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Posts
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Joined
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Quote:Why on earth would anyone want camp villainy, or camp anything, in the game?
Not only does it build you up, but it is a form of total camp villainy. -
Quote:Nothing is stopping you from making your own.
*looks over at DR* A trailer? Dudeomgwtfhax NO FAIR!
Of course, unless your last name is Coppola or Spielberg it won't be nearly as awesome as DR's. -
Quote:It's computationally impossible. It would be tantamount to solving something called the halting problem, which is proven (in the mathematical sense) to be unsolvable.
If the tech is not available to judge the xp rate on a mish based on the tools/mobs being used then its back to the drawing board for my idea.
You could come up with a heuristic (as opposed to an algorithm) that could guess whether or not an arc would be abusive, with varying degrees of accuracy, but that has its own problems, left as an exercise for the reader. You could implement some (it would pretty much have to be) real-time data mining that tracks arc plays and rewards earned, adjusting the "cost" of the arc according to how productive it is in use, but I'm guessing the devs don't have those kinds of resources available or they'd be in use now to catch abusive arcs on the fly. Even if they do, exploiters don't leave their arcs up anyway (they publish, play and delete) which thwarts any kind of evaluation over time strategy. You could implement a digital signature for every arc so the system could see if the same arc was being republished, but that's countered by changing non-essential text on every republish. You could try signing only the essential details (mobs, maps, a few others maybe) but that's countered by throwing in some "noise" (changing mobs that won't affect the exploitive value of the arc). Whatever you do here you'll always be at least a step behind the exploiters. -
Quote:Yeah, it probably kept the game from going under.
While true on the face of it, the effects of Trammell on UO shouldn't be ignored.
Quote:For many old UO players, 'Trammell' evokes the same reaction as 'CU/NGE' does for players of another game.
Quote:It's also not a good idea to ignore what occurred afterward (with a new competing title basically relegating the venerable title largely an afterthought).
Quote:Removing rewards from AE, while seemingly the easiest, simplest alternative to the constant changing and patching that currently goes on, would make the feature largely an afterthought in the minds of the vast majority of the playerbase (which is a guess on my part but probably not far from true).
Quote:If they didn't wipe the system, you'd still be left with the problem of obsolete farms clogging up the system so 'stories' don't get seen anyway.
Quote:If "Teen Phalanx Forever" allows a player to level faster than double XP weekend because of multiple allies then the cost to play that mish would be high. -
Quote:And we're probably going to keep advocating it, so if it bothers you I suggest you stick your fingers in your ears and hum real loud.
I love how everyone keeps beating the "remove rewards" dead horse even after an announcement has been made to the effect that they feel the current reward structure is unfairly low.
Nothing is "settled". Everything is on the table. If Ultima Online could get elective PvP after its lead dev practically screamed at me on Usenet for a year that it was utterly impossible for the game to work with elective PvP, then there is still time for City's devs to come to their senses and realize this fire-fighting strategy they've been using has failed and will continue to fail. Constantly repatching AE to fight the latest exploit has not and will not stop the exploiters. It has and will continue to torque off the legitimate authors. -
Quote:They can also cease to exist. Everything in an MMO is provisional.
Rewards exist in AE. Deal. -
Looks like the highest for me is 62, with a fair number in the 20-30s. That's not counting vet tokens, which I typically don't redeem until I need (even though we can choose not to use them now).
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Quote:They thought that it could not be done.
"It's never been done before!" sounds more like a reason to try it than to avoid trying it.
Some even said they knew it.
BUT HE DARED TO ATTEMPT WHAT THEY SAID COULD NOT BE DONE...
...AND HE COULDN'T BLOODY DO IT!
-- Benny Hill
As for the rest (TL;DR), the simple fact is that this is not a world-building game, nor can it be made into one. That's the kind of decision you have to make at the start. This means no, you can't be Dr. Doom, or even Dr. Doom Lite. You are not going to take over the world, or any appreciable part of it. Neither, on the heroic side, are you going to put an end to all villainy, user in a new golden age, etc., and your Reed Richards knockoff is going to be just as useless as the original.
Asking that we not have to deal with Contacts like Darla Mavis, never mind Hard Case, is one thing, but the simple fact of the matter is that this game is predicated on the players performing tasks at the behest of NPCs. Either limit your character conceptions accordingly, which frankly is not all that hard, or accept that this game doesn't deliver what you want and move on.
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Quote:
Add a button for "Report this adventure for content." on the rating screen. -
Quote:Or a mercenary.
But is this a villain or a henchman? Because you just described a henchman.
Quote:Villains at most will play along if there's incentive, but will double-cross given the chance.
Quote:The draw of villainy is the freedom it gives to a character to do as they please irregardless of social standards, etc. -
RE title: This evil.
More seriously, I was pretty satisfied with the level of villainy in CoV on the whole. Less so in some places *cough*hardcase*cough* than in others, of course, and the whole "Destined One" plot needs to die in a fire. The h8 over CoV's structure is misplaced. The game was designed with the premise that the player would be working for other characters. People who have issues with that need to either make peace with it or move on.
While I can certainly imagine a MMO in which the players were supervillains who pursued their own aims, it is not at all clear that City's software could accommodate such a design. The new arcs are, contrary to popular opinion, clumsy and ineffective at working around the system's limitations. -
Quote:Play "Two Households Alike" (#126582) and "The Christmas We Get" (#356477) and then call me heartless.
Don't be heartless
That cut scene is a cheap reach for the heartstrings. You want a canon heroic sacrifice done right? Two words: Sefu Tendaji. What we got in this arc was strictly amateur night, the equivalent of the grade-Z horror movie Spring Loaded Cat trick. -
Quote:Yes.
Is it wrong to get upset by that final mission cutscene? -
Quote:Fixed.
Indeed, from the beginning of Closed Beta, the new villain arcs were almost universally lauded
As demos of the new technology the new arcs are fine; as stories, not so much. -
Quote:Oh, rapture.
I hate to break it to you, but we can now have many times more unbalanced eyesores than that:
Quote:Unfortunately, Ultra Mode is likely to make those eyesores now High Definition eyesores. You might want to consider investing in some customized polarizing sunglasses for use during arc reviews.
Quote:The thing is that I enjoy making attractive custom characters that make sense and form a cohesive group.
Quote:Venture, has it occured to you that being the "Stop Having Fun Guys" guy isn't earning you too many friends? -
Quote:But not if you could only place them as details.
The problems haven't been caused by the number of different customs you can make. The ally exploit would still have been possible even if we could just make one custom mob per mission. -
Quote:The only way not to would be not to play other peoples' arcs.
No, you do not. You choose to.
Quote:And yet there are a lot of people out there with access to a gun who have managed to not shoot themselves in the head yet.
For that matter, haven't about 90% of the problems with MA boiled down to abuse of customs? -
Quote:To mangle Arbiter Fabulous, that is woefully inadequate "because I have to play your arcs".
If you don't want, don't use.
I've reviewed over 150 arcs. I haven't seen a single one that would have been improved in any meaningful sense by adding more custom mobs. I have seen lots that would probably have benefited had the architect forgone using a custom faction and used a stock one instead. Stock factions are better balanced, have better diversity both in terms of number of mob designs and the abilities of individual mobs, and come with a pre-packaged background that is already familiar to the players.
There are two points here that everyone is going to hate but they're completely true. The first is that the custom critter editor was not designed for the creation of entire factions even if that was the intent (if it was, it failed); it was designed to create characters similar to players. The problem is mobs aren't similar to players. The editor will only produce things graphically that look like players, not mobs, which is not what you want when you're building an army as opposed to an individual. This goes for powers as well. You're limited to powers players can actually have and you can only choose two sets, not mix and match across the entire list (which would really screw balance if you could). Nor can you tune those powers aside from assigning mob rank. Look at how many mobs in the game this is not true of. You are hard-pressed to duplicate something as basic as a 5th/Council Boss in the editor. You can't even try to make a Zeus Titan. The simple truth is the system is best used to design individual characters, or at best a unit type to be added to a stock faction.
The other truth people don't want to accept is that providing more choices is not inherently good. If you provide the average user with the choice to shoot himself in the head he probably will. Then he'll blame you for providing the choice, and he'd be right. More choices are better when the new choices have the effect of providing more improved outcomes than worse ones. This isn't one of those changes. Adding more custom mobs isn't going to improve anyone's arcs, and there's nothing else to do with the space, so there's just nothing to get excited about here. -
Yeah, now we can have twice as many unbalanced eyesores in our arcs.
Whether we want them or not. -
I didn't change the names much in act III of "Why We Fight" (#253990)....
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The Other Game already does this. Their setup can lead to spamming announcements if you don't change from the default settings though.
I'm in favor of it personally. Links to Facebook/Twitter/etc. should be in City itself. -
1) will lead to griefing. Also, the CS staff doesn't have the manpower to do what it needs to do now.
2) will not help. We don't have four-star oblivion now; we have five-star oblivion. There are over 100 pages of five-star arcs, so even if you have a five-star arc it's being thrown into a pile no one is going to grovel over to find it.
3) helps farms more than legit arcs and will exacerbate gaming the system.
So that's a "no" all the way around, I'd say. -
I skipped Swap Ammo on my DP/Devices (now level 42) partly on the grounds that it's just Stupid Trick Bullets. If I was carrying multiple ammo types in Paragon City I'd have silver bullets for (real) werewolves, armor piercing rounds, ghostslayer bullets for all the damn spirits, electromag rounds for robots....
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That would be valid if we were at all discussing any action taken by representatives of Paragon Studios or NCSoft.
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Eh, I was kicked from VU2010 last night for having an opinion.
If the channel is going to be run as a private fiefdom where everyone has to toe one person's party line then it's useless.