All across the map

Got a late start last night, since Margie and Katherine had to do some evening-time shopping for the latter related to our upcoming trip.

  1. Soloed a bit with Lynn. She was still on Heroic, and I was getting some pretty blue-white missions, so I bumped up to Rugged — and started a new arc of missions (Croatoan witches) that took me down twice in ten minutes.
    Hrm. Rejiggered back to Heroic until I catch up a bit. Half-way to 31.

  2. Post-Kitten-bedtime, we hopped on with Hildy and Torchy, also in Croatoa. More, analogous Witch trouble, as those crazy broads refuse to herd well. Still, few worries.
    Midway through that mish, got a @tell, so hopped over to …

  3. CoV and Mister Ravenous and Charity. Kinda crazy fun — three brutes on a team of six or seven tends to guarantee things will be a bit chaotic (I didn’t envy Margie in her buffy/healy role, let alone our being kinda rusty with these character, which meant hitting the right powers was more conscious than it should have been).
    Played a while (too long a while), then hit the sack. Charity dinged to 16. Should (may) do more with those two. In our copious free time …

Squiddies!

Managed, with all the foofoorah last evening, to get Cetus and Lunulata up to 6th level, which means Squid Nova form.
Spent the next couple of adventures running around doing double-Squid action. No real threats (yet) to our relative squishihood, and it was fascinating to actually see them in action.

Re-zoning

War Witch (the Dev) was notably absent for a while from the boards. She explains where she’s been:

Yes, I was busy adding flavor spawns to Atlas Park, Kings Row, and Galaxy City.
I’ve seen some posts on the changes and additions and dialogue so thanks for the great feedback.
It was kind of interesting going back with the new animations and having some fun. Kings Row wasn’t my zone, but Atlas Park and Galaxy City were so it was pretty weird going back to them again after a long absence. But a good weird.
I did not have the opportunity to go into The Hollows and Perez Park like I would have liked, but I did manage to get some time in to at least pull spawns out front of mission doors and remove some of the nastier mission doors in the HEART of the Perez Park maze. (not sure if anyone noticed that change)
The Hollows, just a few spawns removed around contacts or mission doors and extra mission doors added for variety, if applicable.
That was all I had time for, unfortunately, but I’m glad you guys like what you see.

There’d been talk about rejiggering some of the earlier zones, but I hadn’t realized it was coming out soon (presumably with I7). Yay!

And, having writ, moves on

Sean and Ana are (not, as far as I know, for any related reason) departing CoH and the Alliance.
Like Sam, I don’t want to get whiny and feel like I’m pressuring them to stay. We do what we need to do, and whether it’s ennui, RL crises, other interests, or abduction by aliens, folks do leave, just as other folks come. It’s part of the life cycle of social groups.
But … they will each be missed in their own way. No man is an island, and part of the CoX experience is the company you keep. And they’ve each been good company.

NPC Zen

Overheard running through Perez last night:

Guardian: This ceremony cannot be stopped!
Embalmed Abomination: Grr!
Thorn Wielder: This ceremony cannot be stopped!
Guardian: This ceremony cannot be stopped!
Guard: This ceremony cannot be stopped!
Guardian: We are beyond you.
Guard: We are beyond you.
Guard: We are beyond you.
Guardian: We are beyond you.
Thorn Wielder: This shell is needed.

You could write poetry (modern poetry, at least) out of this stuff.
And, for the record, as much as the Hollows is an annoying place, Perez Park has it beat all (ahem) hollow for annoyance. Even with the map zoomed in all the way and the vidiotmaps background, it’s still a PitA to get to places inside the trees, even if you have a travel power.
(And, as Margie points out, why is it that only high level missions in the Hollows have entrances in the buildings right by Wincott, as opposed to the still-low-level, still-sometimes-pre-travel-power mishes that get thrown up in the far eastern edge of the zone, or down in the Mountains of Madness kind of thing?)
That said, I will still take a generic mission in the Hollows vs. Perez, any day of the week.

Munchies

It’s amazing to think that the majority of the Hostess Heroes are up in the low 20s now — Ho Ho just dinged 22 last night. I’m getting contacts in IP and Talos and the Striga arc just opened up to me (probably would have been available sooner, but I’ve been lax in keeping up with my contacts).
I remember when we were all 1st level noobs, barely able to lift our weapons without collapsing in a wheeze. And, to that end, let me once again say that I have never had a character so transformed by Stamina as Ho Ho. Endurance drain is the least of her worries, even with all her toggles on and chopping for all she’s worth.
Indeed, I’m really pleased by how she’s doing, tank-wise. Lacking Taunt (which I just picked up, thank God), she was basically jumping into the biggest mob and letting her Invincible bite-me aura keep them locked down. Then she’d whale on the nastiest boss/lieut around, keeping him seriously locked down until the others could clean out the rest of the crew. Between Dull Pain and a few green chicklets, she could stay on her feet against a flock of orange and reds, no problem.
It actually worked great — on a full team of 8 last night we had a couple of deaths, but nothing systemic. I’m sure we’re cruising for serious trouble, but last night demonstrated how formidable a bunch of snacks we truly are.

Weekend review

Didn’t actually play all that much, but some at least.

  1. A bit of hopping around/soloing/PUGging with Lynn.
  2. Created new Kheldian pair, Cetus and Lunulata (me/PB and Margie/WS, respectively). The intent is to get them up to 8-9, then pair them off with Al McGordo and Christmas Present. The character stories have not quite gelled in my head yet, but should be fun to play with.
  3. Did the first Shadow Shard TF, starting … what, Thursday? … and ending last evening. Like most of the SSTFs, this one was kind of annoying. I mean, some eerieness with the Rularuu, but also a lot of seemingly pointless running around between the Shard and Founders and Bricks, a lot of repetitive missions, and a climax that was sort of anti-climactic.
    Solid team of 50s, though — Psi-clone, Amorpha, Hang Time, Noelle Frost, Sword of Asgard, Leroy Jones — along with a 44 — War Bones. The most interesting thing about it all was artificial: the team composition kept changing over time, which meant tactics and strengths and weaknesses kept changing, too.
    That we were mostly 50s, and thus didn’t have to worry (annoyance factor aside) about death/debt or missing out on XP meant that our tactics shifted subtly (or not-so-), too.

After all that time playing PC, it will be odd shifting back to Ho Ho tonight.

Back in the groove

Knights Night last night. Margie and I got on a bit late, and between east coasters dropping off and serious performance problems for some people (blamed on the I7 pre-downloads), didn’t go very long en masse. Still ended up with Fazenda and Araware running something late with (at the end) Noelle, which was fun, given both her devil-may-care attitude and the always-welcome contributions of a Controller.
Both F and A are halfway to level, which is nice. We should give them more playtime. Though I need to rebuild some of her macros, since at least one of them went away when I respecced her for Fly.
(Note to self: really need to do something like this for the Consortium. Really do.)
After that, Psi-clone briefly helped start up the Shadow Shard TF (#1) that Doyce is organizing. Ran around with the crew for a while, and was shocked to discover that I was the Team Healer; there’s usually one or another full Empathy Defender running around in this group, but last night they had to make do with just me — which led to a sort of Zen “Stand in the middle of battle, watch the team health bars, spam heals and buffs at anyone having trouble, toss in an occasional Blind as opportunity presents.”
Nice to pull Psi-clone out to do something, though. After having been running Fazenda, I was astonished by how fast he flew. And, really, even taken down to 41 or whatever the TF auto-exemps to, not much in the way of powers were grayed out — Regen Aura, Psionic Tornado (bleah), an Accolade or so. Not bad.

Vend-o-Vend

Screw epic powers. To hell with new content. I would gladly pay for an expansion pack that simply fixed the whole trading/vending interface.

  1. Why, in God’s name, is there a limit (an expanded limit!) on Influence traded? Why? Why?
  2. Praseodymium Infusion? Nektonebo’s Left Collarbone? Enhancements can have all the color text they want, but they damned oughta also have the actual functionality clearly spelled out in the purchase screen. It’s enough to frelling influence what Origin I pick, which is a sign that it’s a bad thing.
  3. Why would you offer me Red enhancements at the store? Especially red-below-me? To buy for someone else? The interface can be so cleaned up by just eliminating the stuff that’s not needed (with an option to pull it up).
  4. Ditto for origin compatability. Why would I be interested in seeing any Enhancements that I cannot use? Yes, on the off chance I’m buying for someone else, maybe that’s an option, but normally I should just see the things that apply to me.
  5. Explain to me again why contact stores don’t show on the map what their specialty is? Yeah, they’ll buy anything, but if it’s not in their normal line, the prices are craptastic. Been doing a lot of running around between store contacts in Croatoa of late.

Talk about a Quality of Life thing. There have been some small improvements, but the system is still a lot more irritating than it needs to be.

Never trust anyone under 30 …

Between a sinus infection and Mr. Momness, I decided to take the day off (which still meant getting up early enough to get Kitten to the bus). So I took the opportunity to finish getting Lynn up to 30, which was a lot of PUGgy fun.
And what faboo power did I get at this juncture? Oooooh … gotta be … Hurdle! Woot! A life-changing power!
(Actually, needed it — it will synergize with Super-Jump, and will give me a vertical movement if I’m running low on Endurance and needing to leave Combat Jump off.)
And, by the bye, she seems to have the most Prestige contribution of anyone in the Boomtown Saints at the moment …

The Personal Factor

One of the incredibly keen things about MMORPGs is that people from across the country, across the world, can play them together.
I mean, really. I knew Avo in high school, and we shared cuneiform clay tablets and everything. How cool is it that we can actually now, separated by half a continent, play CoH together?
Or there are the folks I’ve never, or would have never, met — Mal, Noelle, Ulric, many more — Sean, Ted, etc. — people with whom I can interact In Character and Out of Character, roleplay and chit-chat and discuss any number of surprisingly intense subjects (especially if they have to do with super-group and coalition politics). How neat is it that there are these keen people out there that I’m pleased as punch that I’ve met online, let alone the folks I’ve met in person — and how incredibly spiffy is it that I can just sign in any evening and interact with them virtually.
And, all that said and done, there is something even more rewarding about having the opportunity — solicited/intended or not — to actually sit in a room with some of these folks and game with them live. Engage in witty banter, hear the LOLs and LMAOs and ROTFLs from one’s bon mots, coordinate tactics (or take a break) with an unambigious tightness that only physical presence can allow.
It’s something I get to do with Margie, and it’s something I’ve been privileged to do with both some of the local Denver crew and with a couple of visitors over the past months. And it’s been really neat, and I count myself blessed for having had that opportunity.
Y’know, I;d pay $20/month just for the solo or PUG availability. To actually meet up with and interact with these folks, virtualy, and even moreso live, is worth a hell of a lot more than that.

Solo fun

As I pined away this evening, with pangs of separation from Margie (on a business trip) wracking my decrepit frame …
I managed to get Honor up to 15, and Lynn up to 29. Ironically, both ended up on PUGs that ended up unable to finish a Mission from Hell (which garnered both massive XP and a single death each). Synchronicity.
Re Honor: Being able to fly over the Hollows is a thing of joy.
Re Lynn: I find it more than a little disturbing that she’s almost at 30.

On Test …

The latest bits … or those that caught my eye …

* Increased level of Neutral turrets in Recluse’s Victory
* Strengthened Signature Heroes/Villains in Recluse’s Victory.

Interesting. Sounds like RV was too easy …

* Modified sprint fx to only play while running. Not Flying. Not swimming. Not jumping. Just running on the ground

Yay! That little Pig Pen-style cloud of dust was annoying.

* Fixed delay when you click on helicopter pilot to zone from Kings Row to Warburg and back or Bloody Bay to Skyway and back

Yes! ‘Twas quite annoying.

The allure of Bosses

An interesting battle on why Boss Battles in a video game are the make-or-break of the game itself.

It’s partly because a boss battle is the most mythopoeic part of gaming. An adventure game, after all, typically puts you on some dread quest in which the foes get bigger and nastier until you face one final, hellish climactic baddie. This is a pure apocalyptic narrative — the same story line that has obsessed the West for millennia, from the Bible to Das Kapital to the Epic of Gilgamesh. Boss battles make games seem cosmic.
But personally, I think the allure is much more straightforward than that, and also, in its own way, more complex. We love boss battles because they represent game design at its purest and trickiest.

Thinking of the CoX, the bosses/monsters/AVs are the classic finales of adventures — TFs, arcs, the final big Praetorian missions. Where they work is when there’s something to make them interesting. A single AV alone in a room provides one of three choices: you can grind them down, you can be ground down, or you get into a stand-off. All three are not all that interesting in and of themselves, because CoX tactics are, in most cases, a matter of what powers the participants have and how they slot them (and, with less impact, how they employ them). So you go in with a plan and it either works or it doesn’t.
The “good” AVs are the ones where it’s not that simple. Infernal is the classic example — how do you balance the gate, the demons in the room already, and Infernal himself? Who keeps the AV busy while other folks shut things down while other folks keep the team alive? It’s a skin-of-the-teeth battle, much of the time, with enough variables that tactics spell the difference between disaster and success.
The end of the first CoV Strike Force has some variability, too — two AVs, with a variety of interesting tactics that can be employed (many of which have to do with getting them to fight each other) to maximize advantages or minimize weaknesses.
The “bad” AV battles, though, are the villain who stands there and either dukes it out with you or goes down hard. There might be a surprise (a massive attack last ditch nuke by the AV that knocks some of the party out, suddenly changing the balance), but too many of the AV battles are grinds, settled before the first punch is thrown.
The “bad” AV missions can be a useful climax to a long story, but too often they’re disappointing. That’s because, really, there aren’t a lot of strong active tactics that take place in most battles — the decisions have already been made, the powers chosen, and the only question is whether variables of luck, or a sudden mapserv, will take the decision out of the players’ hands. The player mix can spell a huge difference — but that’s already decided by the time the battle rolls around.
Interesting.

Devil’s Food

Played some Devil’s Food characters on Sunday afternoon, in honor of Lorne visiting. L-R Chicken Bone (Lorne), Tofutti (Jackie), Maitre D’mon (Necro MM, me), Brussels Sprout (Margie). Much fun. I particularly enjoyed Maitre D’mon, “The Headwaiter from Hell,” whose zombies (Late Party and Bad Tipper) are, complete with vomit, past customers he just couldn’t let go of …
Avo also ran with us for a bit as Swedish Meatball Meat Ball. Well-balanced team, and we basically cleared out Mercy Island and got up to 8.
SMB and I, in turn, had played some on Friday when I was running Fugu Fish (Spines Stalker, of course). Again, good team, and it was fun doing CoV that way. Glad we’ve finally got some Devil’s Food (CoV equivalent to Hostess Heroes) action put together. Bon apetit!