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Posts
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Quote:This is something the devs should have addressed at the very beginning. (Evidently they were thinking of only Catwoman and forgot about Streaky.) Unfortunately, to change this now - tearing off the ears of the default head model - would be a nightmare for quality control. It would require checking literally every human head with ears in order to prevent them from potentially turning into something worse than Facemaker. David Nakayama had made it clear he's got plenty on his plate with legacy costume pieces before attempting to revise the basic models. We could be waiting for CoX2 before we got this...Honestly, the head model should have been adjusted *years* ago!
Why is there a head *with* ears to which we then add a *second* set of ears from the 'Ears' menu? That's *four* ears!
Quote:Also, I do not believe that it should be too much of a technical task to make cat paws for the front and hind legs.
Quote:I understand that there are technical issues with resizing and lowering the Height Slider, but I am sure that I am not the only person who would like their characters to be the right size.
Quote:I believe that I have shown great flexibility in my request. If an actual cat model is not feasible because of technical and time constraints, then perhaps the Devs will at least stop to consider my compromises. -
Quote:And to me it's usually the former. I can't envision a David vs. Goliath scenario for how a martial artist can take down a three-storey robot with no visible weak spots, but I'd be content to spar with the Tsoo and the Warriors all the way to 50. On the other hand, punching ectoplasm is the spiritualist equivalent of boxing magic molasses - whom does one call, Bruce Lee or a Ghostbuster?Are those two differences of degree or differences of kind for you? To me it's the latter.
Be that as it may, I'll accommodate my characters as need be for Incarnate abilities - I've tried to spread around my origin types (natural looks like the most problematic for the endgame). -
Quote:You're asking the devs to change the default model or add a new "hair w/o ears" option and to vet all the pre-existing maps to work with a new minute height in order to fulfill your niche request, despite all the labor it would entail (Herculean isn't entirely hyperbolic)? Again, there's no harm in wishing, but this isn't precisely a solid negotiating position.I would be willing to compromise if I could reduce her size below its current 4' height.
I'd also like actual fore- and hind- cat paws and an earless head model so that she doesn't have to wear long hair to hide those ridiculous Human ears which seem to be the default.
Quote:Games are supposed to be fun and entertainment. What games are not supposed to be is work, waiting and hardship.
However, I can see the logic behind certain globally unlockable costume pieces instead of having to run through the same content for every character. After all, veteran reward costume pieces can be globally applied, so there is a precedent. -
I already have to rationalize my level 50 natural MA scrapper regularly punching out ghosts, aliens in power armor, and giant robots. Incarnate abilities seem like a logical progression.
Come to think of it, achieving the "Master of Olympus" badge for beating down a Kronos Titan might be an occasion for a ret-con :P -
When Sean Connery Met Michael Caine
(SFW or not, one probably ought not to be watching comedy videos at the office.) -
Quote:There's no harm in your wishing, but that doesn't remove a single one of the numerous technical barriers that people have outlined here. If the required coding were trivial, why wouldn't "Jake Emmett" have implemented it in his game (I believe they have four-legged running animation for their humanoids)? Likewise, wouldn't CoH's distinguished competition {unmentioned} online have this feature for their lore's canonical quadrupeds?I understand the technical issues side of the argument, but I am very serious about wanting to see my character look the way she is supposed to.
As for minute slider options, this would immediately present the devs with a huge challenge to review all the maps to ensure they could handle the smallest size. Practical considerations will always trump what seem like simple requests. -
I'll double-check this, but I believe the pre-download worked on my Mac (specs TK, but I'm running the latest version of 10.6).
What's been the experience of other Mac users around here? -
Given that iPads run on an ARM-based chip, I'll join Hero Prime in guessing you were running CoH remotely on another computer rather than natively, virtually, or in some kind of emulation mode on the iPad itself.
Quote:Basically, ipads are stripped down macs.
Quote:Anyone experiment with touchscreen play?
At the moment, the gaming industry is quite happy to experiment with casual games for portable touchscreen devices like the iPad and smartphones. The iPhone/iPad MMORPG Pocket Legends, for instance, started by stripping down its entry for the genre to the bare essentials and has been gradually building up features, but their primary goal was something that plays naturally on touchscreen/mobile devices. -
I've discovered that appropriately tinted bio plasma makes for much better flame effects than the actual firey aura. The former frames the character model, while the latter covers everything. (Think the difference between 60s version of the Human Torch and the 40s'.)
Here's my Guy Fawkes-inspired Traps/Dual Flintlock Defender, the Bonfire Knight:
The effects look even better in context:
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"What if DC published Marvel characters in the 1960's?" asks blogger-artist Kerry Callen. Had Stan Lee et al. decided that instead of striking out in an original direction, they'd rip off their distinguished competition, the results might be something like this:
Honestly, they're better than D.C.-Marvel's collaborative "Amalgam Universe" project. That way lies madness...
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That's a nicely innovative use of the costume change feature. What's the emote that you use in conjunction with it?
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Quote:Sorry for any disillusionment, but Fawkes dreamed of an absolute monarchy along the lines of Catholic Spain, something beyond the wildest ambitions of a duly elected PM like Thatcher. There's a reason he wanted to blow up Parliament as well as James I. (Oliver Cromwell is better model for a hero in that respect.)Fawks was one of my heroes growing up as a child in England during the reign of Thatcher.
Fun historical fact: Robin Hood was once such a byword for sedition that Fawkes and his co-conspirators were referred to, disparagingly, as "Robin Hoods" at the time. -
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For an impulse purchase, this costume pack is proving to be a nice little addition to costume themes. In particular, the new auras bring something extra to combat ambiance, e.g. sparks for tech armor characters while fighting. The steam aura is also an obvious fit for steam punk armor and possibly the Resistance shoulder pieces, which I'm certainly going to experiment with.
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Quote:Way to cut the Gordian Knot of the PEAT issue! In all the discussions I've read on the forums (and my idle contemplation of the topic), all the suggestions have been rooted in what players already have encountered in Going Rogue. While we've seen how the devs can spin familiar figures after what they did for the Arachnos VEATs, "Infected" DE would really expand the Praetorian world from its narrow focus on Cole's city. Plus classic "Invasion of the Body Snatchers"-style paranoia would spice up the city's convoluted politics before players settle into faction roles.The Devoured Epic Archetype would be a Natural origin EAT with both Resistance and Loyalist Praetorian story-paths unique to it's type.{...}
After they reach Imperial City, both PEAT arcs focus on destroying or exposing other Devoured characters and delves into the truth of what happened to the Hamidon. Whether or not a character continues on the PEAT line or chooses only the standard Loyalist or Resistance arcs they will, on occasion, be ambushed by minions of the Devoured in much the same way that PBs and WSs are attacked by Nicti, but in ambush form and usually consisting of several weaker than average foes to represent their lack of advancement compared to the PEAT character.
Perhaps this PEAT could even provide the impetus to expand Praetoria past level 20. -
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My DP/Dev, Gentlemanhunter, is the least fun of my Blasters in terms of bang for the buck, although the flexibility of Swap Ammo makes for an OK diversion in gameplay. I'm beginning to think that I should have got DP/Traps, so I just made a Praetorian Corruptor, Gentlemanslaughter.
Otherwise, I'd like to see Swap Ammo include something from the Malta Gunslingers' arsenal, either the AoE Explosive Tips or the Foe Sleep, -Regeneration Narcotic Darts. (Cue the complaints about over-powering.) -
Yet the analogy doesn't fit at all. (Switching to long-standing complaints about enemy grouping/AI, recycled maps, instanced missions, and isolated environments is just a derail for this thread, whatever their validity.) Off the top of my head, I'd say the movie studio that fits CoH's dev team might be Lionsgate - the producers of movies ranging in quality from American Psycho and Kick-*** to Monster's Ball and Gods and Monsters (oh yes, and The Spirit). They're both independent, produce more genre work than average, make brave tries at unusual subjects, and often fall short of the best, yet enjoyable for all that.
In any case, a blog's limited portfolio of Going Rogue production sketches and concept art, however tantalizing, isn't a very stable soap box from which to condemn the entire expansion ... unless, of course, you were planning to do that anyway.
Now that would be a nice innovation for a future issue, perhaps once Primal Nemesis has a foothold in Praetoria and can recruit from among the Resistance to form his own faction. (A Praetorian Nemesis, like a Praetorian Recluse, wouldn't work thematically in Emperor Cole's world, so I wouldn't be surprised if that were the reason Praetorian steampunks were cut at the concept stage.) -
Quote:Although I'm also disappointed at Praetoria's lack of hover-cars, there's no call for comparing Going Rogue to Asylum's ripoffs like Transmorphers, Sunday School Musical, or Snakes on a Train. The new CoH expansion, although admittedly smaller in scale than CoV, is one of the most original game releases of 2010. (At the very least, it's much more thoughtful than, frankly, the new Medal of Honor, Bioshock 2 or WoW's Cataclysm.) Because of this, I'm content to wait for Issues 19 and 20 to deliver everything the devs promised originally promised.I feel like I've glimpsed what Going Rogue should have been; an expansion that was equal to City of Villains in scope and one that truly 'took the game to the next level'. Instead I feel like we got a rushed, underfunded, overhyped shell that really wasn't worth waiting for. Now Going Rogue feels like an ultra low budget Asylum direct-to-DVD feature based on the discarded screenplay for a brilliant film that will never be produced.
Nonetheless, it would be cool to have a space station zone at last. -
So, no space station, no steam punks, and not even hover cars?
If we didn't already have jet packs, I'd be very disappointed in this future. -
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It's like the distinction between a schlimazel and a schmuck. At any rate, Grammar Cop correcting people's in-game writing while wandering around Atlas Park (instead of levelling) struck me very much as n00bish behavior, whereas a newbie might innocently ask a players why their names are spelled with 3's instead of e's.
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Just as each publishing company and magazine has its own "house rules" for grammar, style, and spelling, MMO communities set their own, more or less by consensus and in practice. No-one should confuse professionally copyedited, proofread, and published writings with these self-policed online conversations.
Incidentally, once upon a time, I contemplated creating a joke character: the Grammar Cop, a level 1 n00b assigned to the Atlas Park beat to watch out for unproofed character biographies, misspelled super groups, and idiomatic orthography in toon names. There was, however, no way to guarantee everyone would be in on this rather thin joke, so it never got past the concept stage. -
Quote:None of mine are. One is a megalomaniac with delusions of grandeur, though. He doesn't especially stick out on Red Side, of course, but one still wouldn't want to give him ideas. God-mode RPers are a pestilence enough as it is.Are you (or your character) a god? And if so, what god are you?
Never having liked the Well of Furies backstory for Statesman and Recluse, I'm very much hoping that the Incarnates system will be flexible enough to allow for a variety of interpretations. In the case of one batch of chars, I have in mind something along the lines of a classical archetype system (something along Campbellian lines, doncher know), so we'll see if that can work out once the majority of them hit level 50. -
Quote:Yes, in short.So here is my question to you, and those of you who skipped to the end, start reading now: Do you need your games to provide a "complete" experience with trivia, background, secrets and lore, or are you more interested in playing a fun game and following an engaging, but not necessarily plot-heavy story?
At length, I enjoy immersive "lore" since no matter how elegantly designed a game's mechanics, how eye-catching its artwork, or how well constructed its virtual setting, there will always be a point at which its immediate hold on my attention will flag or break. When this occurs in a solo game, say, a bog-standard first-person shooter, it's typically a sign that quitting time has rolled around. In an MMO, it's an opportunity to take in a view of the forest (or study the minutia of bark patterns) before getting back to hacking at the trees.
The issues of depth and completeness are separate, though. Across the spectrum there are some players who delight in trivia or need an explanation for everything and others who are satisfied with broad strokes or content to leave mysteries alone.