SilverAgeFan

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  1. Quote:
    Originally Posted by Vanden View Post
    I don't know why you guys are so antsy about removing some of that old content. Like my friend thoughtlessly said straight to the face of the guy who made a lot of it at the PAX East Meet & Greet, it is beyond terrible.
    Some of the old stories have great foundations. They just massively need a face and gameplay lift. I personally am fond of the *story* behind an arc like the Terra Conspiracy (I think that's the one)--an ancient blueside DE introductory story. But the good premise gets lost when the overwhelming majority of said story is told through a dozen defeat-alls scattered across the entirety of Paragon.

    Complete removal of this story would make me a little sad as it would represent an opportunity squandered. Meanwhile a proper robust action retelling of this story using the wider range of updated mission writing tools would make me happy indeed.
  2. Quote:
    Originally Posted by FredrikSvanberg View Post
    Well...

    The global name by which someone made these claims was publically genericed.

    Sexy Jay is still working at Paragon Studios.

    These two things combined makes me believe that the account didn't belong to Sexy Jay, and Sexy Jay had nothing to do with it.
    Hmm I was under the impression that it was legit, due to the fact that it quite accurately predicted the animal pack by a several weeks. It also reads like his posts did when he wrote much freely on the boards...
  3. The four new auras shown during the uStream look great. Love the boils option. My toxic villain will too!

    Here's a new aura suggestion for y'all: arcane tomes. The players head or chest is circled by one to three books, open but levitating, pages fluttering as they circle. As an option, every so often, a wispy tendril wanders up from the book and into the players head. Think a reverse of how one of the Potter films depicted the extraction of memories from various wizard's heads.
  4. A little necro bump to get this back on the front page. with 20.5 bringing oodles of new art assets, time to re-review and see if any more of the sexy one's riddles have come true yet...
  5. Quote:
    Originally Posted by Photonstorm View Post
    Second Measures said you cannot delete them if they are not claimed.
    Ah cool. Thanks for pointing that out. Missed that detail!
  6. Quote:
    Originally Posted by Snow Globe View Post
    So let me get this straight: You are using the gleemail system to send vouchers and certificates which means that if I unlock a voucher, the email notification will be an annoying red until I claim it on a character, and it will be permanently red if I get something account wide?

    All I have to say is who wasn't thinking when they approved this?
    Was thinking about this today. There is a risk of deleting vouchers... I might not. You might not. But SOMEONE is going to make the knuckleheaded mistake of deleting a voucher on a character before claiming it. Is there a mechanic to resend a new voucher to a character?

    Perhaps vouchers would be better if they should show up not as badges but in the same area with the familiar interface mechanic of vet badges with claimable rewards attached?

    Otherwise, I can almost guarantee that support will be dealing with accidentally deleted voucher tickets.
  7. Sorry I missed it. Ah well. Real life FTW!
  8. Putti come to mind as well. Especially with cherub wings. If only we could all be as small and ugly as BNY. *shudder*
  9. Quote:
    Originally Posted by TonyV View Post
    No, psychological studies actually back this up, and it's pretty durn easy to test objectively.
    o rly? studies like this: http://www.cracked.com/article_18461...-addicted.html ?

    Dude, you're talkin' out of your hat at this point.

    At the end of the day, we're not rats in skinner boxes. To some degree, many games have creative "sandbox-y" elements to them. For some people who play, this creative element is THE main reason they play. Witness the nearly INSTANT success of the genre-launching-voxel-based-indie-game-I-cannot-mention-here-because-it-will-get-my-post-edited-that-in-less-than-a-year-has-generated-potentially-as-many-sales-as-CoX-in-seven-years. Some people want games. Some people want digital toys. Some people want combinations of the two. Some people don't mind chocolate and peanut butter. Others hate it when their peas mix with their mashed potatoes.

    At the end of the day, there are members of this (and probably ALL MMO's with any diversity in there player base) whose tastes are so varied that they will never see eye to eye on contested game design choices. And no misapplied behaviorist "psychological theory of everything" is going to make that evaporate.

    Just as you're asking those that can't see your point to pretty much deal with the new rewards as proposed, you gotta deal with the reality that there are many players (can't say what percentage--whether it be a paltry 3% or significant 18%) whose reason for playing CoX is, first and foremost, creating new characters from costumes through powers and feeling the simple satisfaction of watching them interact in a semi-theme appropriate setting. Equally as valid a play preference and source of satisfaction as the long effort leading to structured rewards and measurable increases in character efficiencies.

    I personally enjoy both just enough that I am on board for these rewards as presented for the most part. My bias leans towards the satisfactions the creative aspects of the game world and character systems can generate, but I see how both can be rewarding in different ways. And my personal preferences shift from night to night, depending upon how my day has gone and my appetites. But I get that there are those who favor one set of play preferences almost exclusively over the others. And as we can see throughout this (and other threads on this 20.5 issue release) both parties have a tough time accepting any additions or changes to the game mechanics that hinder their own preferences. Folks who want structured rewards are adamant about keeping all unlockables in place to the point of name-calling and folks who are all about creative freedom are threatening to quit over what they see as a trend of game mechanics that limit their access to any new creative elements.
  10. Quote:
    Originally Posted by Steel_Shaman View Post
    You guys seem interested in making auras and capes no longer be level-locked then. That's a good thing. So why not just do it? Why tie it specifically to the Incarnate system? What's the thought process behind requiring someone to participate in that system for something this big?
    To be honest I see it as a "participation based" vet reward. Not saying whether it is a good or bad design decision, but that's how I'm taking it. Also the reality is 7 years of piecemeal development (not meant pejoratively!) has produced a strange network of rewards throughout the game. Philosophically it becomes difficult to redesign any one part without adjusting another. Not making excuses just describing what I see as a level of calcification that binds gaming worlds that have been continuously developed post live for numerous years.
  11. Quote:
    Originally Posted by Second Measure View Post
    For example, if you unlock the Frost Path Aura, you can unlock it on all the characters you choose.

    You purchase the item from a vendor and you get something that is delivered via the gleemail interface called a Certificate, and it looks just like a gleemail but is labeled "Certificate". The item is attached, and you can claim it on as many characters as you wish. The Certificate doesn't expire, unlike other mails. You can delete the Certificate on any character after you claim it and not before, but the certificate will still show up for other characters, even characters you create after you have made the purchase.

    The auras you purchase via Incarnate Merits are available to be applied to a character even if you haven't unlocked general auras on that character yet, much like the auras from Booster Packs, even if you are level 1.

    There are also items called Vouchers that work in a similar way, but they can be used only once by any one character on your account. Vouchers use the same interface, but once they are claimed on one character, they are no longer available to any other character. One example is that for 10 Astral Merits you can buy a Voucher that will let you unlock capes or auras early on any one character. Log into the character to claim the voucher. (Current prices are Beta, as a reminder.)

    (Just to be sure, I went on our internal server and tested all of this to be sure before posting since I knew I wouldn't hear the end of it if I was inaccurate!!)
    Thanks for making this clear! It's a bit complicated to describe but it makes sense now and I can actually see how what you said earlier today, what was said in the uStream AND what is written in the press release are all actually true at the same time--even though it initially seemed to be contradictory information!

    Again thanks for taking the time.
  12. Quote:
    Originally Posted by Second Measure View Post
    The Incarnate (Empyrean/Astral) Merit Rewards are account-unlocked. Once you have one unlocked for one character on an account, you have unlocked it for all. You will need to be level 50 to use the Ascension Armor costume parts, but every character on the account will have it ready once they get to that level.
    This reads to be in line with what the press release page says about these rewards. But something very different is articulated in the uStream when they describe something being sent via gleemail to your global account that will then be redeemed for any character you log in and claim that with.

    At the very least, if the gleemail that is generated is perpetual--meaning you can claim it over and over on your full stable of existing characters--won't it expire after the same number of days that any gleemail with an attachment does?

    I think these conflicting descriptions are what has caused some confusion and the resulting frustration and disappointment some people are expressing.
  13. Quote:
    Originally Posted by Zyphoid View Post
    This was how I took it also. I was thinking that 20 E-merits would be for IO recipes, not the costume options.
    I haven't watched the entire video, but what exactly was said in the chat? Because the transcribed bullet point clearly states that the 20 E merits is for a cosmetic item. This, of course, could be an error in transcription.
  14. Quote:
    Originally Posted by Zortel View Post
    Extremely. Get aura, e-mail to character, claim it, look at it in the tailors, think "Damn, I should have given it to X instead", go grind again to get the astral or whatever to unlock it.

    ...

    With Auras locked behind Incarnate Content, Locked Per Character, and Locked out of the Character Creation screen, they might as well not exist for me, because it's just going to be a huge amount of frustration.
    In some agreement here as I tend to juggle characters and character design in a similar fashion. From the prices mentioned though, my understanding is they may be fairly cheap. What I would prefer to see added: allow us to ALSO buy global unlocks for these items--at say 10x to 30x the individual price. So if an aura costs 2 or 3 astral merits (<--strictly invented price!) to get an instanced unlock token, what about a global unlock ranging from 20 to 90 astral merits as seen fit?

    For those of us who are costume wh***ing altaholics, buying at 20x to 30x's the price would be a "discount" were we to put the aura on all characters. But most likely, none of us will. Instead what that buys is the convenience of being able to freely play with applying that to most any character as we try to see what fits.

    I'd be up for the one time grinded out purchase instead of what I now foresee: log out, find an incarnate with merits, buy one token, log out, log in claim it, try it at the tailor. Nope. Remember a character it may work on. Start at step one, repeat. Nope doesn't fit. Start at step one with alt 1 for different aura. Repeat. Nope. Oops out of merits on that incarnate. Find new incarnate with more merits to continue process.

    Ultimately, it just sounds like a PITA for those of us who approach the game an angle that focuses on creativity.
  15. Quote:
    Originally Posted by MajorDecoy View Post
    If it does allow the caster to get the buffs, of which I'm not certain, because it does specify eligible, it won't help solo players, because they'll still need to target someone else to cast the AoE buff.

    Also, since the note says "group area buffs" I wonder if this means you'll no longer be able to buff people you aren't teamed with.
    I'll be buffing my Singularity a lot more come issue 20.5 if this is true...






    ...hrm. Just re-read that. Not sure how to avoid any unwanted innuendo.
  16. Quote:
    Originally Posted by Golden Girl View Post
    Looking at the new pets, I wonder if they've been chosen because of some Incarnate link?

    Vanguard = Lady Grey
    Cimeroran = Imperious
    Arachnos = Recluse
    Longbow = Ms. Liberty carries Excalibur, an Incarnate artifact.
    Rularuu = Rularuu is linked to the Well?
    Strom Elementals = Rularuu is linked to the Well?
    Carnival of Sahdows = Vanessa Devore's mask is an Incarnate artifact?
    Polar Lights = Lord Winter is linked to the Well?
    Rikti = ?
    Nemesis = ?
    Phantoms = ?
    They were likely chosen first and foremost as a design decision to ameliorate the complaints that the conceptual range represented by the first four trees were far too narrow. But they will likely at some point be explained in narrative terms as you outline above. The developers have consistently done so with everything regardless of its true bearing on the overall game lore from the trivial--like power proliferation and AE--to the profound--such as zone revamps or introductions.

    As far as potential connections for those you needed help with:
    - Rikti: there is Hero 1/Honoree or maybe even U'kon Gr'ai
    - Nemesis: Lord Nemesis, Mender Silos, the other Menders
    - Phantoms: did they edit the list? I don't see that there. Are these just phantom army phantoms?
  17. Quote:
    Originally Posted by Rodion View Post
    On the other hand, if these AoE buffs affect the caster as well -- and it would make sense if they did, because that's how all AoE buffs work -- then it's pretty sweet. If so, you're going to see the population of FF defenders, corruptors and controllers increase drastically after 20.5.
    Had not even considered this aspect of the change...
  18. The new Binary and Pixel auras look interesting. Will need to see them in action to really get an idea if I can put them to use. But they are at the very least an unexpected turn in art direction and definitely hit on a couple points currently NOT represented by any existing aura suites.

    The rainbowpath looks great. Curious to see if it is in any way tintable to bias emphasis on a portion of the spectrum or at least determine alpha levels. Eager to play with this one.

    On a path aura related note: Tunnel Rat, PM me with your demands for what sort of bribe it might take to get you to add a path component to the Origins Pack toxic vapor aura--thinking toxic goo globs, akin to how Shivan "flesh" is depicted in game.
  19. Quote:
    Originally Posted by Winterminal View Post
    New Auras, some of them travel based! YAY! It's not an ice slide, but I just may be able to make that Frost Path work... (if only there was an alternate sprint power that was a slide and DIDN'T glow pink...)

    And a HUGE THANK YOU to the Devs for making these available post-level 30 for anyone who has completed the Aura mission (as opposed to strictly purchasable via Astral and Empyrean Merits). So very grateful.
    Go back and re-read the notes. The auras are unlocked--but account wide unlocks. The footnote is just clarifying that once you do unlock these special auras, they will be available post 30 for any character who has done the aura mission as opposed to booster pack auras that are available from level 1.

    If you wish to get around this you can use one of the aura vouchers to use them from level 1 forward.

    Lots of interesting changes. Will be curious to see the prices of these items.

    Two items that stand out in particular is the rainbow path aura and the ascenscion cape complete with glowtech. Curious to see what these new chest emblems will be as well. Mildly bummed that the ascenscion set will be level 50 only. But so be it.

    Also very happy to see some of these new lore pets listed. I had specifically requested the Rularuu pets. Very happy to see those. The storm elementals are a pleasant surprise. As are the polar lights.

    Fingers crossed that i21 or i21.5 includes a range of new judgement trees.

    Mixed feelings about the now AoE nature of shield buffs. But with an */FF 'troller incarnate, I do find myself spending long stretches buffing the entire league. So for whatever costs this adds, it will probably ultimately be worth it just like inherent stamina ultimately was... surprising QoL streamlining move though.

    Good work team.

    Edit: Hoping with the new backpack tech finally worked out for the Steampunk booster, we eventually see a rigid back detail added for the Ascenscion set. With those glowtech emblems, seems like this set more than most could manage a highly stylized armor-plate-sorta-mini-wing rigid back detail.
  20. There is a long running thread on this very subject over in the development forums. I believe it is entitled "incarnate rewards." It's a conversation worth checking out and joining. Pretty sure Zwillinger and company have been monitoring that thread in particular and writing up summaries to brief the dev team with anecdotal player feedback regarding how the system is or isn't functioning.

    Edit: oh and yes, I have one character in particular that has never gotten anything above an uncommon drop (not including her MoBAF free rare salvage). I gave up counting at 75+ trials. Each of my four other incarnates have been able to get at least 2 if not 3 rare drop tables and 3 of them have gotten at least 1 very rare running a mere fraction of the number of trials. The system is still quite flawed IMO and I've pretty much given up on iTrials and returned to developing my mid level alts and lowbie Praetorians out of disappointment and frustration with the inequities of how the reward system currently works. I do every so often still do a trial now and then, if only for giggles and a smug "yup, yet another uncommon drop--system's still broken" feeling. Oh well...
  21. Quote:
    Originally Posted by Johnstone View Post
    I am saddened to hear that your SG is apparently defunct. It sounds like it would have been most enjoyable to be a part of.
    It was indeed a blast. About 1/5 to 1/3 of some of those original members still show up on my global list. But most of us have drawn back to our home servers, developed different play schedules, styles and commitments. It was one of a number of themed groups that started getting off the ground about the same year (four+ years ago IIRC). I think some of us dedicated theme-sters simply spread ourselves too thin over too many great concept groups. Burnout resulted for many.

    Since then, I tend to focus, sticking with my own first love of silver aged heroes and villains.

    I eventually moved my SPI character from Protector to Triumph (one of the last active as far as I know) during free transfers a year or more ago now. I lost his original moniker of Captain Tomorrow. But I eventually settled on one I've grown to love: Skywright. And he's been nestled into one of my two themed silver age teams much like one might see a pre-Golden Age Pulp character like The Phantom or The Spirit given new life in a new era.
  22. Quote:
    Originally Posted by Zanthyna View Post
    Mind control with a Victorian magician/mentalist would be a perfect fit, especially if you combine costume elements from the Magic booster.
    Back in the day, when I helped launch the Society for Principled Investigation, we had dozens of wide ranging characters that melded well with this booster pack.

    A stage magician as well as a mentalist were just two of our many bullet points.

    We had a couple rocketeers, steam driven automata, a Native American scout, a tramp steamer captain, a man-lizard from the lost world, a hairy long bearded hermit who wore rags at best, a tight rope walker, a cavalry man from the US civil war, a tesla scientist, a second generation utopian from a free love community (who went by "Bloomer Girl"--one of my favs!), pith helmet and jodhpurs wearing adventurers, a Houdini-esque escape artist, a barnstormer, and many many more beyond that.

    Pretty much any and all blueside archetypes and power combinations were represented. With a bit of imagination, steampunk can be much broader than I think some folks assume. (and I might add that all of these characters were each played by different people--we had pretty solid participation in our first year with SG nights bringing out 16-20 people each time. The thing that ultimately did us in was the non-existence of SSK and playing sidekick-mentor tetris trying to make teamups work on SG nights.)

    Though retro pulp is not necessarily steampunk, one need not look further than League of Extraordinary Gentlemen or the fairly recent Sherlock Holmes film to see that most any type of character from the antebellum through turn of the 19th-20th century can easily be given a steampunk treatment. Really all one needs to do is familiarize themselves with those wider genres of pulp and historical fiction to find a wide range of inspirations for characters and treatments. No need to limit oneself to already explored themes within the sub-genre!
  23. I think the only way to get what the OP pines for is to migrate from new release to new release, taking flight before the first 6 month anniversary.

    What is described is more than just population density. It is also about a uniform and blanket enthusiasm that simply cannot be present amongst "career" members of a gaming community but rather arises out of the honeymoon phase when everyone in game is still learning the systems, maps, art assets and lore. There are reasons beyond population density why you rarely see Taxi Bot services much anymore, from QoL improvements to an aging in game population that alts a bit differently on their 30th, 40th, 50th and 60th characters.

    Honeymoons are nice. There's no denying that. And it is fun to reminisce about when the game and its community felt full and fresh like that. But simply put: life is too damned long to be made up of nothing but honeymoons. Things change. Yes. The population has dropped off since launch. No denying that. It's as plain as the age on my face. So now what do you do with that? You either settle in or you move on. And if you settle in, you find ways to recapture the spark and also let your interests evolve as the game does. Always helps too to look outside the game for fulfillment. Let the game be what it is and do what it does. Even if early on the game becomes your everything momentarily, no game can remain so robust a diversion for any gamer in perpetuity.

    Salad Days.
  24. Quote:
    Originally Posted by Rowdy View Post
    I don't get it. You spend hours upon hours taking your lvl 1 hero/villain to lvl 50. And then once you get there, you spend even more hours min/maxing the build with IOs, then once you're done that, you spend more hours running incarnate trials to make yourself even stronger. THEN you come on here and complain that you're too strong??

    This argument is as silly as a man suing Mcdonalds for making him fat or very muscular man getting upset with his gym for making him too fit. You reap what you sow people.

    Besides it's not like you HAVE to use your incarnate powers. There is the option to unslot them. Heck, it's not like you have to use your IOs either. Dual builds ftw.

    As for the OP, expect those numbers to halve once the rest of the incarnate abilities are introduced.
    This is about where I fall for the moment. *shrug* Enjoying some parts of the game, not so much others. But things come and go in cycles for me. Depends as much on real life as it does the game at the time.

    Fresh air and a little bit of challenge IRL does wonders to reinvigorate my own enjoyment of the game in most any shape.
  25. Quote:
    Originally Posted by Tunnel Rat View Post
    SilverAgeFan and Mothers Love asked about our involvement with fog. If you’re talking about the fog, as in Dark Astoria fog, no, I believe these settings are determined by environment artists. But particle fog, like you see on the shores of Neutropolis, are all us. That particular zone was a great step forward in terms of environment effects, and we’re hoping to go in the same direction with future updates.
    Here's a question, also related to the complaint of the perceived slow trickle of art items being released for use in game: could existing particle FX be easily (and quickly?) repurposed into base items--essentially FX fields that base designers could quickly place as objects in their designs? I.e. add a tornado field to a room and a tornado FX would dance around within the boundaries of that FX field. And a fire field to an area and you have an instant fire pit. Snow. Ice crystals that grow and twinkle. Fireflies. Sparks. etc etc.