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El D last won the day on June 21 2022
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I dig the concept and usability of these powers, but bouncing off of @Ukase's comment, they seem like they'd be better served as START powers rather than a power pool. While the utility is interesting and the roleplay opportunities pretty great, aside from the travel power and the final team buff there's not much in the way of actual power mechanics to balance around, especially considering as a power pool it'd be locking a group of mostly QoL abilities to a specific choice (and forcing build compromises as a result). As START powers though, there wouldn't be any quibbles of how to tweak them versus options like Fighting or Medicine - they can just work that way as the benefit of purchasing them.
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It's incredibly odd to hold CoH to comicbook time, or claim that very little of its content has specific dates, when it's always been in real time from the start. The canon timeline advanced concurrently with the release of every Issue, and included numerous specifically dated historical events for many signature heroes along with real world events at the correct points in history. The Paragon Times catalogued changes as they occurred, similarly showing they happened when the content was released. Literally everything about the revamp of the Rikti War Zone, Hero 1, and Vanguard only worked if it occurred when it was released, years after the Rikti Invasion. Kallisti Wharf's introduction only works if the game's timeline is post-Praetorian War - there's enemy groups that don't exist yet, let alone have access to Paragon City, if the Incarnate trials haven't concluded by then. The Protest Too Much badge references events happening in 2018 that set up Blackwing Industries and the Bicentennial badge only works if 2023 has come and gone (conveniently tying in to when it was placed in-game via Issue 27). Many of the Bicentennial plaques specifically reference the 2000s, 2010s, and 2020s, not to mention all the other historical badge plaques from Live pointing to things from colonial times to World War 2 to the War on Drugs in the 1970s & 1980s. The whole Piecemeal arc and the Dr. Aeon Strike Force literally can't exist concurrently with old content they reference as already having happened and there's content on Beta right now for Issue 28, Page 3 involving the revamped 'all the arcs from Live already happened' Striga and high level Skulls, who didn't exist as a thing until recently. Rant aside, just make the longevity part of Bartlett's mutation. If he was that buff in his seventies, he can still be that buff in his nineties. Magneto manages, so why not Thunderhead?
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Paramount Moving On from Kelvin Timeline Trek
El D replied to ShardWarrior's topic in Comic, Hero & Villain Culture
Huh. They have a pretty decent track record. At minimum I'd say just how accurately D&D-like Honour Among Thieves was bodes well. Shows they're willing to delve pretty far into the source material and actually utilize what it contains in an earnest manner rather than reinvent or subvert it. If they do that and keep leaning into practical effects and cool costumes, this could work. -
I want to Assasin's Strike this facist turd.
El D replied to mechahamham's topic in Suggestions & Feedback
All for giving the recruiters actual stats. Enemy groups having more varied options for broader level ranges is always a good thing (provided said enemy group has expanded level bands) and anyway, if the Council are going to malefactor for some lackey, they all knew the risks taking Chumpy McMouthpiece into a zone he isn't leveled for. Honestly I wouldn't mind more instances of stuff like this in-general. Low level Hellions captured by the Circle of Thorns in Talos. Low level Skulls picking up Superadine shipments in Independence Port/Striga. A Knives of Artemis mob having captured a member of the Legacy Chain or a Malta Group spawn interrogating an Outcast. There's a lot of interactive instances between groups that canonically work together or would be opposed to one another that'd help make the game world feel that much more interconnected. -
It's less who would we be to deny it and more who are we to demand one. At least in that particular format. A massive, public memorial that only the devs can manage, and thusly have to update from an unending petition of names, bios, and handles to account for every deceased player before and afterword, does not seem likely. Especially so given how stringent the devs already are regarding NPC memorials even existing as well as them being deliberately unobtrusive. It's asking them to change a very reasonably held approach they've maintained for years to one that adds a new commitment that'll last until the servers shut down for good, and if it's not properly respected in every instance it will result in some rather angry players. I've seen how upset folks get about proposed powerset changes; I don't have any doubts the thought that the devs were disrespectful to their deceased friend(s) or family would be much worse. As some of the other posters mentioned, holograms, customizable NPCs, and bio plaques for bases could resolve this much more proactively. It'd let players to make bespoke memorials actually reflective of the passed player - the act itself also letting them honor the person they knew - in-addition to offering every other conceivable use that holograms/customizable NPCs/plaques would have for bases. It'd also nix any requirement of active dev involvement, too. Vastly improved ways to respect fallen players, empowerment of the community, and no eternal hot potato for the devs seems like a win/win/win here.
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I'm not opposed to the idea, but my concern with making an official memorial site is that something large-scale would invite active submissions. Any kind of public display with direct, Homecoming-marked approval would have folks petitioning the devs for their spouse/parent/friend/etc. to be given a spot, and then getting upset when it's not provided. Including more readily identifiable information about the tribute characters already in-game could exacerbate that, especially if any players had prior disagreements with that person. I doubt any friends or family who knew the tribute characters' players would enjoy seeing that person's post history scoured for objectionable comments or some ancient argument from the Live era dredged up when someone else thinks 'why'd they get a tribute and not my friend?' Admittedly, that is extremely cynical and HC's community is largely better than that - especially for these kinds of things - but also the current era of the internet has well documented behavioral problems. It's certainly possible any official memorial would be treated as respectfully as the majority of the in-game gatherings usually are, but keeping the tributes as is - 'they're now part of the city' and done solely at Homecoming's discretion - feels like the avenue with less drama. That said, having the tribute NPCs themselves actually marked as memorials in-game would be a nice addition/in-between, since there's nothing in their bio sections about that. Like @Dacy posted, that way there's some kind of indication to their purpose but done in a way that doesn't detract from or overshadow the tribute itself. The players who knew them already know and the players who didn't have the purpose made clear, so if someone does want to know more about the player behind that character they have the context to actually come to the forums or the wiki.
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I played the Steam demo for this a while back and enjoyed it. The voice acting is really solid, the writing is engaging and fun, and the game mechanics are interesting enough to keep your attention and require consideration to both the characters and the on-going story. Sending out the different heroes to fitting emergencies was definitely more enjoyable than the hacking part, though. It had a very Paragon City-esque atmosphere and setting, though the tone was a more 'adult streaming series' than CoH's content tends toward. It's like Invincible meets The Office. If you liked TellTale's past entries (The Walking Dead, Wolf Among Us, Tales from the Borderlands) I imagine you'll like this.
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Number of issues with that premise for future content. First and most important is that the Homecoming devs have stated they are not bound by nor intend to continue the Lore AMA storyline ideas from Live. Second is that even if there was dev interest in those ideas, they'd also have to want to work on Incarnate stuff and - entirely understandably - they're focused on expanding the game in other ways instead. Thirdly, Praetorian Hamidon is effectively locked in Praetoria. He has no way to reach the Shadow Shard and even if it did, with the dearth of the Well's attention on Praetoria after Tyrant's defeat, it has no reason to back Prae. Hamidon if he tried to go up against Rularuu.
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This is... actually a really interesting combination. Makes fitting use of the fake Mandarin twist from Iron Man 3 while also having the 'original actor' possibly become more comic accurate by learning magic. It's been long enough from the release of Iron Man 3 that the negative reception has faded, it ties into prior films of multiple phases in organic ways, and has solid plot reasons for an existing character to show up - and then they actually do! Also it's more Ben Kingsley, which is its own plus. Combined with the fact that the trailer didn't spoil really anything about how the show goes and feels like a pretty solid shift from the 'standard MCU style'... shoot, maybe they're onto something here.
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That's already the case on many of the large social media sites. Any instance where there's possibility for high levels of traffic or profitable engagement, they become inundated with bots pushing AI content to users who cannot spot it (see Facebook and old people) and/or to users who can spot it but are either apathetic or actively share it because 'haha computer thing do stuff I like.' Given that Homecoming is a forum for a 20+ year old game, is at the fringe of an already niche interest, and that the MMO market is nowhere near what it was even ten years ago, it's thankfully not remotely popular enough to be worth that kind investment. That means aside from the occasional spammer, posters here are most likely actual people, so AI content cropping up here is due to real users who are actually interested in it. Given the prior replies in this thread, these seem to be the acceptable aspects regarding AI: - AI does things that its users lack the technical or artistic skill to do, otherwise they would do it themselves - AI is cheaper than commissioning someone who does possess the technical or artistic skills its users lack, so there's no longer a necessity to pay someone else - AI does things much faster, so even if its users had the technical or artistic skill or knew of another person who did, it's still quicker to just enter a prompt - AI is inevitable, so the internet might as well get used to its imperfect state now because eventually it's going to go from 'convincing but has tells' to 'indistinguishable' That last part I have to take a bit of an issue with, not on any technical or even moral ground but just on the nature of branding. Even if the media fidelity of generative AI improves to a direct one-to-one with real video, AI companies are going to go out of their way to say AI made it. Specifically their AI, which is better than the competition. Case in point, this thread. Rather than post in any of the existing AI content threads, there's now a brand new one with Grok directly in the title. What's the Grok thread about? Why, showing off the neat stuff Grok does and encouraging others here to use Grok. 'Look what Grok can make when fed with NCSoft's IP! You too can do this, just give your CoH screenshots to Grok! This thread hosted by Homecoming.' The forum already had areas for posting AI content, so why did Grok deserve its own name drop? I have doubts that OP works for xAI and even more that Homecoming or NCSoft have any partnerships with them, so it's probably not intentional on that front. It's far more likely that OP, as they said, likes the things that specific AI generator does and just wanted to share. That doesn't change the fact that the thread still has the name slapped all over it and is pretty much free advertising on Homecoming's dime (courtesy of content xAI is being given free access to, but doesn't own). Of course, that distinction only works when AI is being advertised, be it intentional or not. Plenty of folks have used AI secretly. Fake screenshots to troll a friend, fake texts to get back at someone, fake videos to generate likes, fake contest submissions to get prize money. That's the real tipping point. Not companies using it as a labeled, marketed product or active users encouraging others to their specific favorite, but people generating things at their own discretion without any requirement to declare AI was used at all. It makes me incredibly glad we can still tell the stuff posted here and on Discord are CoH screenshots that have been AI-ified, generator name drop or no. If it were advanced enough to make something that actually looks like legit in-game content? That's the ballgame for any amount of civility and trust here. What happens to the forums when we stop being able to tell the difference between content that doesn't exist and things that actually happened in-game or are really in development? What happens to community relations when anyone can show up with something that looks like a real interaction, but isn't? Does ToS apply to AI generated content at all, since it isn't actually happening in-game - no matter how much it increasingly looks like it did? Sure, Homecoming could still ban someone if they're dumb enough to post ToS breaking stuff on an official site, but what authority do the devs have if it's hosted elsewhere? 'Hey, that's an unauthorized use of our IP, please take it down' doesn't hold much water when hefty portion of Homecoming's own community already doesn't care about that and - more importantly - are the ones generating the fake AI content in the first place.
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The Dr. Aeon cutscene from the Statesman/Ms. Liberty Task Force is pretty hilarious. Even better when you imagine Aeon has giant googly eyes instead of goggles. The Romulus 'I! Am! NICTUS!' bit from the final ITF mission is a classic, both for 'player character dancing in the background' reasons and because of the giant chatbox text (RIP). Much as I malign the writing choices of 'Who Will Die?' and despise Darrin Wade, Statesman's death cutscene at least treats the moment earnestly.
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Ya know, besides the fact that every concept in those clips could have been done via demo-editing, what strikes me the most is that the AI animations are just... similar to CoH's existing ones. It couldn't manage to 'imagine' anything better than what the game already offers? Aside from the generic dancing, the rest all have FX or emote equivalents in the game as is, and at minimum the in-game versions would have been more consistent because there'd be no weird upscaling effects or textures. It's like suddenly switching to a pre-rendered cutscene but the cutscene is obviously unfinished. I'd have figured it'd generate stuff well beyond the game engine's limitations, the character doing something really cool they literally can't do even with demo-editing or dev tools, but apparently not. The guy flying and throwing energy blasts at the same time could at least be plausibly faked as in-game footage, but the energy blasts don't even line up with his hands.
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Pretty much why, yeah. Design gospel from the impact of Smashing and Lethal being separate damage types over a uniform 'Physical Damage' and early copy-pasted power animations being locked to unchanging weapon FX due to the limits of the 2004 costume creator/engine. Heck, even Katana didn't even have unique animations at first - it used the same ones as Broadsword/Battle Axe/War Mace back in the day. Adding in secondary effects (-Def, Knockdown/Knockback, DoT, etc.) to differentiate the weapon sets mechanically and conceptually beyond 'the model looks different' was much more necessary at the time, but also locked concept design even deeper into the 'weapon model equates to mechanical function' thing. Power animations got much more unique and weapon customization allowed for easy model changes, but the mechanic stipulation remained. The rules of the game said a bladed weapon was not the same thing as a blunt weapon, so regardless of how relatively easy it might have became to let players swap out the models, since they did not do the same damage or cause the same effects they weren't the same thing and could not be interchanged. IMO keeping that bit of strict separation feels pretty arbitrary at this point, especially given how customizable the game got in every other respect, but I kind of get wanting to respect it. Working within the established guidelines but going in new directions is kind of HC's whole thing after all. So while I doubt the devs would let Dual Blades use non-blade weapon models, a Dual Mace echo set could absolutely be a thing. Use the same animations, swap Lethal for Smashing damage, exchange the DoT effects for Disorient, allow the War Mace models instead of Blades and it's pretty much there. Sure it's a bit copy-and-paste/find-and-replace and would need tweaking, but that's how CoX did powersets from the start. If we're going to keep to precedent, lean into it and give folks more options.
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Is it time to address divergent PvP rules/settings?
El D replied to Troo's topic in General Discussion
Talking about it as an avenue for future content doesn't mean the ATs, powersets, and gameplay loop was primarily designed for it. Every AT was made first and foremost around its function in PvE content and powersets structured for how they interact teamed together against NPCs. That's why they all have defined roles as archetypes; not as a style of combat against other players but for what they contribute to one another in a group. Unless we want to assert that Defenders were given 'your powers support teammates, function at the fullest on a team, solo at your own risk!' primary sets - with some powers that literally can't be used at all without a friendly teammate or NPC target - to somehow evenly face off against Scrappers and Blasters in PvP modes that the game didn't have. Heck, that's also why mezzes were re-structured so hard in PvP. Back in the day it was either 'you have enough inspirations to basically negate your opponent's control powers and murder them' or 'you're gonna get mezzed, possibly stunlocked, and then killed, so you might as well take your hands off the keyboard.' That drastic imbalance was a direct result of mezzes and the math behind them being intended to be used on NPCs, because there was no 'one player in this match up won't be having any fun' considerations against enemy mobs. The solution being inspirations of all things is its own tell, too. 'Purchase a ton of temporary, outside mini-buffs and do your own inspiration mini-game if you want to actually fight in the match up, because there's literally no other way to counter this' is not the result of 'we designed these ATs, sets, and gameplay functions with balanced PvP in-mind.' -
Is it time to address divergent PvP rules/settings?
El D replied to Troo's topic in General Discussion
The sheer amount of divergence between PvE and PvP mechanics means they can't ever really be equated again, at least not in any game-wide fashion. Between the alternate functions in IO sets and all the powerset modifications and additions, PvE numbers get way too bonkers to be any fun for PvP and PvP numbers are not nearly super enough for PvE. Depending on the ATs and sets involved, every PvP match with PvE mechanics would either an instant curbstomp or an unending stalemate only broken by select incarnate/temp powers or ridiculous inspiration usage. Conversely, PvP numbers are way too cranked down to be any fun against NPCs (as anyone who has gone into a PvP zone with a PvE build can attest), much less the keyboard snapping frustration of trying iTrials or Hard Mode with PvP mechanics. The idea that 'PvP would be more accepted/utilized if it was just a bit different/broader in scope' is odd to me, especially when considering what PvP already provides. The content in PvP zones is accessible to every player as is, obtainable temp powers are usually buffed to a point of being 'worth the risk' of having to use PvP mechanics/dealing with the potential danger of other players, the badges are plenty easy enough to sweep through (aside from the AVs in Recluse's Victory and even those aren't too bad), and most importantly the primary mechanics and balance of the majority of the game aren't being dictated by an alternate set of rules that are almost entirely less fun for 90% of its content. PvP has worthwhile incentives, allowances for the different mechanics, constraints on how far those different mechanics reach, and is engaged in purely at player discretion. With the consideration that PvP effectively has to be a separate subsystem for the majority of the game to continue functioning the way players expect it to - and for PvP itself to maintain any kind of enjoyable balance - that's really the best arrangement it can have. The only major addition I could see being worthwhile is base raids, but with the level of creative, mind-bending nonsense folks can create with a jailbroken base editor now I doubt even that would work in any reasonable fashion. At least not without some kind of 'this base doesn't meet raid specifications' auto-check system (if something like that is even possible in-engine). The unfortunate reality is that CoX wasn't made with PvP in-mind, both game design-wise and community-wise in the type of player the game attracted, and that's why it exists as it does. That's also why PvP can't really be 'fixed' - at least not mechanically in the ways these discussions hypothesize - without also potentially changing how baseline CoX plays at the same time and possibly alienating more players than any PvP numbers revamp brings to the table. Not to say that interest couldn't be enhanced at all, I just don't think it'll come from mechanics. IMO, the way to improve PvP interest is to lean into community engagement. The most fun I ever had with it were the big Arena contests folks would do back on Live. Last Man Standing, team fights, and just for funsies bouts. Sometimes my supergroups would do sparring matches, either to test out new builds or for roleplay moments. Which character won didn't actually matter - we rolled with whatever the outcome and made it a good training moment or story beat. CoX as a game is built around collaboration and storytelling, which is why the intense 'gank the opposing faction' leaderboards stuff never took off here, but more stuff that aligns with the heart of the community could absolutely work. For fun contests would go over a lot better than any 'cutting edge superbuild player killer' stuff.