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Posts
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Quote:I always assumed "Vanessa DeVore" was just Sister Psyche with a fancy mask on, always struggling with the dominant (and unaware) Shalice Tilman persona for control over her own body. If so, she's at least 80 years old, and probably alot older than that.If Primal Penelope is the daughter of Vanessa DeVore the way Praetorian Penelope is, then being 18 in Faultline says...unfortunate things...about Wu Yin's taste in women: Vanessa was somewhere between the ages of 9 and 15 when Penelope was conceived.
If she was 14, that's better: a 30-something Wu Yin being involved with a college-student Vanessa is far less disturbing. -
Healing Aura would be neat, assuming it could cure any illness and pathology, not just flesh wounds. Barring that, either flight, invisibility or teleport.
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- Don't quit Paragon Studios.
- Don't quit Paragon Studios after you've nerfed the entire player base.
- Don't quit Paragon Studios after you've nerfed the entire player base, twice!
- If your last name is Cole, change it.
- If your middle name is Cole, change it as well.
- Always wear a condom in Paragon City.
- If your condom's somehow proven to be ineffective, don't get too attached to its outcome.
- Don't trust your friends to warn you if your daughter's about to get into trouble.
- Don't allow yourself to be made a hostage after i16.
- Don't trust your friends to warn you if your daughter's already gotten into trouble.
- Don't wear a flag as a uniform, it tends to come with a pole up your...
- Don't try to avenge your bullet-proof daughter after she's been gunned down by a ridiculously outmatched underdog you've never even heard of.
- Don't confront the ridiculously outmatched underdog after your impending death's been announced in the forums.
- Don't drink too much enriche if your full-body tights don't have a zipper.
- Always expect the ridiculously outmatched underdog to somehow be in the possession of an obscure ritual from a ficticious classical civilization, which through sheer serendipity will somehow drain you of all your powers. Especially if your last name is Cole.
- Don't tell the ridiculously outmatched underdog that you refuse to kill him.
- Don't trust visions of your dead wife telling you not to fight back when the ridiculously outmatched underdog has access to psychic powers.
- Don't expect hero PCs will actually be able to save you from the ridiculously outmatched underdog post i16.
- Don't expect time-travel to actually work unless it's used against you by the ridiculously outmatched underdog, exception made if you plan to retrieve a stolen urn from the Tsoo.
- Don't pick your nose if you have superstrenght without invulnerability.
- Don't take this too seriously -
Quote:----------------------SPOILER-------------------By the way, something I22 suggests that this could all be some kind of plot.
Are you refering to the scene where the Dream Doctor accuses Mender Silos of altering the past so a certain dagger only imprisons a certain being instead of killing him?
----------------------End SPOILER-------------------
True, we *could* go back to the past and alter Sister Airlia's ritual so it only imprisons Rommie and Imperious, but by that same logic we could have simply Ouro'ed SSA #3 and prevented Wade from getting Miss Liberty's blood (I suggest knocking her out before she leaves to Warburg and swapping her with a Nemesis Automaton).
Heh, save the cheerleader, save the world
* Edit - Sorry, Eva -
Well, if you play through the Dream Doctor's last mission, you'll notice that Shadowstar is hovering. Don't know if it means anything, though
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Quote:Which neatly divides the hero player base into two seperate categories, those willing to rationalize some killings as "necessary" and "justified", and those that don't kill. Sadly for me, Statesman's death was a very clear statement as to what side the devs will favor from now on.And yes, ICly my character who did that arc is furious. At this point actually, killing Darrin Wade wouldn't be vigilantism. He's stolen Statesman power, and could potentially steal/kill any number of other heroes, plus he's already stated murderous intent towards Psyche. At this point finding him and killing him would be justified homicide because he's a danger to every meta-human, not to mention the fact he stole Statesman power, meaning not even Incarnates are safe.
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Quote:I was doubtful at first, but I liked it. The part where Statesman appears ready to fight back and Monica just holds him back...okay, now seriously, I enjoyed this but it was really disappointing how Statesman died without much of a fight. Unlike some players, I liked Statesman, so I felt he deserved better, I felt that way even more when I saw the cutscene.
So after eighty plus years of saving the world, he goes down like a chump to a chump who just became a super powered chump.
Would have been nice to see Statesman actually walk up to Darrin Wade even as the ritual was killing him to deliver one last punch that would cripple Wade for later.
"Monica, I have to stop him, the world's in real danger!"
"Marcus, the world's fate doesn't rest on one man's shoulder's alone. Rest now, and see for yourself."
"I... I... alright."
Let's just hope the PC heroes are up to the task. -
Quote:It's a celebration of independence, which Positron and his team needed alot more than we players do, just as Statesman means alot more to them than it does to any of us. When Jack left, we players barely noticed. All of his previous work remained behind, and as long as maintenance and the occasional update came forth, we were happy. But the remnants of the old team did alot more than just keep the game up and running. Invention system. Mission architect. Power Customization. Praetoria. Morality tips. Incarnate content. Against all odds, they actually made the game better. Always in the shadow of what their predecessors did.So, explain to me how it's NOT a giant freaking [pancake] spoiler by telling people EARLY 'By the way, this is who dies'? Please, I'm intrigued how this is somehow justifiable, and not just 'Yay, everything of Jacks is finally gone!' which is what I got from the Informer article.
For the Freem 15, I imagine it must mean the world to finally claim City of Heroes as their own, to stop feeling like the crew of a low-budget sequel. It's their baby now, i7 to i22 and still going strong, no one can claim otherwise. I say cut them a little slack even if it is borderline bragging. So the devs couldn't wait to tell everybody they were finally bringing down the portrait of their old boss. Does it matter? They deserve it. -
I don't know what I would do, myself, hence the original question. I'd certainly be a bit pissed at the old guy up there, and probably resort to mad science or the occult to achieve superpowers, same as Wade. Does that mean I might eventually degenerate into villainy in pursuit of power, just like him?
I'm not saying I won't try to arrest Wade, but until SSA #5 I just couldn't relate to his motives. Now I do, if only a little bit. It probably sucks to be that guy. -
As far as I can tell, Darrin Wade's goal is not so much achieving ultimate power as it is keeping up with the trend. Much like Malaise, Wade would be perfectly happy in a world without superpowers. The one thing he will never accept is to be the guy without superpowers in a superpowered world.
Would you? -
Statesman's last wish was to see Darrin Wade behind bars for the rest of his life. I'd like to respect his wishes, if possible, so if your villain would be so kind as to delay his vengeance until my hero arrests Wade, well, I'd appreciate it. Let's just say the key to his Zig cell will be under the rug
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Quote:Thank you, Michelle, that was beautiful T_T
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Positron, I ask that you don't focus solely on Statesman's death when enacting those "changes" you're planning. Miss Liberty died too, and I think at the very least she deserves a statue as well.
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Quote:Ideally, yes, but I'm not ready for that, particularly when the script tends to force me into taking actions against my, and incidently Statesman's, moral code. For instance, I adamantly refuse to accept that heroes be allowed to kill without consequences, and yet not only does the game encourage it, it often forces that outcome.That is why I think it is up to us to fill Statesman's shoes, in fact I think this is necessary [for our heroes, as participants in the story].
Quote:Or maybe in Manticore we are left with the symbol Paragon deserves (a cookie to anyone who knows where I got that )?
Quote:This is just like when Britannia lost the Avatar. Britannia had to step up when Minax attacked. Okay most of you will have no idea what I'm talking about, but my point is that Statesman is kind of like the Avatar of his universe, long-illustrating the traditional qualities that define many of its heroes. It's up to us now! I was never a Statesman hater, but I believe this is may be a necessary step in the (our?) story.
Do we get to drive Manticore out of the city, or at least put him in his place? Will we be given a scripted option to always follow the "Walking the Path" Badge even when it's unreasonable and puts everyone else at risk? Will Paragon City's NPCs acknowledge our efforts and start acting as helpful informants rather than employers? Will the Phalanx and the other NPC heroes start deferring to the players or will they keep refering to my lvl 53 incarnate as "kid"? Will the villains start taking the players seriously or will they keep giving on speeches about Statesman while we're in the process of rearranging their faces?
All of these problems will need to be corrected once there's no more Statesman, because you really don't want to become the sidekick of Statesman's ghost. -
Oz, I completely agree. This has the same distasteful feeling of watching a terminal cancer patient die, you know it's coming, you know when it's coming, you know why it's coming, and you also know there's nothing you can do about it.
Personally, I like Statesman. The Statesman from the novels and comics, that is, as he's barely given any role in the actual game at all, even with countless evil alter-egos showing up every couple of issues. Rather, more than fondness for that character's depiction in the game (which, as many have point, could have been handled better), I admire what he represented, an uncompromising old-school hero in a morally decaying society. This is why they're killing him, not because he's a powerhouse, but because hero PCs should be able to do questionable things without having an NPC criticizing them.
If anything, hero players are the Mary Sues of this game, not Statesman. If the PCs succeed, it's because they're awesome. If the PCs fail, the game always sugarcoats it, as they can't be blamed of "failing" when they were simply following a mission's script.
Rejoice, though, it seems the writers are at least partially aware of our concerns, as Dark Astoria's initial contact offers the possibility of being unreasonable and trying to save everyone against all odds. You'll probably fail, though, the timer's pretty harsh, but nothing's stopping you from trying again -
You get the chance to prove every detractor wrong by dismantling the whole Arachnos operation, saving the hostages and not giving up on the justice system when you decide to arrest Thiery instead of killing him. In that sense, the revamped Atlas Park storyline is perhaps the most satisfying hero mission released since the Tip system came out.
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Quote:This is precisely why Paragon City needs Statesman alot more than it needs Manticore. The city needs hope, not vengeance, it needs to have its foremost hero believe in the system rather than arbitrarily discarding it when it gets personal, it needs to know someone up there is looking out for its people instead of just punishing villains.I never envisioned a father, someone who's only daughter was viciously killed long after her 'crime fighting career' was over..... going off somewhere to 'clear his head' instead of utterly destroying each ... and every... person responsible for her death. Up to and including her uncle who might not have even known about it. With all his power and if he would have struck fast, no one could have been prepared to prevent that.
The worst you can accuse Statesman at this point is seeking solitude to grieve the death of his daughter, just as he once did when his wife died. -
Quote:Which is something the devs should fix, not ignore and say "why aren't you used to it yet?"Knowledge comes with a price. You were ignorant in 2004 and now you are not. You could say a lot of the above with the old mob groups. The Lost are always preaching in the streets, what do the Trolls have to say about that? The Hellions and Skulls are always battling for turf, so how is Vahz taking advantage of this? So on and so forth.
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Quote:While that is true, the very nature of the game (good vs evil) demands at least some branching to exist. For most of the game, heroes and villains don't share the same storylines, and each "path" leads to a different outcome. Going Rogue offered more than just Praetoria, it also offered choice, per-se, in the form of Tips missions, an interesting mechanic that has since been abandoned.To a point. The problem is that those choices cannot really have consequences beyond the story arc itself, because the game cannot factor such decisions into the ongoing story long term.
As of now, the game allows you to choose between four paths in Primal Earth - Hero, Rogue, Villain and Vigilante, as well as their four "twisted" equivalents in Praetoria - Power, Warden, Crusader and Responsibility. Unfortunately, most of the old content is incompatible with these paths (reducing them into either Heroes or Villains), and almost no new content is being released to build upon this mechanic. Even worse, for awhile the trend seemed to be co-op content, further reducing the content's branching from two paths into a single one.
Now, co-op content might be easier to deliver (half the work) but it's also much less satisfying for whichever side the writers decide to neglect. My main problem with blue-side SSAs is that they're essentially villain arcs being witnessed by heroes, unable to do a single thing to make things right. The iTrials and ITF, on the other hand, are basically "save the world" missions that villains are forced to participate if they wish to claim its tasty rewards.
Arcana, I understand the challenge of delivering near-infinite branching, but reaching at least four possible outcomes in the game is certainly doable, if not eight (including Praetorian paths). Through phasing, a high-level Vigilante could reshape Primal Earth into a very different place than would a high-level Villain, so to speak. At least, that's how I interpreted this mechanic when it was first launched, and a single, unifying outcome between all paths (impossible in Praetoria) would never be as satisfying. Good versus Evil.
Co-op trials offer the advantage of combining the entire server population and create crowded leagues, so it's perhaps the best practical compromise until multi-server trials are implemented. Solo, instanced, co-op missions, however, are much less justifiable in my book, particularly when the stated goal is to reach a "canon" consensus amongst high-level players at the cost of their own enjoyment. -
Quote:Not true, we had that choice in 1-20 Praetoria. Player actions mattered then, not just dialogue loops, but actual choices with actual consequences. You felt like a real participant in that world. Not the center of the universe, since your toon was just a small fish compared to Cole and his goons, but at the very least, you were the center of YOUR little story. You made a difference.I never understood this argument.
Throughout this whole game we have never had a choice (no MMO offers you a real choice as far as I know).
Do you side with the ruthless vigilante that just saved your life or the well-intentioned rebel that just tried to get you killed? You just found out the government is using the city's water treatment facilities to slip drugs into the water supply, will you blow it up and free the people, even knowing they'll be forced to consume radioactive water for months because of your actions?
And then they stopped. Why did they stop? Why isn't the new content like Praetoria? And why isn't Praetoria being made into a 1-50 experience?
Going Rogue is the prototype of my ideal kind of MMO, one with a strong, solid, well written solo content while still inserted in a community shared world - meaning I can team whenever I want, but if I want to solo it won't feel much different from a decent single player game.
The opener is right, there's been a serious drop in the quality of the game's content in the last 18 months or so, even as the graphics improved. First Ward and the SSAs are nothing like Praetoria. No real choice or branching paths, just one big corridor that doesn't even feel satisfying enough to walk through.
Energizing_Ion, you want to know why this argument is used so often? Because we're not just venting air, we actually *know* Paragon Studios can do better. They have in the past, and I'm hoping they will again in the future. -
Quote:If you mean Invisible Falcon, the hero that disappeared in the 90's, I don't think it's ever mentioned that he's Patrick Duncan. Gordon Stacy just says his cousin is looking for him. If he were Ms. Liberty's father, Miss Liberty's husband and Statesman's son in law, I don't think it would be just his cousin looking.I can't remember the source, but, I thought Ghost Falcon in Peregrine was the Praetorian version of Patrick Duncan who was killed or is MIA. It's doubtful that Hero 1's Praetorian double is Ghost Falcon.
As far as I know, Patrick Duncan's hero identity (if any) has never been officially revealed, either in the books, comics or game, and I was just speculating. The Freedom Phalanx novel, happening in 1986, suggests that Alexis and Jessica were living alone, so it's likely that Duncan was either dead or missing by then, or at least forced to be away from his family. -
Cool idea, an antagonist recast would spice the old content up
And I'd love to see the Rogues Gallery show up at Radio/Newspaper missions as well. Who the hell wants to fight Clang-Clang-Clang or Archon Leery? Make it Flambeaux and Dr. Graves! -
Would be nice if the game auto-exemplared all your contacts, so that you wouldn't have to worry about outleveling them.