SilverAgeFan

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  1. Quote:
    Originally Posted by Olantern View Post
    Someone in either this or another thread (it's getting hard to keep them straight) argued that "art wasn't a priority" for development. Well, no, of course it isn't. While there are players out there, including me, some roleplayers and some not, who view this game primarily as an animated movie about their characters, not all players think that way, and the devs certainly don't seem to.

    The devs are game mechanics engineers. They, and, incidentally, a lot of players, view this as "game," not in the sense of "a game of 'let's pretend,'" but in the sense of "a game of football" or "a game of Monopoly." For those players, and for a majority of the dev team, the game is something that can be "won," in one fashion or another. Art and story are means to support the ends of gameplay, not ends in themselves.

    <snip>

    Now, I question the wisdom of that design philosophy. I don't much like that kind of contest-oriented thinking, in a game or in life, for that matter. This new direction the game is taking troubles me on some level, but I'm not willing to hold back the enjoyment of people who have been screaming for it for years. I am not the only player here. I don't have to love everything.
    A lot of what you've said here speaks to my thoughts lately. My favorite indie game, not naming names, just won 5 awards at the GDC. It is primarily a sandbox game with some survival elements.

    For better or worse, I prefer computer games of "let's pretend." In another thread--or maybe this one--someone asserted quite strongly that this is not a sandbox game. In terms of game play, this is certainly true. But as a seven year player the thing that has kept me around and coming back on the few occasions that I strayed has been how character customization really tickles my imagination and serves many of my desires for some sort of sandbox-y, highly personalized creative outlet within our game space.

    The game play itself in this game has historically been highly repetitive and rather easy. But for me that's always taken a back seat to being able to robustly realize characters from my imagination. That's the draw of CoX for me. It was the draw of why I at least TRIED the competition with some of what CO promised. It's also why I have no interest in the latest competition. It's the reason I momentarily considered genre jumping to try out APB. But even with its 7 year old low requirements and base library of parts and power animations and effects, CoX has consistently proven for my tastes to be the most open and adaptable game space for tickling my imagination.

    I'm glad that the devs are exploring ways to make the newer game play more strategic and varied. I'm glad that something like team teleport now may actually have a use (avoiding sword bombs, silly as they are). And unlike some other avid posters, my taste for retro silver age camp leaves me comfortable with any of the new writing or at the very least able to hand wave away that which I'm not interested in. But despite all the things I do appreciate about the new direction that endgame development is moving in, it really does feel like the dev team has forgotten or is at the very least temporarily deliberately neglecting those of us for whom customization is key.

    Point in fact: I am honestly MORE excited about the single new free aura made live today and the battleship (as scenery) added to IP than anything else I've seen regarding i20. And there are some aspects, like the reasonably perceived total lack of power customization for the new incarnate system, that actually has me downright disappointed and currently disinterested in the system.

    I honestly have no idea how large a percentage of the player base is constituted by players like me. From a few of the posts in these threads, I see I'm not alone. May be just part of a passionate vocal minority or part of a more significant slice of those that still subscribe. Either way, I do reiterate to the dev team this reminder: For some of us, this MMO lives and dies by the costume creator and the character customization it affords, including power customization.
  2. Oh cool. That's on live already? There was a thread about it in the training room forums. It's an incentive costume freebe to get folks to use the new combined NCSoft launcher.
  3. Quote:
    Originally Posted by Novapulse View Post
    Sign me up for the "I'm gonna die! Holy snarky where's my mouse pointer!" Club.
    In this club. Wish there were a QoL improvement that would cause the mouse pointer to either change colors or get distinctly colored trailers if you wiggle it rapidly or something.

    Problem started when I jumped up to the highest resolution on a cinematic display. This is the only game or software in which I currently experience this.

    And obviously, like so many other graphic QoL features, what I'm asking for should have the option to be turned off for those that don't like it.
  4. Quote:
    Originally Posted by SuperOz View Post
    I'd vote for a delay, but this isn't really so much of an issue about pets or whatever, but it's the thrust of why the Incarnate System exists in the first place.

    To me, pets that have powers are interchangeable things with animations that should be customisable.

    Honestly, if the point of the Incarnate System is to achieve 'godly levels of power' or however the game or you as the player want to explain it, there's an expected level of customisation or signature ability display (and really, didn't this start with people saying 'hey, Statesman has that cool lightning power, how can we do that?') then why can't you as the player have some say in just how that manifests?

    Currently as it stands, the way you spend your shards to get the Alpha power of your choice (and to be fair, you have a good range of choices) has a desired level of flexibility. You want Damage/Defense, you can specialise in that. Great.

    It's fine that this continues into the Lore slot, but why tie a system that's obstensibly about customisation and mixing these Incarnate Abilities to something that is extremely visually specific? I don't want one of the biggest threats to Primal Earth's pets. That's like saying 'hey, well those Nazis over there? We need to stop them, so we'll use Nazis too.' If we're drawing on the power of the Well and that implies some degree of ability to use it, then let us have the choice of what we draw upon. I could care less about the mechanical/gameplay effects...they can be the same, and we know this from seeing the Mastermind pets.

    Don't throw away customisation this late in the game to feed the beast that is the Praetorian storyline. There's stuff beyond Praetoria; let's have a stepping stone on that road not be so closely tied to it rather than be tied to the greater story, that of the road of the Incarnate.



    S.
    I have to agree with these sensible words from the man from down under.
  5. Quote:
    Originally Posted by CactusBrawler View Post
    I would if it meant that you could create the costume that the pet uses.
    I'm in this camp as well.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    Mentioning the Architect and the Lore pets in the same post makes me wonder something: Wouldn't it be cool if we got to use Architect customization for the Lore pets, to shape them as whatever we pick? That way, they could be vanquished foes, friendly support characters, random helpers or even "other heroes/villains," and it'd be up to us to decide.

    I realise this would lose out on some of the more eccentric things that these could represent, such as non-player-usable models and skeletons. I... Suppose one could pick a pre-made pet OR a custom-made pet.

    Of course, said pets would have to be limited to specific predefined powersets to preserve balance, as Architect power selection tends to produce vastly inconsistent character power levels. Still, having a pet that at least LOOKS like what I want it to, even if it fights like, say, a Seer, would be better than using a Seer directly.
    Quote:
    Originally Posted by Carnifax_NA View Post
    You mean the thing Masterminds have been asking for since i13 and have been told (as recently as during the week during the EU testing with the devs) that there is still technical challenges too and which currently isn't viable?

    Yes, that'd be great.
    Been advocating for this for months. Time seems right to FINALLY focus on getting through those technical challenges and implementing this oft requested feature BEFORE Lore goes live.

    Feels like the devs and/or marketing are really selling the value of customization short currently. I know its one major reason I play this MMO and not others--perhaps THE major reason.
  7. Quote:
    Originally Posted by Zombie Man View Post
    2. Is "I hate Lore pets!" going to be the new tantrum that derails all Incarnate discussions like "I must have a solo-only path!"
    Probably. Though that's ultimately up to the diligence of the forum mods and if a semi-official thread to consolidate the venom is created.

    But for now, I personally think it's okay that people let those impressions fly. I can think of ONE particular and, IMO, VERY related instance when they listened to the player base: custom mobs for AE. Especially in terms of visual customization. The feature was delayed in order to implement that correctly. And it ultimately lead to content tools that permitted more uniquely costumed antagonists in official content releases AND dopplegangers. A win win win result if you ask me.

    So for now, since this is still technically in development, those of us that are disappointed should speak up now. Hopefully the end game dev team is flexible and their systems plastic enough to perhaps consider player feedback regarding the Lore pets should the response be overwhelmingly negative with the proposed implementation.
  8. Quote:
    Originally Posted by R-Tech View Post
    Rhyme
    Hunted
    Underdog
    Streakbreaker
    Those are pretty impressive, Rhyme in particular. But don't be surprised if you awaken one day to find Underdog genericed. Some of us older folks grew up with that cartoon... Makes me wonder if that's why that one was available.

    For me, the only names I've recently taken have been decent but were fourth and fifth tries to get something that worked for a few new alts:
    Zero Spot
    Midnight Verdict
    Viridian Mask
    Petrolmaniac

    spread over triumph and virtue

    Edit: oh and from a few years back when the tarot cards power was first introduced, was very happy to get Midnight Gambler who started as a petless dual pistols thugs MM only to be rerolled as a pistols/dark corrupter. He now also sports the tarot cards combat aura around his fists. VERY pleased with that one.
  9. Quote:
    Originally Posted by Mirage_Mage View Post
    Definitely. It seems they start their projects and leave them either destroyed in the case of pvp or only part of the way done like power customization. I wish they would have an issue of finish what they start!
    Quote:
    Originally Posted by bAss_ackwards View Post
    I think they should delay the Lore Incarnate power. Praetorians are invading MY planet and I get the pleasure of having their troops as my pets? Hah!
    This. This x10. Dump Lore as it stands. Get full minion/pet power customization on a front burner. Finish up PC. And release Lore with an issue that includes MM customization and a completed Power Customization system, including full customization with multiple animations for ANY and ALL incarnate powers. This is a new system and these aspects should be baked in from the start.

    And yes, bases and PvP, even though I don't really touch either any more, have been embarrassingly abandoned.
  10. Frankly, after 7 years of increasing customization, the very homogeneity you speak of in the OP has me rather dispirited about CoX.

    I realize that the REST of the game is still there and I can occupy that game space and stay on the alt hamster wheel if I want to continue exploring artful concepts. A hamster wheel I have for years very much enjoyed. I realize that no one is holding a gun to my head and making me get on our new incarnate treadmill. The COMPLETE lack of aesthetic and concept customization present in the initial system not only fails to draw me in, it's actually somewhat of a disincentive. Right now, end game is feeling less like a means to fully realize character concepts (till now, one very valid approach to playing this game) and opting entirely for the grind for power, regardless of what package it comes in (another play style entirely validated by the game up till now, but not one that was celebrated as EXCLUSIVELY as the new incarnate content and mechanics do).

    After seven years, I feel like the devs are starting to lose me with this current direction in game systems.





    And no. This is not "I quit." And even if I do, no you can't have my stuff. But the devs are losing me.

    Just the thoughts of one customer and community member.
  11. Quote:
    Originally Posted by Angelxman81 View Post
    I hope theres more to come, is not 1st of April yet.
    No info about more proliferation, no new free costumes added, no new loading screens from the contest, no word about judgement slot...
    If this is the long awaited I20 with huge improvements, can I have the money of my 6 months suscription back?
    Call me old fashioned, but this is my first impression as well.
  12. SilverAgeFan

    Wisp Aura?

    Okay--downloading the launcher now. Can I get a quick walkthru on how to access test via THAT launcher?

    Happy to provide some testing for this. Was able to test that WITHOUT the launcher, it currently is NOT available on test for my characters. Would like to now test and see if it is using the launcher.

    Edit: Nevermind. Seeing all three options for live, test and beta in my launcher window. Testing now to see if I do indeed get the new part unlocked.

    Second Edit: Pretty cool aura. One thing that stands out is how far beyond the body the wisps travel for the body version of the aura. Also like how the eyes are more of a vaporous glow. Will this be an aura--like those from booster packs--that is available from level 1?
  13. SilverAgeFan

    Wisp Aura?

    Not seeing it either. Was it on vanilla test or the sneak peak beta server?
  14. Quote:
    Originally Posted by Eva Destruction View Post
    Wait, what? Oy vey, that stupid Well infects yet another perfectly good piece of lore. I'm starting to think I should just stop reading mission text right now. What, we can't have a giant sea monster that is just a giant sea monster?
    Most any form of iterative fiction from oral tradition to comic books and tv serials are loaded with self contradiction. Shared authorship one culprit, changing zeitgeists its co-conspirator.

    A couple tricks I've found to keep the more distasteful corruptions palatable:
    - When reading, take the perspective that this is not necessarily gospel or canon but rather the current NPC's localized understanding of the universe
    - Cultivate an natural habit of gradated acceptance of each bit of canon. Embrace the aspects you love, outright ignore the ones you despise, embellish and touch up the parts you are ambivalent about as needed
    - Which brings me to my third tip: remember that lore, canon, and everything the dev's offer up are BACKGROUND for you, the true protagonist. Sometimes, it's just a damned video game and you need to just focus on the graphic qualities: "my character looks like my character in that costume, moves like my character with those animations, not sure why I'm fighting Malta really but... if this character WERE ever in the pages of a cool comic fighting para-military dudes, he/she'd probably look just like that. Anyways, at least I'm getting the badge!" Other times, a villain group or particular set of arcs will just really click and feel as if they were designed and written for that character. More often it's somewhere in the middle, and just like this were an old text adventure game, a box of lego or even some of the older lo res non-3d graphic adventure games of yore, let your imagination run. Ask it to if need be. Banter in character with a mate or two if it helps. Whatever you do, remember that no dev has ever put a gun to your head and said you MUST accept the canon for all and every character's experience. See what they've written into the game as inspiration. Ignore the well if you need to and just say your character is still improving. Refining gadgets. Training harder. Getting luckier. Mutating naturally. Unlocking their potential. Wherever your mind roams, play first and foremost for your characters. Everything else in game narrative-wise should always come second.

    (And for the record, I find the well thing to be rather stupid too. Sometimes I just go to Striga with a character and pretend I'm playing through an old 50's-60's era Weird War type comic, when military and horror genres bled into the flailing superhero comic market.)
  15. Quote:
    Originally Posted by Eva Destruction View Post
    Again, more work required to make the content = less actual content. We can slap together a custom mob in AE in five minutes. As anyone who has played a lot of AE will tell you, we shouldn't.
    Gotta disagree with you six ways to sunday on this one. And you contradict yourself. If it only takes 5 minutes to make the boss of not just a mission--but an ENTIRE ARC--look and even feel unique and germane to the story, why not go that extra mile. How does this in anyway = less actual content if as you say it only takes 5 minutes?

    Can you make craptacular easy to defeat or far too tough bosses via the current AE tools and custom power selections? Absolutely. But if your day job was to sit down and comb through and revamp content in terms of text and mechanics, don't you think you should know the tools and powers enough to know if a combination will be too powerful or too weak for the main antagonist(s) of a story?

    But I do get your points regarding the custom maps. Yes it is a lot of work. I have played a lot of AE and continue to (for the stories--not the farms). And yes... super rare only see them once maps become less special the more you see them. But I personally still enjoy seeing a wider range of map types and feels.
  16. Quote:
    Originally Posted by Zwillinger View Post
    First off,

    This is a great conversation. The Lore/Stories are an important and vital part of CoH and a huge reason that many are so invested.

    So in reading this I'm seeing requests for continuation of the story of Malta and the Shadow Shard story lines.

    What other stories do you feel need to be further explored?
    In another thread, I made a suggestion that the Terra Conspiracy arc be revamped with new tech and some polish on the story telling. It's our first REAL introduction to the Hamidon. It should be a clearer story IMO considering how that creature stars in one of the games oldest and already revamped raids.

    In general, honestly, I'd like to see many of the old arcs--especially from level 30 going forward, get a revamp both for story and tech sake. We have so many wonderful storytelling tools now in the mission tech from custom maps, to custom mobs, to dopplegangers, to radio monologue that comes at you mid mission, to cutscenes, to multicolored and clearly labeled chapterized mission text. These old arcs contain--as Westley points out in the OP--some of the core and most interesting lore of the CoX universe. This lore has evolved some, but these touchstones could (and should IMO) be given much more new life via new tech and strategies for mission arcs.

    Oh... and lots of the tedious old-school i0 and i1 filler can and should be trimmed from these stories. Keep them well paced and engaging.
  17. Quote:
    Originally Posted by Camper View Post
    How hard is APP customization? We don't know, obviously, but it looks like it would require a pretty big change to the flow of character creation to me. As it stands now, you can customize any power your character COULD have in his/her primary or secondary at creation. The question is, what kind of changes will be needed at character creation to make it so that you can customize pool powers you might or might not take? It would probably involve new character creation screens or variations of techology that don't currently exist at character creation to get this done.
    Fix't. But yeah. That and power pool customization charge right into these issues of both tech and interface.
  18. Quote:
    Originally Posted by bjooks View Post
    I don't agree completely about missing frames, but... yeah. Something seems imcomplete.

    I love beast run, but man it looks bad when running backwards then jumping. You stop running face-forward, turn around and leap in the air backwards, then right yourself on the ground before running face-first again. It doesn't help that, as the OP mentioned, the body when in the jump position itself is very upright and strange, seemingly at odds with the run part of the animation.

    Quite odd, and I hope it's a bug.

    d
    In the official feedback, I repeatedly suggested some alterations to the turn around for the animation. When many animals run on all fours, they are not so quick to turn their backs either due to defensiveness or momentum. There is sort of a four step scampering motion backwards on the paws THEN the turn around. I suggested that this be added to the animation for reversing to backwards runs.

    This would help the animation have a more sense of momentum and agility. Right now it seems to glide too much. It feels like an early study of this kind of movement. Not a finished product.

    At three handed version should have been explored for shields and single handed weapons. Look at footage of canine amputees to see how the bio mechanics look.

    The jump is improved from its first iteration when the audio was off for some models. But it still feels weak. Not pouncy enough.

    But it feels like any testing we did and feedback we offered was largely ignored. *shrug*
  19. Quote:
    Originally Posted by Feycat View Post
    This!

    A lot of the old zones are really really showing their age, and it's one of the main things that CoX gets knocked down for in reviews. Polishing up the old content would be a great way to KEEP some of the new people who go through Praetoria and then get dumped into the oldest zones in the game.
    +1 on this list.

    And there are some GREAT seeds for content within some of the dry, used up, old as a dog i0 content. If only it would get a good revamp with current mission tech.

    ie. Currently running the Terra Conspiracy story again. This arc in particular cries out for a revamp.
      • First: Localize the story so it starts in Founders, then progresses into Eden. (No arcs take place in Eden. WHY?!)
      • Tanya--the object of this story and the affections of Hamidon--should be remade using the custom powers.
        • Starts out as a simple hostage.
        • Then the next time you free her, she has a few plant powers and works as an ally. Green hue to her skin
        • Then shows some signs of insanity and you fight her at boss level. More plant powers. More planty costume parts.
        • Climaxes with the EB version of her. But as giant Devoured as she is now +plant control powers.
      • Less defeat alls and stealth defeat alls
      • On the "protect the safehouse" mission, use the "talk to mob followed by ambushes" mission structure introduced with GR.
      • More ruddy tunnels
      • One custom DE overgrown tunnel map towards the end of the mission
      • Custom outdoor map at the end of the mission of a city block with its center overgrown with vines and other DE elements

    In general, the old content could be EXCELLENT. But it needs a reworking starting from the oldest and moving forward. Keeping it in unchanged as filler makes no sense at this point IMO. IF this stuff were reworked--like the Jenkins arc--folks would run these stories again.

    Seriously.
  20. nope. especially on the no rest until 3. that's just silly.
  21. cheers! I enjoy much of the sub 50 content, either solo when working at Ouroboros badges or on teams with friends. Other than a growing addiction to purple drops, there will now be little keeping me from playing a wider range of content on my 50s!
  22. Quote:
    Originally Posted by Lothic View Post
    Frankly Sexy Jay's attempts to be funny or "mysterious" with his vague costume hints mostly just come off as tedious rumor-mongering to me. I sadly suspect if he'd put all that creative energy he wastes in teasing us with cryptic clues about upcoming content into his 'actual' job we might be playing with back items and scabbards by now.

    Let's just say I'd rather be entertained by his artistic ability to create new costumes items rather than his lame attempts to poke fun at the people who effectively pay his salary. *shrugs*
    To be fair, when I personally am deep in production on something--especially during the more tedious and repetitive tasks--I find that large portions of my creative mind are simultaneously activated but have little in the immediate to direct themselves towards. For me, this is when internal ramblings, similar to what Jay spouts, race through my own brain. I don't think he's really taking away hours from his responsibilities to write these things. I think they are pretty spontaneous and they these days the public teases, though still as severe when they do occur, are incredibly infrequent.
  23. Quote:
    Originally Posted by UberRod View Post
    See, I was thinking that i20 would be released today. This is the first day of the Sister Psyche TF being the WST and i20 supposedly has folks earning shards even while exempted. What more perfect time for i20 to be released?
    It does? Or is that *just* on trials like the BAF? Got a link? Not because I think you're lying but because I would be really really excited about this.
  24. Quote:
    Originally Posted by Oedipus_Tex View Post
    I would personally love if we had a developer resource who was basically the "granularity creator." This person's job would be to go through the zones and, if not necessarily totally revamp them, add interesting details. We have libraries--can we use them for actual research? There are giant upward facing fans in some areas, can they hit anything that steps on them with a massive knockup? Could generators have a radius of Enverating Field? Could a "cursed" area of one of the maps cause our shadows to act differently?

    It could be small or large, but these small details, to me, are more important than looks alone. Although I'd certainly like to see a few zones get a repaint as well.
    This-ity this. My impression is that in a way, at least with outdoor mob spawns, this was one of War Witch's responsibilities of yore. She did a great job at it too considering what the game was lacking at that time and what it had after she moved on to a different position!
  25. There was actually a dev comment--either in post or from one of the conventions--regarding an earlier foray into trying to get the back detail slot scaling properly in the character creator. It was not too long after the RWZ revamp and it was intimated if not explicitly expressed that "soon" that final vanguard item would be made available once the scalable tech was working right.

    We're here. Years later. Still no tech working for it on live or public test.

    We've gotten more recent acknowledgments from Noble Savage that they have heard loud and clear the drone and drumbeat for back items. And something to the effect that they are "trying to get it working."

    And it's arguable that a passage in Jay's holiday Virtue pocket D speech alludes to a coming back slot this year. But others have offered the interpretation that he was alluding to animated holsters and scabbards for weapons based characters. Hard to know. The oracle that is Sexy Jay is often difficult to interpret. (Though FWIW, I did get the animal pack hints 100%. That was pretty clear to me! )