you know what? It works. For as much as we yelled at the game's writing, it's better now. Incarnates are less stupid and Ascendants have pretty much saved the concept entirely, a good balance has been found between gameplay and cutscenes and the story as written now manages to be dramatic without being depressing. That's a win for everyone, as far as I'm concerned.
  11. I, too, see City of Heroes everywhere sometimes What does the name stand for, though?
  12. Quote:
    Originally Posted by Nethergoat View Post
    I really, really, REALLY like the Dark Astoria stuff I've played so far.

    Which is surprising, given that the 'original' was my favorite zone in the entire game.
    It's kind of the perfect storm of circumstances, really. It has the "edge" of First Ward but the closure of ye olde content. It has the fleshed-out characters of newer storytelling, but without the annoying quirks. It's an ostensibly dark story that still manages to stay positive for the most part. I can't really fault it on any fundamental level. I can pick minor complaints, sure, but those aren't important, plus I can do that with everything.
  13. Quote:
    Originally Posted by Nethergoat View Post
    If you want to really have your eyes opened take a year off like I did.

    Most of the stuff that drives you crazy is still a huge improvement on things that were 'gold standard' when I started my hiatus.
    The funny thing is I don't actually mind most of the REALLY old stuff. I find that what the writers have reached recently is pretty much the perfect balance between the old and the new. I actually tried playing through First Ward with Nuclear Toast the other day, and the result is my head got overloaded. There's something to read and something to respond to nearly all the time in that zone, so I was trying to pay attention to the story AND banter with NT and the result is I got a headache. Contrast this with, say, Dark Astoria, which has both a pretty good story with a lot to read AND a lot of uninterrupted action.

    Additionally, I'm also rarely affected by mediocre content. If it's just "eh," I don't really care one way or the other. It's when it's really good or REALLY bad that I have to stop and try to figure out WHY this is like that. I know you're referring to the older zones and contacts, but they're more or less mediocre, with some good stories if you know where to look. I can't muster up the will to rage about them, and there's really not much that's remarkable about their stories. Most of what REALLY bugs me is fairly new, roughly I17-I18 in age.
  14. Burned out on all the name-calling over Performance Amplifiers or whatever those were called.

    Honestly, though, I do think the writing in this game has improved, and greatly. It's hard to appreciate it when I've followed it every step of the way - the change is quite gradual - but seeing some of the more errant old content really puts newer content in perspective. For instance, I sometimes tend to be cynical towards Dark Astoria, but it's still a VERY solid story despite some minor flubs here and there. It's easy to dismiss a good story over small faults, which is why First Ward was such an eye-opening experience. It reminded me just how far we've gone, and it's actually quite uplifting to thing about the game in this respect.
  15. Try to read past the first sentence, please.
  16. Or "How First Ward made me appreciate how far our writers have improved since!"

    I don't like First Ward, I make no bones about it. It's a depressing, go-nowhere story that simply stops, and the horrid character derailment of Katie Douglass is probably one of the worst things to happen to a named character until SSA1 divided by zero. However, replaying First Ward now with the promise that Night Ward will make me hate it less by the time I'm done with it, I'm starting to see a very positive side of this game's writing - our writers are learning.

    I know I sort of have a habit of badmouthing the game's writing and nit-picking fairly minor plot points, and I'm more guilty than most of getting too used to complaining to appreciate legitimate improvement, but this has never been more obvious to me than re-running First Ward right now as we speak. When I ran First Ward, I was too focused on the admittedly quite complex plot to pay too much attention to the story's style, but replaying it now really shows me a lot of the very bad habits that I'm happy to say have been bred out of more current content. And again, Katie Douglass is probably the best example.

    In Praetoria proper, Katie Douglas is a confused but mostly friendly character who's often overwhelmed by the weight of drama, but usually handles this in a positive manner. In First Ward, Katie Douglas is intentionally described as unhined, paranoid, weird and having a problem with other people. Yes, I've seen the arguments about why she might have become that, but as with most fiction, "RP arguments" can explain everything at all. The problem with Katie isn't the "what" of it, it's the "why." I can see an explanation for Katie becoming what she is in First Ward, but WHY did she need to be brought there in the first place? I don't have an exact answer, but I do have an assertion - at the time, our writers felt that angry, angsty, annoying characters and depressing, unrelenting drama were what made a good story. And it... Really doesn't.

    Here's the key phrase, though: "At the time." When First Ward came out, hating it was hard, because the story it tells actually is solid on a technical level. For every bad thing I came up to say about it, I could say so much worse about older content. I shudder to even remember the absolute frikkin' MESS that is Roy Cooling. So at the time, First Ward for me was just something that "wasn't for me," but was otherwise good, or about as good as we had. This is no longer the case. I've played through Dark Astoria, I've played through SSA2.1, I've played through Belladonna Vetrano's arc. I've seen that our writers can do so, SO much better.

    This is where the thread title comes into play. I've tried to do what I can to cling onto my attachment to Katie Douglas as a character. Explain the change away, try to reinterpret her representation. Then I ran into the "I'll never forget what happened here and I'll always connect it with you, because I have to be a stubborn annoying spiteful jerk!" and I realised it's time to just let the character go. Katie has been screwed up and there really is no recovering from it, but I'm OK with it. She is no longer some vestige from a previous age. The writers of today seem perfectly capable of writing characters I can care about. Heather Townsfield, the new take on Penny Yin, even Dominatrix of all people are well-written enough for me to care.

    In a nutshell, what I'm saying is I no longer hate First Ward. I don't like it, gods no! But I can see it now for what it is - an early attempt by our current writers before they quite got a grasp of writing for City of Heroes. As such, it reminds me that these guys do a good job, and when they don't, they at least learn from it. And that's actually worth a lot more than one zone's worth of content, at least to me.
  17. Quote:
    Originally Posted by SteelRat View Post
    I'm sure you're well aware that there are players that will "leave the game angry" no matter what you do for them. They are usually very vocal, and usually also expect more than they can ever realistically hope to have. I'm sure you don't expect us, the community, to bend over backwards to back them up.
    Of course not. But there are still positive ways to deal with this, essentially coming down to explaining that, despite what the trailer says, this isn't a true F2P game but a hybrid one that ought to still be treated like a subscription game. Give people the relevant information and then simply ask them to make a choice if this is a game they want to stick with. I've said it before under these circumstances - leaving the game is not something that should be shameful and not something that needs to be justified. If people want to leave, then the best we can realistically do is see them off. Sure, if someone's being aggressive and going with a "This game sucks!" attitude, let 'em leave.

    My point, however, is that we need to be VERY careful about who we smite. For as good as our community is, we're also far too quick to lash out at people with legitimate complaints just because we don't have them. Remember the whole "performance boosters" debacle? Yeah, almost instantly we resorted to the "If you have a problem with this, there's something wrong with your head." argument against people who did nothing more than try to explain why it was they had a problem in the first place. We have a tendency to dismiss people's problems we don't have and then blame people for having those problems in the first place. Sucks to be you. If only you played the game my way and enjoyed what I enjoy, you wouldn't have a problem!

    I don't know why the marketing side of this game attracts the bulk of these arguments, but it's pretty much a fact at this point that whenever someone rises a complaint on a marketing subject, that person will be demonised and the problem blamed back on him. We don't need to do this. A lot of the time the problem is with the game's marketing strategy itself, but even when it isn't, telling someone he's not welcome really helps no-one. Again, someone feeling he should be getting more for free isn't somehow insulting the game or being childish or selfish or arrogant. That's the value he puts on his money and on the game itself. That's fine - City of Heroes isn't good value for time and money for this person. It can't be for everyone. Simply let that person leave. He wasn't going to stay around anyway, and browbeating him on the way out makes him hate the game AND the community.

    Quote:
    Originally Posted by SteelRat View Post
    It's worth mentioning too that if you give too much stuff to Premium players that would normally be available to regular subscribers, your regular subscribers could say "hang on a mo, if I get all this stuff when I'm not subscribing, why do I need to bother subscribing at all?"
    I'm already there. Aside from Incarnates (be still my beating heart) and maybe the Architect, there's really nothing that my VIP subscription earns me but discounts. I don't have to pay for certain things, I get Paragon Points as a stipend, which is effectively a discount on future purchases, I get free stuff from my Paragon Rewards programme, but really... What do I get as a VIP that's not just the ability to pay less? What, that I couldn't purchase as a Premium player, just for more money?

    I bring this up when it comes to clear money-syphoning schemes like Super Packs and Performance Boosters. Zwillinger himself said that consumables weren't selling well and Marketing were looking for a way to get us to buy more of them. Here's my problem - why are they even trying to get "us" to buy consumables? "We" are VIP subscribers that already pay for a consumable every month. That's what the VIP subscription is. Why are marketing schemes repeatedly targeted at VIP players? Why is Marketing continuously trying to squeeze more money out of VIP players?

    Again, it's not the money that bothers me here. I can afford it. It's the attitude and the treatment which I find insufficiently good. As a VIP subscriber, I would pay to circumvent the random lottery that is the Super Packs in much the same way as I'd pay to disable ads on a site. I would pay money to be treated as an actual VIP, rather than the target of marketing spam. I would pay money to be excluded from all drives to sell me things I don't really need. To me, better treatment and the ability to skip the annoying crap Marketing comes up with to trick people out of their money is what a VIP subscription should be all about.

    I can afford the expenses, but what AM I getting as a VIP that can't be described as "the ability to spend less money?" Because I'd actually like to spend more money if that would get Marketing out of my hair for good.

    *edit*
    Funny thing is, I'm one of those people who mocked Paragon Studios/NCNC/Cryptic Studios Marketing for sitting on their hands and doing nothing to promote the game. However, when I said that, I didn't mean that they should promote the game TO ME. I've already bought it. I own City of Heroes, City of Villains, Going Rogue, the DVD Collectors' Edition (thanks, NT!) and almost every Booster Pack that came put. I've bought the game and I'm subscribing to it. What more do you want from me? Why not go bug potential new customers and get THEM to buy it instead of trying to get even more money out of me?
  18. Honestly, I only really want to see about two new ATs, maybe three. I'd like to see:

    ---

    Assault/Defence with a complex Inherent, consisting of two "bars," both of which offer a set damage buff that becomes split between range and melee depending on circumstances. The first bar would be "Adaptability," which gives you a static buff to ranged damage, and then a static buff to melee damage with an equal debuff to ranged damage for every enemy in melee range. The point of this is to favour melee damage in melee and give reason to pull back to range. The second bar would be "Mobility," which will give you a melee damage buff and a ranged damage debuff for every ranged attack, as well as a ranged damage buff and a melee damage debuff for every melee attack. The point of this is to reward swapping combat ranges.

    I envision this "Ranger" AT as being sort of a hit-and-run combatant, diving into melee to deliver shock damage, then dashing out to range to pelt at the enemy and diving into melee again. The AT should still be fully capable of playing by favouring only ranged or only melee combat thanks to "Adaptability," but would really excel when capitalising on both.

    That's the only AT I have any real plans for, however.
  19. Quote:
    Originally Posted by IcyMaiden View Post
    bouncers would get rid of puking men long before they would cat girls, skanks and tentacle people.... just look at comic cons... strip clubs.... fantasy fairs for proof of that.
    I don't know what strip clubs you go to that have tentacle people, but I would like to find out.
  20. Quote:
    Originally Posted by Arnabas View Post
    Right now they just look like big, fat, skin-coloured boots.
    They ARE big fat skin-coloured boots. "Bare feet" are just one texture option for Flat Boots

    Here's the funny thing - we already have a perfectly serviceable bare foot model in this game - Zombie Feet. Ignore the missing chunks of flesh on the calves for a moment, those don't have to be there, and just look at the shape of the actual feet below the ankle. They're perfect bare feet. All we need to them is actual human skin that matches to bare upper legs and we're golden. We've had those for so many years, but we could never really use them because the Zombie skin texture just doesn't fit with anything but a zombie, or maybe a wrinkled old person.

    We also have at least two other boot types that look pretty much like bare feet with socks on them - ExoProto and Stealth. Seriously, check them out. They look like skintight socks and you can even see the ankle bones through them. Those, too, would make for good bare feet with just a texture swap.

    Requests for better bare feet are hardly unjustified and doing that should hardly be a huge investment.
  21. Quote:
    Originally Posted by Dusk_LoneEagle View Post
    Webbed Hands and Webbed Feet would be good as well.
    Um... We already have webbed hands and webbed feet. I'd love to have hands and feet that WEREN'T
  22. I'd like to see both options, myself. Cape without the collar and collar without the cape are both good ideas.
  23. Quote:
    Originally Posted by Techbot Alpha View Post
    It's because re-colouring existing assets is quicker than making a whole new model. *shrug*
    That doesn't really address the suggestion, though, which is to add the two smaller Titans that make up the Zeus as enemies in the Malta Group. They'd literally be large silver Hercules Titans, and I'm just fine with that. Tag them as elite bosses and have them show up from time to time.
  24. Quote:
    Originally Posted by Aggelakis View Post
    Maybe you just don't realize how common it is for characters to be named after their power sets, Sam.
    Quite possibly. I don't have a very good view of comic books, but the characters I do know seem to have names that, while descriptive, aren't exactly metaphors for their direct powers. Superman, for instance, is pretty generic but he's old so we can skip that one. Batman, similarly, has the theme of a bat, but not the powers of a bat. Marvel's Cyclops has a name which refers to his eyes, not necessarily to his powers. Wolverine, similarly, has the fighting style of a wolverine but not necessarily the powers of one. Gambit's name has nothing at all to do with his powers, which are "make things explode, nor do Rogue's powers have much to do with her name. We have Bishop - a mutant able to absorb and redirect energy, who's named after a religious rank. We have Shard, who I don't even know what her powers are.

    Sure, we have people like Spider-Man who has the powers of a spider, Magneto who has the powers of magnetism, Storm who has control over storms and so forth. But for every Cyborg and Beastboy we have a Raven and Robin, is what I'm saying. It's why I don't have a good idea of how common the names are. Are they more common in this game?
  25. Quote:
    Originally Posted by Tenzhi View Post
    The class divide was always there, the division just used to be more complete. The serfs couldn't whine at the nobles about it much, if at all, and thus we never had to respond to it.
    That's not entirely true. We had many discussions about the limiting nature of the Free Trial when that became limited in the first place, and I was of the same opinion then - I get why Trial players have to see a limited version of the game both to sell it to them and to prevent them from being disruptive, but I still considered it bad taste to treat them like pests. The bottom line is you don't entice people to subscribe to a game by treating them badly and saying "If you pay, I'll stop abusing you!" I mean you could, but I don't imagine it'd work very often. I've paid much more for ostensibly free games that have the approach of "That's awesome, isn't it? You can have even more if you pay!"

    My point is you need to let a Free player have fun in the game for free in order to convince him that this game is worth sticking around in. Because it's fun. We, as the community, don't control pricing or development priorities, obviously, but the least we can do is lash out at people unsatisfied with the pricing model less. If I never see another poster talk about "entitlement" and "spoiled brats" again, I will be very happy.