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Luminara

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Everything posted by Luminara

  1. There were ball gags in Batman Forever? No, don't answer that. If there were, I've forgotten and I want to keep it that way.
  2. Yeah, but it's been decades since anyone's visited my bed, so there's not much point advertising now.
  3. As long as they're available to everyone, rather than restricted so one third the characters can't have them, sure. Gag away.
  4. It's Express, it's apparently blocking the UDP ports used by Co*. They can't do anything about it. Try a different VPN.
  5. All enemies, mission maps and bases would be created after, and only after, carefully and fully reading through the entire Evil Overlord list. Twice.
  6. Comic book enemy organizations, like the Sinister Six or the Legion of Doom.
  7. This isn't a question about what we want added to the existing game. This is a question about what we'd want if the game were being created today. As such, there's no rating to be removed, since the game in question hasn't been completed or released yet. Read the thread title. Read the first post. Also, nipples are nipples. Dude nipples, lady nipples, they're biologically identical, nothing more than organic straws. Labeling one gender's straws as "unfriendly" is parochial; doing so while giving a pass to the other gender's is hypocritical. Don't make me say something the mods will regret.
  8. No idea. But I can't think of anything that doesn't need more Karl Urban.
  9. I'm sending the murder squirrels after both of you.
  10. Are we recreating Mars Attacks!? Wait, sorry, I meant... Ack! Ack ack ack! ACK ACK?
  11. Argus seems to work better than Alien. Death Guard or Breather 4 for a more prominent mouth (not pictured).
  12. Use the Caffeinated pool power. Two hour duration, short animation and recharge times.
  13. Eh. Strigils weren't common until around the 4th-3rd century BC, and are only referenced as early as the 6th century BC on pottery. The Olympics pre-date strigils by a couple of centuries, so simple tools, such as shells, would've been in use for hundreds of years before strigils were the norm.
  14. You've been eating packing peanuts again, haven't you.
  15. Well, Co* is a prime example of emergent play, in my opinion. From the day it was released, players have been going off on different paths, doing things Cryptic never expected, intended or imagined. Costume contests. Badge hunting. Market manipulation/finance building through the market. PDP/Pocket D RP socialization. Archetype bending. Proc monster/buzzsaw builds. Self-imposed restrictions such as playing without travel powers, deleting a character if X happens, beating the Hamidon under certain conditions (as few players as possible, for instance). Some approaches were deemed incompatible with the long-term health of the game, like dumpster diving, but overall, throughout the years, both Cryptic and Paragon (and now HC) went the extra mile to broaden and strengthen the emergent model. When they saw a new avenue of play coming into focus, they typically embraced it. They listened, watched and supported what we were doing, and tried to give us as many ways to play Co* as there are people playing it. I may never comprehend the emotional context which constitutes fun, but I can recognize when something's amazing, and this game, the way the developers have always channeled it to support emergent game play, is definitely amazing. I'll also note that what we have today wouldn't exist if Blizzard's approach had become the norm earlier than it did. It's clear, in retrospect, that that is why the game was ultimately shut down by the publisher, it simply didn't fit with the new paradigm and it couldn't be shoehorned into it, no matter what they tried (the last few Issues before the blip indicate that they did try). I wouldn't have come to that realization if it weren't for your comments, so thank you for giving me another opportunity to learn and grow.
  16. That's because there are fifteen archetypes, all sharing the same basic role: deal damage. Everything else we assign to archetypes is ephemeral. "Support" doesn't really exist. "Control" is a construct. We're all damage dealers, and since that's all we really have, we're always fighting to be the best at it. The Invention system has helped in ways, but the reality is, as long as we're using fifteen different tools to pound a nail, we're always going to have a measure of dissatisfaction within the community. That problem doesn't stem from the Invention system, nor can it be resolved within the Invention system. The game itself has to define functions beyond "make paste out of that spawn as quickly as possible". Functions within a mission, something more comprehensive than "click these eight things simultaneously", but not as restrictive as "if you don't have X archetype on the team, you're screwed". The role of bulwark holder, standing against the tide of incoming ambushes. The role of hacker/magical tinkerer, slipping in past the safeguards to disable a force field. The role of distractor, the person who keeps pulling stray critters away from the others. Things for people to do, not necessarily restricted to individual archetypes, in order for everyone to feel useful and contributory. The bulwark holder could be a controller or dominator just as easily as it could be a tank or brute. The hacker/magical tinkerer could be a scrapper or stalker as well as it could be a defender or corruptor. And so on. Adding some tactical requirements to make players adopt strategies beyond "run around the room gathering aggro until at max, pop nuke/Judgement, gather more aggro, repeat" would solve a host of problems rather neatly.
  17. Beat you by 3-4 weeks. I WIN! Wait... that means I'm likely to die first... I LOSE!
  18. Slows were originally called Snares. Enhancement terminology became standardized over time, but the Invention system retains a few anomalies. Jumping is intermingled with Leaping in IO categorizations, to add to your example. They're the same function and the same recipes/IOs, but in one place they're Jump IOs, in another they're Leaping IOs.
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