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I wonder if this is why Dev's don't post as much as they used to.
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It's starting to put me off of the concept, I'll give you that. -
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How do you burn someone with nerf fire?
That doesn't even make any sense at all.
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And thus we return to the quote in the original post. The circle of life is complete. -
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Even broader - I've seen the term used even when a power was getting strengthened - called a "Good Nerf" or a "Positive Nerf".
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Ahm...
My post? Up there? Ignore it. Apparently I am not "down with the street," as it were. -
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Thus "nerfing" something became synonymous with making something weaker.
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I think it implied more than that; it meant "making something useless." (Hence the negative stigma.) That's part of the problem with the word as it's used today; while it's applied to any weakening of a power/ability/item/etc., it's always presumed that it's a negative change. It's hard to imagine a "good, necessary nerf." The very word almost removes the possibility that an effectiveness reduction of this-or-that thing is actually beneficial to the game. -
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2. Character Transfer Service (from one server to another) - I8.
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There, that'll make your life easier.
Seriously, good to hear that it's even on the plate, much less that close. -
"Scrooge," the thread intoned, "I am the Ghost of Issues Past"...
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Although as a side note... it doesn't make sense for 90% of adventurers in a fantasy world to do alot of crafting either. A master swordsman doesn't grind out thousands of suits of platemail. He practices his sword technique.
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Agreed, although in my limited MMO experience the master swordsman doesn't grind out the platemail, the master armorer does. If a game made me a better swordsman because I was hammering out pauldrons I'd definitely gripe.
There's also the matter of genre, too: is it Generic Fantasy World Inspired by the Olmecs or is it "Xanth Online?" I'd say you've got more flexibility in the former case than the latter. Anyhow...
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Generally speaking crafting in an MMO pretty much requires you to assume that your character is identical to all the other characters out there and has the same motivations as all the other characters out there.
But... we'd have this problem no matter what out of combat system was implimented. If they had put in a skills system instead... what about superman type heroes who have no skills whatsoever? Would they be left out in the cold? When you have character concepts this versitile, then sometimes you have to seperate yourself a bit in order to add playability to various features.
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It depends on the skill system; I'd expect it's possible to create one that's fairly broad, if not all-inclusive (in theory, anyhow -- I'm sure the developers have tried to put it into practice). You're absolutely right, though -- there's a point where the player has to meet the game halfway or quit playing. As someone used to Champions/HERO for my cape-and-spandex fix, I didn't quite like the Archetype structure (although given the nature of this game as opposed to a tabletop, 6-8 person game I completely understand the Archetype structure). It didn't bug me enough to make me quit, obviously.
For me it's a matter of the degree of seperation (your Kevin Bacon joke here!). Right now, it sounds like the game will change thusly: "All characters will be crafters. Eventually, all characters can make temp powers that they'll be able to sell or give away as party favors." Given my current crop of characters and my distaste for the idea of a Superhero Free Market Economy, that's a pretty big seperation for me to undertake.
EDIT: I realized I was getting the final word and closing off discussion with my "last I've got to say about it" business, so I'm retracting it. I reserve the right to engage in wildly paranoid and utterly unfounded conspiracies if we continue discussing, however.
We've got a creative bunch running this show, so perhaps I'm going to love what they concoct.
OK, almost the last bit:
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So couldn't he just as easily "find" instead of "invent" the new whachamabob that you made using the "Invention" system? All it takes is a little bit of a different view of it, or a slightly different RP.
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Again, it is a matter of how much of a disconnect there is between the in-game system and the approach I'd prefer to take. Heck, I could play a winged centaur in the game if I wanted to, or presume I'm robbing from the stores instead of selling to them -- but that's a level of disconnect I'd rather not take. -
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My Magic scrapper's an archeologist who found a suit of magic armor. He doesn't know John Dee from Jan and Dean.
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Do you slot Insight of Grey? Or Fury of Joule? How do they fit with the idea of Magic Armor? How about the DOs like Torque, Visor, Crowley's Wand?
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You've brought up a system I don't like either.I've always been a bit uncomfortable with the Enhancement system. My character's don't rummage through people's pockets. I'm unclear about exactly what an "Insight of Grey" is, much less "Training Origin: Accuracy." A bit of cloth? An unshareable epiphany? What?
For that character, I pretend Enhancements don't exist in a gameworld sense. He uses his armor; every so often he learns to use it better. He goes to the Magic store to do occasional research about this-or-that "symptom" his suit's exhibiting.
More specifically, other people have wondered, "How many cybernetic hearts are in my chest?" Fortunately Enhancements are often named more abstractly: "Insight of Grey" can be pretty much whatever I want it to be.
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Most people that are really determined *can* find an RP explanation for just about anything. Those that don't care that much just ignore the issue.
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Oh, sure. However, the less I need to ignore, the happier I am. I can pretty much pretend that I'm not really going to a "store" to "buy" and "Sell" stuff I've "looted" -- I'm going to learn stuff, maybe talk to some folks who can make suggestions, maybe train to be more accurate. The system doesn't lend itself to that, though, so there's a bit of an irritating disconnect. If (say) I'm going to a university and I build a force field generator and I give it to my sidekick... I could probably come up with some rationale for it, but I'd rather the game make sense in the first place. Better to reduce the disconnects and allow the characters who, oh, want to brew potions to brew potions and allow those that don't to get something else in exchange for non-crafting. -
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broaden your imagination if you're so much about concept. {snip}
As a magic origin I might invent an artifact that triples my endurance for a short time, or a potion that can turn me invisible.
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I think this wanders back to the problem of narrowly defining Origins, though. My Magic scrapper's an archeologist who found a suit of magic armor. He doesn't know John Dee from Jan and Dean. His idea of an invocation is playing a Led Zepplin album backwards. He doesn't know squat about brewing potions or scrying stones.
So, I just won't invent. Ok, sounds reasonable... except that I get rewarded if I do and I don't get rewarded if I don't. In other games there's usually a tradeoff -- points spent in Crafting don't get spent in Sneak or such-like. Here, it sounds like I craft or I buy the wares from other heroes, an idea that doesn't seem to fit with my superhero tastes: "Web sling-AHS! Getcher red-hot Web sling-AHS!"
Way too early to really judge, doubt it's going to bring DOOOOOOM or the like... I'm just leery of the current, apparent implementation. -
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That's a really good point. I suspect that (despite the travel exhaustion involved) going places -- such as Oregon -- where people are really happy to meet you and are grateful for what you do might be good for morale. Especially after dealing with the faceless onslaught of forum snarkiness, a brief exchange with a smiling face -- in, oh, America's Armpit -- might serve to recharge the will.
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Fixed that.
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This was my thought all along. Do a few of em. Different devs can go to some of em. The way I see it, not only is this fun for the players that go, and great PR, but it makes the devs there feel appreciated, for what can often be a thankless job.
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That's a really good point. I suspect that (despite the travel exhaustion involved) going places -- such as Oregon -- where people are really happy to meet you and are grateful for what you do might be good for morale. Especially after dealing with the faceless onslaught of forum snarkiness, a brief exchange with a smiling face -- in, oh, Oregon -- might serve to recharge the will.
EDIT: Appropos of nothing -- I wanted to note that we have an incredibly high number of microbreweries in Oregon. And... well, strip clubs. Just... tossing that out there. -
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Some stories describe him as a feral hero, barely able to communicate. He pulls in new heroes to his cause with a terse, muttered phrase, Go. Hunt. Kill Skuls.
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He shoots, he scores!
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BWAAAH HAH HAH HAH HAH HAH *gasp* BWAH HAH HAH...
Only thing it's missing is a gameworld rationale for the dropped 'L'. (I'm thinking it's because of the poor spelling capabilities of the Bone Daddy who came up with the 'SKULS' graffiti tag.)
Two thumbs, two toes, and a martini up for Arctic_Sun. -
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We will do more of these in the future - and next time I promise it will be somewhere that will hold more people!
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Oregon's pretty large. -
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I admit the candy heart generator makes them look more realizic them my hacks.
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Yeah. You suck.
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And... I just stole his hax.
*cries, realizing he's achieved a level of sub-suck* -
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What about the "other" unlockable costume pieces...no one has mentioned those yet.
You will see...soon enough.
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Heart boxers?
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I disagree. The community expressed concern that they would be getting short shrift. The devs assured them otherwise, they didn't add a caveat of: "but only until CoV releases" (that I recall) to said reassurance.
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Understood. I hope Statesman or someone comes to clarify, but I just never interpreted the statement without that caveat. It was implicit (to my mind) because of when people were expressing their concerns: during the initial, pre-beta code push that we presumed Cryptic was doing based on dribbles of information we got about CoV's release date, features, etc. It seemed perfectly obvious (to me) that the teams would merge to a great degree once CoV got released.
I'm pretty sure you're right; I don't think they ever stated "but then the two shall become one once the box ascends the shelves." It just never occured to me it'd be any other way -- hence my initial question.
NONE of which addresses whether this issue offers enough stuff for CoH players. (I don't think it does.) -
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I think the point people are making in referring back to the "separate design teams" posts is not that they care much about the org charts at Cryptic, but that that behind-the-scenes peek into the org chart was given to us to assure us that the development of CoV was not going to stop the forward progress of CoH.
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"...while CoV was still under pre-release development" is the bit that I (still) think everyone's missing. Don't misunderstand, I'm not exactly thrilled that CoH isn't getting more with the new issue. I'm not terribly disappointed either since I've personally yet to exhaust the existing game... but that's a whole 'nuther issue.
I just think the "seperate developer team" quote was a specific statement addressing a specific timeframe and that people have subsequently blown it way out of proportion.
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Whether or not they chose to re-org after CoV came out is somewhat academic. As are questions of whether the coding teams, content teams, and/or dev teams are now combined or separate. As are questions as to whether this imagined org chart is or is not efficient.
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Then I submit that people should drop the whole "you lied to us about the different development teams" implications. IMO, he didn't. It ceased being applicable once CoV appeared on storeshelves. We now have one big CoX as one big project.
Granted, it makes the whole "should there be more CoH stuff in this issue?" question a lot less straightforward, but c'est la vie.
(I don't disagree with the disappointment, I just hate what I perceive as bad rhetoric/logical arguments.) -
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What happened to a team on each project?
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I keep seeing this, so I have to wonder if I was the only one who presumed the different teams were only existing before CoV was released? Or, more specifically, that the resource allocation and design deadlines were kept distinct only until CoV hit the shelves?
I never thought they'd keep the games completely isolated once they both existed, coupling together in a PvP frenzy. I'm sure different people are assigned different coding tasks -- some CoV, some CoH -- but as an ongoing, perpetual situation? Hardly. -
Sorry Pilcrow -- it may be my cheapo work monitor here, but it looks like [humorousyetobscene]. (Highlighting the text works, however).
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Only on Tuesday nights.
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Could you post pics?
Please?
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No. Really. Don't.
I'm begging you. -
Caveat: I occasionally spin at a "goth" club, and thus my current music playlist reflects the music I tote along, not necessarily what I like...
1) Marilyn Manson - The Nobodies
2) Deadbolt - Tiki Man
3) Android Lust - Sex and Mutilations
4) The Cranes - Things that I Like
5) Mindless Self Indulgence - I Hate Jimmy Page
6) Jesus and Mary Chain - Just Like Honey
7) Suicide Commando - See You In Hell
8) Girls Under Glass/Heppner - Grey in Grey
9) Rammstein - Asche Zu Asche
10) Peter Murphy - A Strange Kind of Love -
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NM: It was Revolution_Pr0/Backagain/Diva_Dauntless
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He was one of my faves. Miss him.He could be a clever monkey at times.
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{Geeze}My favorite thread of his(?) was the "I'm leaving for this other game but this really isn't an 'I quit' post since I don't actually come out and say I'm leaving -- here, have some more advertising for the competing MMOG!" The game that trumped CoH was, naturally -- Matrix Online.{/Geeze} -
This from the "Pain Usually Hurts" department:
War_Witch is hawt.
That is all; carry on. -
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The description says "30 days".
Now does that mean:
1) 30 days from today (Dec 8th) regardless of when you got them, so they will magically poof back to the north pole on Jan 7th regardless of use.
2) 30 days from the day your received it (so in theory you could wait till Jan 2nd and get one till Feb 1st) regardless of use.
3) 30 real time days (720 hours).
Inquiring minds wanna know! I imagine it's 1 or 2 (a jetpack that takes you all the way to 50 would really annoy people dumping end redux into Fly)
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2.
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Nice. Busy holidays = little CoH time, but that's a really nice perk for January. Thanks, Positron.