September 2, 2008
CoX - More Mission Architect Stiff
This time it’s Hero 1’s turn:
An Arc being placed in Dev Choice is not how additional content is unlocked for Architects. That’s handled through straight peer review. The better your Arcs, the more stuff you get to put in missions. The amount of stuff we lock on unlock is something we’re going to tweak as time goes on.
So your access to the editor, to make new mssions, becomes more robust and rich as you get whuffie from other players? Hmmm. On the one hand, cool. On the other hand, subject (it would seem) to a lot of abuse.
Dev Choice missions unlock full XP and Influence for an Arc.
Good.
Zombie Man pointed this out, but I feel it needs to be mentioned again. Voting is per account, not character. So, even if everyone in your SG group gives you five stars on an Arc, you still have the other hundred thousand plus players to balance it out.
True enough — but how many votes will it take for a mission to get whatever it is that you get?
And, to be honest, I’d just as soon not start a new industry in people saying, “Hey, can you vote for my Story Arc?” on Broadcast, or in missions, or whatever.
Players are rewarded for playing, creating and rating Arcs.
Okay, that’s interesting — rewards for playing (beyond XP and inf?), creating (beyond better editing tools?), and rating Arcs? So there’s an incentive to play a lot of player-generated content and rate it (can you only rate it at mission completion?).
Players will be able to publish somewhere around half a dozen or so Arcs up to our Arc server. An Arc is anywhere from one to five missions.
Okay, useful numbers.
There are a number of different categories that created content will fall into.
- Quickplay, displays the highest rated content you haven’t played.
- Dev Choice, displays content that the devs feel best reflects what the Mission Architect can be.
- Hall of Fame, the best of the best voted entirely by the players.
Content that reaches the Hall of Fame level, and potentially even the Dev Choice section, will unlock additional Arc slots for those creators. This is an incentive to create content that the players and the devs enjoy.
Though that does raise the issue of how people find new content in the first place, as visibility of content rises as visibility of content rises.
At any point you can “unpublish” your Arc to free up an additional slot. Arcs that have reached the Hall of Fame or Dev Choice level will be locked, but you’ll have a new slot to create another super cool Arc.
Cut scenes will not be open at launch. As Positron says, “I wouldn’t wish that system on anyone.”
Fair enough.
Stories picked as Dev Choice, will not become canon in our game. If and I mean IF that ever were to happen, it would have to be a pretty big deal.
I will be interested to see the disclaimers around this system (presumably all content created belongs to the Company).
Players will be able to place multiple objectives within a single mission (boss, defeat, rescue, pet, ambush, etc.). They’ll also be able to weave characters and story through out multiple missions in a single arc. They can even create multiple arcs that build upon each other. Hopefully, for most this is seen as something more than just the simple police/radio missions.
It sounds like it will, indeed, be more — or can be.
And now for the big one. Allowing players to add in their own characters is an obvious direction to take this feature. We’d be stupid not to give it to you guys. It is however non trivial to do so, especially when we start allowing those characters to use player picked powers. So, know that you will be able to do this. It just might not be at the launch of the feature.
Good enough. From what’s already described, there seem to be plenty of possibilities.
In the end, please know that the Mission Architect is designed to allow creative people to tell their stories, while also rewarding those who play these stories. This is the goal we push towards. In the end, it will never be everything to everyone, but it will hopefully be more than enough to more than a few.
Sounds pretty good to me!
Posted by Dave at 9:50 PM
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September 1, 2008
CoX - Mission Architect info
Positron on the Mission Architect system (info as revealed at PAX):
Mission Architect is whatever text you enter, on the specific map you call (and we have over 1000 different maps in the game), with AT LEAST one objective, but more likely more, with the ability to have allied NPCs (you want to rescue Statesman in the beginning of the map and have him fight WITH you the rest of the way? Done). There are even some objective types going into mission maker that we didn’t even have access to AS DEVELOPERS until Issue 12. There are over 100 different things you can customize in the story arc, and most of those have multiple choices to pick from.
Well, it sounds somewhat multiple-choice, but with lots of areas to work with.
Yes, you will not be able to custom build a character and have them appear. Primarily this is because of the way the AI handles powers. Some powers simply don’t work when in the hands of the AI (Mastermind summoning is one example). One of our goals is to put the ability to take an existing Enemy Boss, and change their costume to one you design. Since those powers and AI have all been pre-programmed this can be done without involving ringing Castle up at 2am to debug the AI on the guy in your custom mission. While this is a stretch goal for launch, we want to get this ability into your hands as soon as possible.
Somewhat unfortunate, since one of the questions everyone was asking was whether they could put their own characters into adventures as NPCs. You will also be able to (per this) rename those Enemy Bosses.
You WILL get XP and Inf. during Mission Architect missions. I don’t believe we ever said you wouldn’t. We only said that you won’t get it at the same rate as normal-developer-designed content. Why? Well we have all sorts of COOL stuff coming for you in upcoming issues that doesn’t involve Mission Architect and we’d like you to try that out too (rewarding you for doing so).
So XP and Inf, but at a lower rate. That’s a shame, though understandable to avoid farming missions.
You get to choose what contact gives out your Story Arc, picking from a list of all the available contacts in the game. Eventually you’ll have the same “customization” options as the custom bosses.
Ah. So I infer that when you go to a contact, s/he will have an option for user-designed content.
As for your limited number of Story Arcs. You will have a limited number of PUBLISHED Arcs, you can have TONS of unpublished arcs you are working on, that are not ready for prime-time. If one of your arcs gets enough positive feedback to get into the Hall of Fame, it “graduates” from being one of your published arcs, freeing up that slot for you to put something else in.
So you can create missions as part of a “Story Arc” — with a limit on how many of these arcs you can be building — but if it gets into the “Hall of Fame,” that frees up that slot. Interesting. And per this, one-off missions count as a (one mission) arc.
I’ll confess that one of my concerns over the Hall of Fame is that it’s as likely to be a popularity contest (SG members get an advantage) as anything else.
We are WELL AWARE of the customer service issues involved in the content of the missions. We have all seen the Spore Creature Creator, and we know the TTD ratio on player created content in measured in nanoseconds. We have thought of a LOT of the angles already. Publishing a mission, getting a high rating, then pulling it down and changing the text to something inappropriate is something we take VERY seriously.
The question is, how strongly will they monitor it?
Good stuff, though. I think everyone will be playing with this.
Posted by Dave at 1:21 PM
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August 30, 2008
LotRO - Two Slots!
Even though I’m not playing, Avo posted (in a previous comment) this post of his wherein he learns some stuff that’s coming up in LotRO, based on his visit to PAX: Carpe Jugulum • View topic - TWO SLOTS!
Sounds like a fun time!
Posted by Dave at 10:14 AM
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August 29, 2008
CoX - Margie reads the boards
Commentary / items related:
1. How about a Zookeeper Mastermind … including Rikti Monkey pets!
2. Some hardcore RPers are upset over the “Day Job” I13 feature. “How dare you force my character to be an X when I sign off at Y That’s completely out of character!” Um … okay, so ignore it. Or sign off at a “I’m on Patrol” place.
3. People are speculating about the home-grown Mission stuff for I13, too. How will the Mission Builder be accessed? More importantly, how will the missions themselves be accessed. (My guess for the latter — all those near-useless kiosks out there. At least on the Hero side.)
Posted by Dave at 1:38 PM
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CoX - New! Exciting!
Finally did some solo work with Al McGordo last night — Fire/Rad Controller. Got on a sewer mish, which I think is the fastest way to advance beginning toons if it works right — and this one did. Not quite sure how, as there was no strong leader, but I think it was just that the group didn’t “decay” very quickly. We lost one (“gtg”) early on, but kept seven more for an unreasonably long time, and delved deeper than I’ve been in quite some time.
The Fire/Rad combo is already turning out to be fun. Rad’s debuffs are a hoot, I get a nice area heal, and the Fire gives me a solid Hold (and, now, Hot Feet!). In the end, dinged up Al four levels, to 8. Now on to Kings Row and a temp travel power!
Posted by Dave at 9:24 AM
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August 27, 2008
LotRO - Into the West ...
Uninstalled LotRO this evening. It’s a beautifully crafted world, an expansion of Tolkien’s writings that deserves accolades. I just didn’t find it a gripping enough game to stick with it (esp. compared to City of Heroes).
I will continue to peer over Doyce & Kate’s shoulder to see what wonders they discover, but the road, for the moment, doesn’t go on and on. Except to Rhode Island …
Posted by Dave at 6:04 PM
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August 26, 2008
CoX - I13 News
Via Greppo, it’s the I13 sneak peak! Hightlights:
Mission Architect: design your own missions and story arcs. Very spiffy (and, I suspect, a lot harder to make something interesting than it will seem). On the other hand, on a low level, this now means an unlimited pool of new (user-rated) content.
Day Jobs: While you’re offline, depending on where you park, you go to your “day job” — e.g., if you park in City Hall, you work as a City Official, which earns you extra influence; if you log out in a University, you’re working as a Scholar, which earns you salvage. Keep doing it, and Day Job Badges and Titles result in a higher “salary,” etc.
This is CoX’s version of other games which give you “stuff” even while you’re not on with your toon, which is kind of nice.
Power Sets: Shields! Pain Domination! The former is open to both sides; the latter is only for Villains (the opposite of Empathy).
More Cimerora Missions. That reminds me — we need to run some.
Merit Rewards: Okay, this sounds interesting:
A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Raids, etc. The most challenging and time consuming tasks grant the most reward tokens, which can be redeemed throughout Hero and Villain zones for recipes, enhancements, salvage, costume pieces, badges, inspirations and other game items.
Hmmm. And how is that going to differ from Influence? And if there is a distinct difference, is that fair to folks who solo/duo and never run in Trials/TFs/SFs/,etc?
Etc.: New IO sets, Costume sets, Patron Power respec, Zone Refinements, and more.
Nothing earth-shattering, but a nice release. The boards have it that it may not go live until after the Winter Event kicks in, but they are trying to make it still happen in 2008.
Posted by Dave at 8:42 PM
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CoX - Making ... and losing ... money
Okay, I confess, I’m spending a goodly time hanging at Wentworths and doing crafting and all that. I’m not as fanatical about it as some, and sometimes it’s an “I have some free time but don’t want to sign off, so let’s just do something” activity, but I’m still at least mildly hooked. Honestly speaking, it’s the money/influence. Even though everyone swears up and down you don’t need XOs and IOs to make an effective character, I still feel like I’m missing out on something when I don’t actually sell that Deific Weapon for 4 million at auction. And as long as I’m doing that … well, heck, I got this recipe dropped on me and I have almost all the ingredients … and …
Yeah.
The problem is, of course, I’m an altaholic, which means I have plenty of characters to do this with. Even just looking at my main duos with Margie, we have several that we cycle between.
It is a little-known fact that auction stuff gets flushed after, oh, something like 30 days of inactivity.
You see where I’m going.
Yes, with various hiatuses in playing, there have been times when I’ve returned to a character — “45 day ago” — only to discover that all that money I had invested in bidding on stuff has essentially vanished. Basically, if a transaction was accomplished (as they almost always are over time), then that “bought” or “sold” has vanished after the expiry date, taking with it the item or the influence.
*sigh*
Now we know why I’m not a Day Trader in Real Life.
Posted by Dave at 8:09 AM
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Phasing
Doyce points to a cool article on “phasing” content in MMOs. The idea is to strike a balance between a static world and a heavily instanced one.
Brack gives the example of a quest where a player needs to rescue villagers from a Scourge-infested town. Players who complete the quest will see the villagers they’ve rescued back at the quest hub whereas players who haven’t done the quest will not. WoW Insider’s Alex Ziebart experienced the same after doing a series of quests involving the Wind Serpent Goddess, who appeared for him in town after completing her quests. She was there only for him and wasn’t visible to other players (who presumably haven’t done the quest series). It’s a new way to bring a new experience to players without having to load anything (such as in instances).
It’s an interesting idea to fight an age-old problem in MMOs — how do players know that they are having an impact? Taking CoX as an example, no matter what I do as a hero (or villain), the only thing that really changes is myself. Yes, I get passers-by discussing my virtues/vices, and, yes, the contacts may mention something based on the last mission I fought. But, really, the world around me and the NPCs I interact with don’t really change one whit no matter what I do.
The previous alternative to this was to deal with instances. This could be small-scale — in CoX, something that happens at the end of a mission — or it could be large-scale — the wholesale change in the world in LotRO when you complete initial half-dozen levels (the best example of which is the one for humans/hobbits, where the town is now recovering from the fires and bloodshed of the brigand raid).
Phasing, instead, “simply” tailors what characters see and hear based on stuff they’ve done. A simple example in CoX (were this implemented there) would be if, after the Ernesto Hess TF, the big central “mountain” on Striga was a broken-topped smoking ruin … for you. For someone who hadn’t done the TF, it would still look intact.
That points out the key problem with phasing, which is that two players, side by side, might experience very different things. If I’m teaming with some folks who haven’t done the Hess TF, and make reference to that cool smoking ruin, they’d think I was nuts. It would (further) strain the suspension of belief for doing the TF a second time (either while at level, or mentored down).
I can imagine it being used in more subtle ways, though, that would be less jarring. Perhaps a “Thank You, Captain Ultra” banner over a building (that each person might see with their own name). Maybe if you’ve gotten certain hunt badges, the text that those hunted groups use in dialog with you changes. Or perhaps a mission that changes how you (graphically) see certain bad guys (or good guys) — as more or less menacing — in future encounters.
Anything that helps tailor the MMO experience more to the individual, while still maintaining that “mass” community, is a good thing.
Posted by Dave at 7:28 AM
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August 25, 2008
CoX - Poking at bad guys
More Kitsune/Ex-Terra action over the weekend, up around 34, which means Bricks into Founders, zone-wise. We’re picking and choosing our story arcs and generally having a good time.
As a pair, we’re sort of like a Regen Scrapper … everything golden until it goes into the toilet fast. Ninety-nine percent of the mobs we engage we simply carve through like butter (we’re running on Unyielding at the moment). But there was some death involved over the weekend. Aside from the one case of “gosh, I guess ambushes will come after me if I stand in the train station while on bio break just after I’ve taken a hunt mish,” the rest were all about drawing too much aggro, too quickly. For all my smacky-smack controlling with Illusion, it’s also easy to draw a lot of unwanted attention with the Rad secondary. And a lot of my powers have a long cast time, so it’s easy to watch the health bar drop-drop-drop-gone while waiting to get power X fired so that I can throw a heal.
Biggest regular problem was in the Bricks (Talos) Safeguard mish on the side mission to stop the jail break. Eleventy zillion Tsoo bosses. We both took some temporary dirt naps with those.
Still, fun times.
Margie’s been doing soloing with Old Star, who’s a Fire/Rad Controller, and evidently quite soloable. I rolled a clone of Al McGordo as the same (instead of a Rad/Rad Defender), but didn’t get any play time.
Posted by Dave at 11:17 AM
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August 18, 2008
What makes for a successful RP SG?
A few days ago, one of my three faithful readers sent me a note.
I’ve been following your City of Heroes blog for some time, and wanted to pick your brains on the RP SG that I’ve been invited to run on Virtue. The SG in question was once a fairly strong SG with lots of players and a rich RP environment, but attrition in leadership coupled with poor recruiting (and other dramas) has lead to its considerable decline in the last six months. The current status is that the SG is basically dead, but has a ton of prestige and a long history. My goal is to reverse its fortunes in relative short order.
The person (who will remain nameless, since it was sent off-list) then proceeded with the brains-picking.
Now, I’m not sure I’m best qualified on the subject. Yes, I’ve done tabletop RP games, and PBeMSs, and, yes, I’ve both played in and run an RP Supergroup in part of an RP Coalition.
On the other hand, the Consortium of Justice was very intentionally an “RP Lite” group (this should be fun, not work), and, of course, the RP Coalition which I was a leader in managed to blow itself up quite nicely over a series of Unfortunate Dramatic Events. So my quals here are a bit sketchy.
That said, I’m a manager in real life, so I’m either qualified to talk about group management, or else am an expert at sounding like I am. So here’s what was asked and what I wrote, just for the record, and to stir up some conversation. I’ve edited it slightly to untangle some of the email thread.
(Ironically, Doyce was just posting about “guild drama,” whence the amusing graphic below. And I suspect a lot of what I write here applies not just to CoX, but to LotRO, WoW, etc.)
Have you ever run an RP SG? Have you ever been in one? What were the qualities that made it successful?
Though I enjoyed doing RP stuff in CoX, I was (and am) too much of an alt-fiend to get tooooo much into the full-time RP character. My goal was to always speak in character, drop some interesting hints about my character in conversation (and follow up with same when someone chose to pull on the threads), and to have a good time. We were one of the “Light RP” groups in the Coalition.
But in the RP groups and the aspects of the Coalition that worked well, hmmmm …
- Strong leadership.
- Group events/activities (to allow for RPing). A feeling of *community*
- A willingness to have *fun*. It can’t be all drama llamas, as much as some folks will try to make it so.
- Utter ruthlessness at booting folks who tear down the fabric of the community. Being nice and hoping they’ll be nice too usually meant that problems got worse, not better. If it were to be done, ‘twere best done quickly. And be open about what happened and why, and note that it’s not open for argument.
- Utter openness and honesty from the leadership. As much as desires for confidentiality and privacy may seem important, nothing can get a group divided against itself than the sense that the Leaders Are Keeping Secrets. Especially if they’re kvetching about the players behind their backs.
- A leadership that sets an example (leads) by being around a lot, and offering to play with other SG members when they get on, esp. new ones. Nothing kills an SG faster than it becoming a clique of leaders who simply invite folks in to build a nice base. A part of that is usually having (at least for the leaders) some lower-level alts to be able to shift to.
- [Added] People come and people go. Don’t get desperate about forcing the former and avoiding at all costs the latter. It will lead to bad decisions. If it’s a good group, people will join, and stay, If you are too eager to bring folks in, or too eager to appease them from leaving, you’re making compromises that will come back to haunt you.
In short, I think a strong RP SG operates about the same as a strong SG in general, except that some extra care needs to be taken to foster that fragile suspension of disbelief that makes the RP stuff work.
Hmmmm, what else? Themes are good. Some of the better RP SGs had a strong theme or story behind them, and one that drove their “events.”
I’d add in [I did not in the original of this] an in-person, in-character interview for RP groups. If the person can’t RP an SG interview, they won’t do a good job later on. And it gives the leadership a chance to see if the RP concept will actually work with the SG.
CoX is an interesting game in that it still has a relatively strong user base, based on the fact that it’s a superhero MMO where none existed previously. Do you think that SG declines are occurring in general, or do you think that there is room for another RP SG in the world?
Hard to say. Certainly overall CoX population is down. Virtue is a good server for this simply because it has a large population. I’ve been invited to some SGs, but the populations have never been such that there were ever many people around. And my own interest has, honestly, faded enough that I don’t feel the need or have the time to be dedicated enough to be a good, contributing SG member. Alas.
That said, I think there’s always a place for a good RP SG in any world worth playing in. :-)
I’ve run many organizations before in many games, so the “business” side is familiar to me. The challenge in this one is to run a heavy RP organization and to revive a dormant brand, as it were.It might be interesting to advance the “story” around the revival of the “brand” for the characters, new and old. In other words, how is it in Paragon City that the Ultra Corps is suddenly being revitalized, or why is Captain Metallo and his cohorts trying to revive the Ultra Corps to its glory days? In other words, it’s not just a change in management, it’s an adventure! (And if there are some multiple layers to the tale — the one for public consumption, and one that only the “leaders” know but about which hints might be dropped to the troops, or newly initiated leaders are let into the know about (“… Statesman is really a Rikti spy, and we’ve re-formed in order to tackle the Freedom Phalanx when they finally turn on humanity?!”)
I’ve been in heavy RP organizations before, so I understand the atmosphere, but this will be the first time I’ll be administering it.
It’s different — and it makes it harder in some ways to maintain RP for yourself (you always have to be sort of monitoring things on a meta level). Best advice is:
1. Find others to share the burden with. Burn-out is the biggest threat.
2. Behave as you’d want a leader in your previous groups to behave.
Thoughts? Anything else I should have mentioned?
Posted by Dave at 10:27 AM
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CoX - Ping
Well, I was away for three weeks on business and holiday. And then playing catch-up on stuff at home. And then …
Well, I didn’t fire up CoH until this weekend. Margie’s been doing some solo stuff while I was otherwise engaged, but she was happy to have me hop on and join up with me. Wait, that wasn’t quite the way I wanted to phrase that …
Anyway, we pulled up Kitsune-chan and Ex-Terra. I was surprised we’d gotten them up to 32, which I sort of see as a magic level for characters (perhaps because Velvet, my first successful character, plateaued at). We’re deep into Croatoa stuff right now, which means lots of nice magic salvage, and now that Kitsune has Fred the Phantasm, she has a nice array of pets, Illusion powers, and Rad debuffs to play with. Usually we start off with her turning the biggest bad guy. Then Ex-Terra hops in, and I either drop Scary Sam (Spectral Terror) or drop my Rad debuffs on the Turned guy, or both. I’m usually in close enough at that point for Fred to get involved, and for my own choking Rad cloud to be playing a role, and between spamming Blinds and keeping the heavies turned, and (as a last resort) calling in the Boy (Phantom Army), we rarely run into too much of a problem — unless one or the other of us takes a wave of damage too quickly.
Fun. Probably boring to read about, but fun. This pair could easily be our next 50.
Hit 42 months Vet Reward, by the bye, so we both now have a Team Teleport power, which just makes life a little bit easier.
Posted by Dave at 10:15 AM
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July 19, 2008
CoX - Ding ding ding
Did some solo work with Lady Zebra Friday afternoon, and got her leveled to 31 (despite some rather frustrating “The Case of the Vanishing Mentor (and The Subsequent Mission of Plinking Attacks”). So on to Bricks. Auras, too, save that LZ isn’t really an aura sort of character.
Friday night and Saturday pulled out Kitsune-chan and Ex-Terra. Illusion-Rad rocks, though it’s almost an embarrassment of riches in attacks and debuffs. Went through the Midnight Club initiation for the first time, which was mildly frustrating (unless you like puzzles), esp. since it didn’t really lead to anything we can do until 35. Still, got up to 29 by Noon, in time to do some real work for the day.
Huzzah for Double XP weekend, even if the most popular servers (Virtue and Freedom) were red and black (and crash-o-riffic even when only yellow).
Posted by Dave at 12:24 PM
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July 15, 2008
CoX - Double XP Weekend!
Coming this weekend!
Woot! And, ding!
Wonder who we’ll play? Someone up high to get closer to the magic 5-0? Someone in the middle to punch past that 30s hump? Someone down low to get us some finger-smackin’ powers? Or someone new?
Posted by Dave at 8:52 PM
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July 9, 2008
CoX - Unappreciated
Was on a large PUG the other evening and we got a police band mission — “Stop Archon Roget and his bodyguards.”
Quoth my character, “Archon Roget — he’s the wordy one, isn’t he?”
Beat. Beat. I’m waiting for the LOLs.
“I dunno - we’ll have to see,” someone finally said.
Man, a line like that would get dice thrown at me at a tabletop game. I know — it has.
Posted by Dave at 3:16 PM
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July 8, 2008
CoX - Game play report
So I did end up doing some CoX playing over the past few days, getting some good time in with Lady Zebra, Woe Nellie, and Miss Crackle.
I also took up Arty’s invitation to join up with the Repeat Offenders global group — consist of a global channel and a bunch of SGs in coalition spreading across the Hero and Villain side of Freedom and Virtue. I had mixed luck with actually leveraging Lady Zebra getting into one of the alt RO SGs and from there actually getting gameplay with the group — but I did end up with lots of time with Woe Nellie playing alongside Arty and some of his other cohorts, which was kind of fun.
I also spent $10 and transferred Miss Crackle over from Victory to Freedom, just because things have been serously dead on the former server for PUGging. And I then had a great time in two different groups for the next few hours, which probably means it was a worthwhile investment.
Overall, good times. But I’m looking forward to duoing with my favorite gaming partner real soon now.
Posted by Dave at 10:14 PM
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July 7, 2008
CoX - Psi-clone is checking with his corporate lawyers
Yes, someone else is actually publishing a Consortium of Justice comic book.
I am tempted to pick up one of the t-shirts, though …
Posted by Dave at 11:02 PM
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July 6, 2008
LotRO - Online vs Desktop gaming
Doyce shows how you can really do a good job of simulating LotRO using out-of-the-box D&D 4th Edition rules. Geeky goodness! random average: The One Where He Totally Geeked Out Like a Mid-1980s Gamer Nerd ((Hacking DnD 4 into Lord of the Rings))
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June 24, 2008
CoX - Roots
Current rules on what sort of powers will root (keep you from doing other things during activation) and which ones won’t:
Toggle Powers:
- Any toggle that damages, debuffs, or applies a status effect to an enemy is considered an attack and will root the player while activating. (Toggles that only Taunt will not root)
- Any toggle that affects yourself and/or allies will not root you while activating.
- Any toggle that only affects yourself will not cause you to be rooted while activating.
Toggle powers that root should all only root for 45 frames (1.5 seconds), after which the animation should be interruptible by movement or other power animations.
Click Powers:
- Any click power that damages, debuffs, applies a status effect, or taunts an enemy is considered an attack and will root the player while activating.
- Any click power that is a PBAOE ally buff, single target ally buff, or single target ally heal will root the player while activating.
- Any click power that is an PBAOE ally heal will not root.
- Any click power that is a self only buff or self only heal will not root.
- Any click power that is a ‘placed’ effect (pet summon, Teleport, Rain of Fire, etc) will root while activating.
- Any click power that is a ‘tier 9’ power (Unstoppable, Moment of Glory, Elude, etc) will root the player while activating. These powers should only root for 45 frames before being interruptible.
There can be exceptions to any of the above rules as deemed necessary.
Posted by Dave at 5:42 PM
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June 16, 2008
CoX - No, really!
Have been playing — not scads, but a decent amount. Over the weekend focused on Kitsune-chan and Ex-Terra — got them up to 26 over the course days. I figured they’d be good — as an Ill/Rad Controller and Spine Scrapper — doing the Rikti raids over the weekend, and they were indeed (and, in the meantime, managed to finish off getting the Wedding Band and the Talos safeguard mission, too). Good times.
Next up … hmmm … Margie mentioned there’s some Midnight Club content at our level. I’m interested in giving it a try.
Posted by Dave at 11:30 AM
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