Zemblanity

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  1. /signed

    I hate spending five minutes tracking back and forward looking for stragglers and missing patrols that might or might not be showing in the minimap as red arrows.
  2. It would be really, really awesome if Respec tokens allowed us to change our origins
  3. Quote:
    Originally Posted by Twigman View Post
    You go to join a Statesman TF and he won't let you till you apologize ... LOL

    Ms. Liberty "Oh, you know dodge dark(my toon that ran the mission) I won't train you till he apologizes"

    Those would be hilareous.
    It would, lol

    Quote:
    Originally Posted by Twigman View Post
    I don't feel I was acting as a vigilante ... just a lesser hero(playing as lvl 30-35). The important task was given to the (though pathetic) established hero "manticor". I was given the less notable, common hero task of saving the city (not sure how that's less important or less heroic). If you want to feel like you were being a selfish vigelante instead of an important part of the hero team ... do that. I perfer to think of myself as lucky to be repected enough as a young hero (30-35) to be even involved is this task, and to have completed my objective flawlessly. *takes a bow*
    Well, I didn't see it that way. While not an incarnate yet, since he was exemplared to lvl 40, my toon was anything but a lesser hero. Canon-wise, he had just arrested Countess Crey (Janet Kellum), beaten the Envoy of Shadows (Cadao Kestrel), put Nemesis on the run (Maxwell Christopher), and was widely regarded as perhaps the second most powerful hero in the city, right after Statesman (equal to other lvl 40 PC heroes).

    Nova, my toon, was brought into this mission as a deterrent to foul action from Blitz, in fact Manticore basically says so. Something like, "don't try anything, you villain, we have Nova here with us!" It's more or less assumed that in a fight, of all the five people in that room (Miss L, Manticore, Malaise, Blitz and Nova), my toon was by far the bigger threat. Nova was thus given the most dangerous assignments, leaving the simpler stuff to Manticore (like recon, or escort missions). He was technically reporting to Manticore, but only as a courtesy granted to a fellow hero that had specifically requested his help.

    The problem, I figure, was when Nova realized at the end of the first mission that Manticore was over his head. My toon should have taken charge, and let his instinct take over, that of a hero, not a vigilante. Prioritize the safety of a hostage over the completion of a mission, for example. Scriptwise, he wasn't allowed to do that, and it's frustrating that a set of out-of-character actions led to tragedy.

    Perhaps blame is better directed elsewhere, starting with the bad guys. Manticore deserves some of the blame, as do Ms. Liberty and Sister Psyche for trusting Malaise. Alexis for putting herself in harm's way and failing to fight off her captors. But my toon won't accept any excuses, he was there and someone of his power and stature could have done better - should have done better.

    Post mission, negotiations with Warburg failed, the hostage died and some of the nukes went missing, likely still in the hands of some very bad people who are now openly targetting Sister Psyche. No *bow* or medal for my toon in this affair. Far from it.
  4. Quote:
    Originally Posted by Captain_Photon View Post
    Sort of a nicer version of the "Hey, Marauder, turns out your girl was a traitor. No worries, though, I wasted her so you don't have to" conversation.
    Pretty much, but delivered in a slightly less psychotic way
  5. Quote:
    Originally Posted by Twigman View Post
    Zem, out of all the times I was in a forced loss situation as a hero. I felt like this one was the least my fault. Manticor and I (the player) were supposed to work together to protect her. I was given "stop the launch" mission while manticor was to go save miss liberty. I completed my task and then moved forward to help manticor save her. he should have made it and saved her but we both arrived too late. Manticor was the failure, I (the player) was just along for the ride. I was a little aggrivated till I played the villain side and learned that she was dead before the hero (me) arrived.

    Like I said. I didn't fell like a failure though. the aggrivation was because I couldn't do anything when the illusion died.
    That's true.

    One of my qualms here is not having a chance to sneak into Malaise's cell and drop a trip mine inside his toilet, to swap Blitz medication with vinager, to tell Manticore what an incompetent loser he is before putting him in the dentist. I am, after all, playing the role of a vigilante according to the script, deal with the impending doom and arresting the bad guys rather than rescue the victim, so at least let me act in character.

    I'd also like a chance, in game, to apologize to Statesman and Ms. Liberty, which would have been pretty simple to code in.
  6. Quote:
    Originally Posted by Stormbird View Post
    OK, this is getting silly.
    Yes, it is.

    Quote:
    Galaxy Girl: Was killed during the Rikti invasion. There probably WAS sentiment like that (and visibly would have been had the tech been around for it.) She had a *big freaking statue* - taller than most of, if not any of the others - in Galaxy City in a very visible place, as opposed to, say, the one stuck next to the military surplus store or stuck in the courtyard of an office building. With a plaque explaining who she was. And, at the end, Longbow "honor guards."

    Hero One: The loss of his team is part of the reason we don't (barring real-world-money considerations) get capes at level 1. It's part of the canon. There's a time capsule with the stuff they left.

    So, yes, they have statues, and memorials, and people foregoing capes (in fact, not being allowed to wear them... again, until real-world money came into the game in the form of booster packs - until level 20.)
    If Alexis Cole is canonically as important as GG and H1, the writers have to demonstrate it. The burden of proof is on their side, not the players'. In game with phasing technology. An instanced mission regarding her memorial service, only accessed by those who've completed episode 3. By making an eulogy post in the forums. Releasing a comic book page in the web site. Something.

    I don't think they will, because, to the writers, Alexis Cole is a minor character that never really had any impact in the game as presented to the players.

    Quote:
    Are you SURE you want to use these arguments? These are events that, in game - and even real-world-ish - happened years ago. There's been a second Rikti invasion since then. There's been the driving out - and return - of the Fifth Column. And now we've been plastered with meteors. Life has moved on, and Galaxy Girl and Hero One are now history. Recent history, but history.
    I'm sure. You still have to complete the Hero One memorial mission to access capes, for example. Galaxy Girl is a little different, but at least she had a town named after her (which was destroyed, granted) and you can still visit that town and all the plaques mentioning her heroics through Ouroboros. Alexis Cole doesn't have any of that.

    Quote:
    Besides, I do also have to take issue with the whole "Use PVP if you want to 'stick it to the other side,' don't make heroes lose" attitude. WHY should someone playing a villainside character be screwed out of a major win partway through the story? WHY do they not get to have a plan succeed in a *paired* set of story arcs? Are they unworthy of anything but being beaten down and called losers?
    PC Villains can, and often do beat NPC heroes. All the time. That's the whole premise of City of Villains, the bad guys win. PC Villains can also beat PC heroes in PvP, and vice-versa.

    You're asking for something different, though, you're asking that PC Villains be allowed to beat PC Heroes in scripted PvE, moreso, you're asking for automatic success, to spice things up. How would you like it if my hero toon arrested your villain toon in PvE, and you were locked out of the game for a week because you were in jail?

    Vice versa. If PC heroes were beating PC villains in scripted PvE missions, I'd be having the exact same argument.

    Quote:
    Are you channeling Golden Girl and her nonsense?
    GG she merely offers her opinion, which, while I often don't share, is nevertheless as valid as any other, and I wouldn't call it "her nonsense". This is a free speech forum, and of all the forums in the game, this For Fun - Suggestions is the one where you're offered the most latitude when it comes to speaking your mind. Would you gag me as well because you don't agree with what I'm saying?

    Back to topic - More happy endings for the good guys!
  7. Quote:
    Originally Posted by Aggelakis View Post
    No, she wasn't. Miss Liberty has been an important person in Paragon City for years, not "two missions". Heroes of the city know her, know her past deeds, know her present company, know her family, and care about her.

    Just because she was not important TO YOU, one single PLAYER, until this one arc does not mean anything in the grand scheme of things, where you obstinately continue to ignore canon information.

    As to the world's treatment of her passing: the game does not have far-fetching phasing tech yet. It just doesn't operate that way. It is better to be status quo than go off on one part a story arc that not everyone will experience (or even *CAN* - premium and freebies have to PAY for this content and not all of them do/can). It's not until the conclusion of the arc that the game changes meaningfully (when one of the Surviving Eight dies and is removed from the game).
    She was important to the game characters. Gamewise she founded the Freedom Corps and got Hero One's sword during the Rikti War. She was a great heroine with a long history of defending Paragon City and the world, something we the PLAYERS (sorry for the caps, your idea), were not privy to, since we didn't witness it and there's barely any mention of her exploits other than spawning Jessica.

    To the PLAYERS, or rather, to ME as a player, Alexis Cole is an obscure character mostly left of of the story by the writers. She made a cameo appearance during a villain story arc, she played a minor role in the Web of Arachnos novel (which I read, and she did nothing but act as a victim of Sister Psyche's city-wide madness tantrum), she was barely mentioned in the game's lore other than being Statesman's daughter, Jessica Duncan's mother and Patrick Duncan's wife. Who's Patrick Duncan? Do you know? I don't.

    She never appeared in the comics. She never appeared in a hero mission. She never appeared in the game world. I can count at least 30 minor characters whose death would have had more impact. So, no, she wasn't an important character to the players, just the typical female prop meant to be sacrificed to mess up a major leading character and that bothers me.

    To the PLAYERS, Alexis Cole is, UNDESERVEDLY, an obscure character that should have been much, much more fleshed out and developed than she was, and instead she was killed two pages after being introduced. I'm sorry, but barring further developments, I'll still believe her role in the game was that of a senseless victim pulled out of a hat for added drama, not that of a heroine.

    Giving heroes adversity doesn't mean they have to witness the death of someone they cared about. Putting Katie Holmes back in the seer network was tragic, but at least it leaves the chance of actually rescuing her on a later date. It used to be there was at least a remote chance for a happy ending, so it was tolerable. Not here. Alexis is dead. Death of a character is final. There's no going back. These Signature Arcs are spoiled to me because of this, and it doesn't matter if we come up with a cure for cancer in episode 7. Another bittersweet victory for the good guys.

    As I said, again and again, I wouldn't be talking about it if this was an isolated case, but it's not. Almost all the story-arcs for heroes since issue 16 (we're up to 21 now) are ending badly, and I don't like it. If we players must at all costs experience tragedy, at least the writers should bother to flesh out that tragedy. By making sure we, THE PLAYERS, care about who exactly it is that they're killing AND by making it our fault - even if the script allows for no other outcome.

    P.S. Aggelakis, if this talk is bothering you, I can stop. I've offered to give it a rest, already, only to see the discussion carry on regardless, so I stepped back in because the topic interests me.
  8. Quote:
    Originally Posted by Aggelakis View Post
    In the world of Paragon City, according to canon, all heroes know Statesman and the rest of the biggies. If a hero knows Statesman, they know he has a daughter (Miss Liberty) and a grand daughter (Ms. Liberty). Miss Liberty is not some schmoe off the street, SHE IS THE STATESMAN'S DAUGHTER *and* she is the CO-FOUNDER (alongside Statesman) of the Freedom Corps, a very large group to facilitate communication with heroes. In the lore of Paragon City, SHE IS SOMEBODY IMPORTANT.

    I am using capslock because you don't seem to realize that you're completely ignoring canon information to support your personal vendetta against this "book" and the way it is being written.

    If you can ignore that Miss Liberty is an important part of Paragon City history, and that her loss is pretty big to the city and to all heroes, then surely you can ignore this one piece of a story arc and pretend it happened some other way to make the outcome more palatable for you.
    I'll acknowledge it when I see the same treatment given to this IMPORTANT SOMEBODY that was given to, say, Hero One or Galaxy Girl. Do you see the flags at half mast? Do see civilians dressed in black, or at least mentioning it on the street? Do you see heroes foregoing their capes in her memory? Did you hear the City Rep making a public announcement? Nacional holiday? Where's the memorial? Where's her statue? Mourning of any kind?

    If I see any of it, I'll admit I was wrong and apologize, but it seems to me that this was all done to set up an NPC (albeit an important one) so that he can do something atypical in a future arc. Everyone else involved just doesn't seem to care. Well, I do, but since it's just a vendetta against this volume, just ignore me.

    Edit: Besides, I agree with you. She is somebody important to her world, and would probably deserve the same treatment as H1 and GG. But to the hero players, she was killed 2 missions after being introduced, so it makes it hard to care much. And not caring about someone supposedly so important to this world, well, sucks.
  9. Quote:
    Originally Posted by BrandX View Post
    Okay then, what about all those other escort missions that people can do, and can fail.
    If I fail in a mission where I can succeed, it's my failure. My responsibility. This makes me try harder or act smarter the next time around. And I do fail alot in these type of missions. I didn't manage to rescue the guy during the Roy Cooling affair. Villains won that round. I'm not complaining about that.

    Quote:
    Or does it not count as failing when you can just die and die and die untill you can save them? Even if that means resetting the mission at a lower difficulty?
    I can also redo the mission in Ouroboros. That's my prerogative. Most of the time I don't bother, if it's my failure then I'll have to live with it.

    Quote:
    Because, I don't think there's any real sympathy for those other no named get to safety hostages.
    There's certainly alot more sympathy for the nameless hostages that don't die in a scripted cutscene.

    Quote:
    And if your hero has been this successful so far and never having failed anything because they could just hit the reset button, why not look at it as "character growth" in that the finally failed.
    My toon has failed in the past. Alot. Including faceplanting against Hellions and Vazhilok. This felt different, like I was cheated, the same unpleasant feeling of watching your sports team lose a game to a bad referee call. True, the season isn't over yet, but there's been a lot of bad ref calls lately, and it bothers me.

    Quote:
    I really don't recall a superhero in comics who hadnt failed at one point.
    Take Spider-man. Failure to prevent a kidnapping? On occasion, though I bet he ended up rescuing the victim at a later date. Failure to apprehend a bad guy? Sure, but again, eventually the bad guy was put behind bars. Getting people killed in his watch? Other than Gwen Stacy and Uncle Ben, both of which were traumatic, life-altering events for Spidey, I don't recall. At least none where Peter would simply shrug his shoulders and say he's off the hook because it wasn't his fault.
  10. Quote:
    Originally Posted by Garielle View Post
    There's also no story. What is the story? "There's a Coyote who's always trying to catch a Road Runner." That's it. Nothing more. The story never moves beyond that. Something like that is good for a few chuckles and perhaps a few passing moments of entertainment, but nothing beyond that.

    That's precisely what an MMO developer does NOT want. They want to keep the players engaged. They want to keep them interested. They want to keep them asking what happens next. Instead of self contained issues, where the plot lines are capsulized, they want issues and stories that end in cliff hangers and have us itching for the next issue so we can see what happens next.
    But there's no story here either, no cliffhanger. Villains briefly fought Miss L in 1963, so they might deride some satisfaction from this. But blueside? Heroes were told to escort, then rescue a minor character that they'd never met and means nothing to them. They failed and she died. Meh. No satisfaction. No sense of accomplishment. No sadness either, since it was someone we didn't really care about and there was nothing we could have done to prevent it. Basically, a meaningless waste of time meant to instill a sense of tragedy in Statesman (an NPC). A player's natural response would be "Ok... Now why am I playing this when I could be farming Lambda and WST?"

    I could be wrong, though, as many have pointed out. I'd like to be wrong. The story's not even half done. Maybe Alexis had more influence in the player's life than we believe, and we'll be made to care in future arcs. Maybe she'll turn out to be the mysterious letter writer from Ouroboros, and we'll eventually receive a note say "Dear friend, if you're reading this, then that means I'm already dead. Don't blame yourself, it had to happen this way, because..."

    Maybe we'll eventually meet her past self, still alive and fully aware of what will happen to her by virtue of the pillar of flame and ice, and she'll explain that, while technically dead, her "actual" death will only happen many years into the future. Ouroborically speaking.

    Or maybe this is one of those dumb Manticore plans, like in the comics, and she's not really dead. Maybe she was replaced by a Nemesis automaton. Maybe she was kidnapped by Emperor Cole and replaced by a clone.

    Who knows? All I know is that I don't like where this is heading, so a big thumbs down to Episode 3 was needed. I want something good to come out of this, and it's getting harder and harder to see the light at the end of the tunnel.
  11. Quote:
    Originally Posted by Garielle View Post
    There's a reason why a lot of the older the content has stronger hero victories than the newer content. When a lot of that older content was written, there was no City of Villains, only City of Heroes. It was not a question of which players would win, it was simply a question of if the players should win. When phrased that way, it's a lot easier to see the answer, "yes". The players should usually be able to win, in the end.
    It makes sense that the players would win in a hero game. Paragon City isn't the right place for a horror survival game.

    Quote:
    With the addition of City of Villains, the question began to move to "which" rather than "if". Up until recently, the question has been avoided. The content on each side really had no impact on the other side. Stories written for one side didn't really have counter stories on the other side. This made it possible for the answer to be "both".
    That's fine with me. You're still leaving out PvP, zones and Arena, the "correct avenue" to shove it to the otherside.

    Quote:
    We really only started to see interlocking counter-story lines in the Praetorian content. If you play through all four tracks in Praetoria you can see the same stories from multiple directions.
    These were very good, because they involved choice. No official canon outside of what each player sets for his own little world. Each player's world IS canon. The premise was different, anyway, you were stuck in a post apocalyptic world ruled by a supposedly benevolent tyrant, and you got to choose your path. You could even shape it to fit your own brand of morality.

    Quote:
    Personally, I think this is better story writing. As others have said, and as I myself stated earlier, if the heroes always win, the story becomes too predictable and boring. How many times can you see Inspector Gadget nearly be killed by Dr. Claw and see Dr. Claw narrowly escape capture at the end before you start to see it coming in every story? What happens before that part becomes inconsequential because you already know the ending is inconsequential. Nothing is going to change and next week, you'll be right where you were.
    There's a reason the Coyote never catches the Road Runner. He'd be eaten. If the heroes win, the world gets to survive another day. If the villains win, the world ends. Galaxy City is gone. Alexis Cole is dead. Short of a retcon, that's it. So a compromise was reached, villains only get to succeed to a point, and heroes sometimes get less than a flawless victory. There's plenty of examples of comic books that messed with that unwritten rule and started killing all of their characters for cheap sympathy ploys. They usually end up either retconned or cancelled.

    Of course, City of Villains and Praetoria might survive the death of Paragon City, but for those of us who want to play heroes with any sense of accomplishment, that means game over.

    Again, if you want to give heroes grief, try PvP.

    Quote:
    Now that zone phasing has been introduced, it is a technology I hope we see a lot more of across the entire game. It would be interesting to see a game where the world changes around you, based on your actions. By the time you reach level 50, the world looks substantially different than it did when you started off at level 1, and as you advance through the levels, you see that change occurring gradually over time as you attain (or fail to attain) your goals.
    True, but why does it look worse at lvl 50 than it does at lvl 1? That seems to indicate that the villains are winning, so for those of us who aren't interested in personal tragedy or self-inflicted pain, there's little motivation to log on a hero right now.

    Villains got their happy ending in "vanilla" CoV, they got to beat every hero NPC and even shoved it to the big bad boss, "Hey dude, here's what's going to happen to your helmet in 5 minutes if you keep messing with me!" Heroes never got their happy ending. By the way things are going, they never will.

    And as you said, phasing technology allows each player to earn their own accomplishments. Atlas park is still plagued by Hellions - UNLESS your hero decides to arrest them.

    Right now you can choose to create your character in 3 different locations, Paragon City (where heroes are expected to win), the Rogue Isles (where villains are expected to win) and Praetoria (where everybody loses, apparently). If the writers let these three worlds collide outside of PvP and then start picking sides, they'll inevitably make some players unhappy.

    Quote:
    Originally Posted by Megajoule View Post
    I think what the OP was saying was that lately, since GR, it seems like it's been the villains winning, or at least the heroes forced to (at best) an unsatisfying draw or Pyrrhic victory. Mmm, GRIMDARK - that's how you know it's "mature" storytelling!
    That's exactly what I was saying. Or ranting ^_^

    Quote:
    Also depressing.

    "You can't win, you can't break even, and you can't get out of the game."
    We all need some therapy, because somebody came along and said "hero" means soft on crime, soft on drugs, soft on corruption, soft on fascism, soft on defense, and we're gonna nerf you back to issue 6 because you don't need superstrenght to pull an old lady's cat out of a tree. And instead of saying, "Well, excuse me, you psychotic, bloodthirsty, goatee-wearing, cigarette-smoking sociopath, go wash your mouth before you end up copycatting the massacre of Columbine", we cowered in the corner and said "Please don't hurt me." No more.
  12. Quote:
    Originally Posted by Aggelakis View Post
    Actually, you have to look at the "book" as a whole. Just because you're playing the hero side arc doesn't mean the villain side arc doesn't exist. It does.

    You have hero players (hero side arc) against villain players (villain side arc), it's just that while you're actually playing a character (i.e. the hero), the other side (i.e. the villain) can't be a player since the game doesn't work that way.

    This is one of very, very few pieces of the game written this way. The only other content I can think of that pits a player against a "player" (with an NPC in the driver seat) is the "boss group" in the Statesman TF where you fight the respec tree. You're a team of heroes coming up against a team of villains who are minding their own business doing a respec trial. (I find this hysterical, by the way; one of my favorite pieces of game flavor.)
    Very well, I'll admit heroes were outplayed here. I'd prefer it if villain victories over heroes were limited to PvP (and vice versa, no arresting player villains either), but whatever. Well done. Still, let me quote one of my favorite lines of all time "You lost today, kid. But that doesn't mean you have to like it." And I'll be damned if I don't spend at least a dozen posts grumping about it
  13. Quote:
    Originally Posted by Mr_Morbid View Post
    This is hardly the first arc where you're stuck with doing things in a way that make you think, "I wouldn't do it that way." The engine just isn't flexible enough for you to have more than a very few limited options. It isn't like a pen-and-paper game where a real live human game master is sitting there to hear your idea of an alternate approach and rule on how well it would work.
    If there's only one path to follow, at least let it be a good one. In this particular one, villain NPCs (aka, a computer program) got to shove it to the blue players (aka, actual human beings) while they're happily playing Manticore's sidekick and shouting OHNOES.

    Quote:
    As far as this particular arc it's explicit (even on the hero side it you bother reading the debriefing) that Miss L was dead before you started fighting Blitz, so bypassing him wouldn't save her. Red side it's made clear that Malaise makes her appear to die just as the heros get there solely to make Manticore (and the blue player) feel that they could have saved her if they'd only been faster.
    They should have written heroes a different mission then, one that would eventually stumble upon this little tragic event. Instead, we were told to escort Alexis (failed, she was kidnapped), to disarm the nukes (failed, missed a few and don't know where they are), and finally to rescue Alexis (failed, she died). Triple failure. Good job.

    Quote:
    Since this arc is not a fully story by itself, Alexis' death must occur to drive the plot. And even though we know that one of the Surviving Eight will die, we don't know that that will mean a victory for the baddies in the end. We still don't know what they REALLY want. At this point it looks like they want to steal Statesman's powers, but that may be a red herring. And they may not get him anyway. We know someone is going to die, but we don't know that it will be the target the villains are after. Maybe someone else steps in to make the heroic sacrifice that ruins the baddies' plans once and for all.
    I don't really care about their future plotlines, I rate each episode's enjoyment on its own. Blue side, this one felt like City of Lemmings meets Strategia della tensione, directed by Uwe Boll. As I said, I signed to be a hero, not a bystander, so count me out of the Signature Stories. Unfortunately, almost every other storyline released since Praetoria is also suffering from the same problem, heroes just can't seem to win anymore.
  14. Quote:
    Originally Posted by Gemesis View Post
    I only played this once, so I might be off on this, but I'm pretty sure we stayed back to hold off the waves of Arachnos, and let Manticore escort her. He got jumped and she was taken. So you escorting her would have resulted the same way. You get jumped, she gets taken.
    En/Dev blaster, equipped with a stealth cloak, I was invisible during the whole negotiations. A set of caltrops would have sufficed to slow pursuers until I got her out, no need to hang around.

    Quote:
    Brilliant! Let the entire world get thrown into a nuclear holocaust while we go rescue someone who... we don't know where she's being held captive at that time.
    Spoken like a true patriot. There's plenty of tip missions where you're offered a choice between rescuing someone or preventing a possible disaster. Hero tips always go for the rescue, leaving vigilantes to deal with the greater threat. And tracking her wasn't too hard once the nukes were disarmed, anyway. What changed since then?

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    Oh, did you try saying "Hey Marshal, I'm gonna go save the former hero you kidnapped, then I'm gonna come back and fight you"? Cause if you did, I'm sure he'd have just stepped aside and let you pass.
    En/Dev. Invisible. I started the fight with the old guy for no reason whatsoever when I could have just sped past him.

    Quote:
    The SSAs aren't choose your own adventures, they're sets of stories that you get to participate in. That doesn't mean you get to change the story to suit your wants. If you don't like it, don't play them, no one is forcing you too.
    Agreed. If I'm not allowed to interfere then I don't want to play them. So I went to a Suggestions forum, and left my feedback - and suggestions to shape the upcoming content to my liking. Sorry if it upsets you.

    Quote:
    Now about your overall suggestion, and to get off the SSAs, more lighthearted, or happy endings in the new content wouldn't be a bad thing, so for the -overall- suggestion /signed.
    Thank you, glad you agree.

    P.S. It seems from the replies here that most people are satisfied with the current gritty feel of the new hero plots, and I realize I've overextended my rant. I apologize for being too forceful about this, if the community wants this, I'll step aside and shut up. Thank you for reading and sorry for wasting your time.
  15. Quote:
    Originally Posted by Stormbird View Post
    Er...

    OK. Other than the ones mentioned, how many "They died/the bad thing happened" storylines are there, heroside? The Terra Conspiracy is the only one I can think of off the top of my head, and it's still a copout IMHO because she's "carted away for study so they can cure her later."
    There's definitely a shift, though, and most blue-side missions launched after Going Rogue range from bittersweet to tragic endings. In fact, other than the Matthew Habashi storyline, I can't seem recall any blue-side mission ending well since Cimerora. Maybe when you freed Katie from the Seer Network... oh wait! Twinshot's arc ends badly. First Ward ends badly. Jenny Adair ends badly. Galaxy City ends badly. The whole Praetoria storyline in the trials is ending badly. I wonder if we'll even be able to save New Year's baby in the upcoming Winter event...

    Quote:
    So - .01% of the hero storylines?

    Frankly I think it's about TIME we got past the "Heroes always win" fifth-grade nonsense. Doesn't mean the heroes will always lose or start losing 50% of the time or anything - but the occasional "big loss," for me, makes other wins all that much sweeter because it's not a given.
    Heroes (NPCs) fail if you play a villain's story arcs. Heroes (PCs) fail if you screw up and faceplant on a timed mission, if you can't prevent an escort from dying, when you have to choose between being in two places at once. There's plenty of situations where heroes can fail. Scripted failure, however, is a new addition to the game. They should make it official, in fact, "Issue 22 - Mission Impossible - Heroes are not allowed to succeed from now on!"

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    The only thing I don't want is, if I'm going to lose, I don't want the loss to be because of something game-mechanics-ly cheap. If I need to escort a hostage, give them more than 5 hit points and don't make them feel the need to solo the rest of the map with nothing but a sharp stick and a pebble and THEN tell me I lost because, surprisingly, they couldn't defeat the room full of bosses when they ran off.
    Agreed.
  16. Quote:
    Originally Posted by BrandX View Post
    Because it's a game played by many?

    That's what you're refusing to look at.

    For this storyline to go anywhere, things will have to be done. What? Give the villains the story arc to kill her, but the heroes to save her? Then is she alive or dead in future plot lines?
    I don't see a problem with this, in fact the game engine allows it. In Praetoria, you can choose whether you want to kill or spare Cleopatra, Schrodinger's cat and all. Would it be that problematic for a hero to have a different outcome from the "cannon" version? They do write both hero and villain missions for these signature arcs, so I don't see why they can't diverge eventually, particularly in a game that allows for multiple dimensions to coexist.

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    Like I've said in other threads like this, if you don't like it for that character, don't play it on that character. My main would ever put Katie back into the network. So, I haven't played it.
    I won't play the rest. On hero side at least, episode #3 was my last. You're basically telling a bunch of kids playing cops and crooks that the cops have to lose, just because. And that if they don't like it, then they should just play the crooks instead. I just thought I should share that sentiment with the devs and the community, and either gather support for a different, lighter toned writing direction for the scripted blue-side missions, or stand alone and suck it up. It seems the later applies.

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    And as stated already, your character only thought they witnessed the ordeal. They didn't.

    So the correct mindset on this would be "Wait a minute, how did this mental trick get pulled off when I have 75% Psi Resist and 45% Psi Defense" or whatever (for those with concepts that say they are without the numbers...well that's how Malaise did it ).
    I couldn't care less about the trick, I care that the script forced my hero into a series of vigilante-like actions that break his character and culminated in the death of the person I was meant to protect. As you said, if I knew the episode was designed to be played by an incompetent vigilante meant to fail, I wouldn't have played it. That's not how they advertized it, though.

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    It's like playing any fighting game. Street Fighter 2. You beat it with Ken! \o/ Whoot! You get the Ken wins the tournament ending! YAY! Only to see in Street Fighter 3, the storyline progresses with Ryu as the winner of the last tournament.
    No, it's like playing Street Fighter 2 with Ken all the way to the last boss, only to find that Mr. Bison is scripted to be unbeatable. Afterwhich you're appeased by a text-box saying "Sorry, you have to play Ryu to beat this game. For plot reasons." Would you like that?

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    This is a MMO...multiplayer game. The story has to advance. She's going to die. Be happy that the outcome was your character didn't make it there in time to stop it. Over, you beat the bad guy, saved the victim, but oh wait...she died somehow and it still went off.
    So make it happen outside my character's sphere of influence. People die. There's plenty of missions where we are sent to investigate murders. Only those murders don't happen on my character's watch. What was my character doing that was so important instead of rescuing the woman? Beating up an old man?

    And I wouldn't mention it if it was an isolated case, but nearly every hero mission since the launch of Going Rogue has ended tragically for no apparent reason than to add to the drama. Katie Douglas. My alter-ego from Jenny Adair's arc. Alex Cole. Calvin Scott. DeVore.

    Heroes and villains can both succeed, just not at the same time. I'm urging the writers to stop pushing villain accomplishments into blue-side missions, because there's no fun in playing a hero if you know you can't win.

    If you play a villain and want to give a hero player grief, try PvP. In PvE, I'll demand at least a small chance to succeed.

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    As for where they're going with the current stories...they're following many a comic writers lead. Killing off characters! Joss Whedon did it. Others have done it.
    This isn't a comic, it's a game, and if you involve a player's character you have to account for the possibility that the evil plot to murder a signature character might fail. Scripted victories might be boring if they're too easy, but scripted failures are totally unnacceptable and take away any desire I might have of playing this game.

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    As for which of the surviving eight will die. I still don't think it'll be Statesman, because if it is, it'll feel like a cop out. That would be the biggest let down.
    Don't hold your breath.
  17. Quote:
    Originally Posted by Blue Rabbit View Post
    No, she wasn't. If you run the villain side arc (which is bugged at the moment, preventing mission one from finishing) you'll learn that she's already dead when you get there and there's nothing you can do to prevent it. What you see in that cutscene is one of Malaise's illusions so as to make Manticore (and you) believe that Miss Liberty dies in front of you.
    There was plenty to do to prevent it. When negotiations turned sour in the first mission, we could have escorted her out rather than stick around and punish the Marshal for being wicked. Instead of going after the nukes in the second mission, we could have mounted a rescue operation first. And in the third mission we went for the Marshal before making sure Alex was safe, vigilante style. A bunch of wrong decisions that go against a hero's code of conduct, and eventually cost the life of the person we were meant to protect.
  18. Quote:
    Originally Posted by DarkGob View Post
    A) If you're going to correct my grammar you might want to lay off the drug references. I believe you meant "heroine". Anyway, "hero" is perfectly valid as a gender-neutral term, as is "actor".
    Sorry, I mistyped, Euro player, it was 6 AM when I wrote this. I just meant she was retired, not active. It'd be like announcing the imminent murder of a basketball player and then going after some obscure guy who played in the sixties.

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    B) I know that, my point is that this story is already not going to have a happy ending, yet prior to Part 3 you were "eager" to play it despite already knowing that it will not end happily.
    There's a difference between stepping into a burning building to rescue people and just watching it burn. If my hero's involved, I expect something to come out of it.

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    C) And that sucks. Bad things happen and sometimes you have no control over it.
    Why not? My hero should be the main character in the game once I log in.

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    D) Again, you apply this logic just to one part of the story but not the story as a whole. (Hmm, what should we call the gestalt formed by these arcs? We need new terminology here and I feel that merely referring to them as "arcs" would be confusing.)
    The Signature Contact refers to the 7 episodes as Book.

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    E) So your problem isn't that there was a death, it's that you didn't get to see it coming when the entire "super-arc" (no, I don't think I like that term either) began. Or you're unhappy with how blatantly obvious the loading image was (a more valid complaint but entirely irrelevant to what you've been saying so far). I'm not really sure what you're getting at here, you seem to be coming from several directions at once.
    My problem here is that my hero character was a spectator in an episode where villains are rigged to succeed. Why can't we have it both ways? Play a hero, save the girl. Play a villain, kill the girl. That's what was so great about Praetoria, you could either save or kill Aria and Zane depending on your ambition and bloodthirst. The game engine allows this.

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    Admittedly, I haven't done SSA3 blueside yet. You know where I have done it? Redside. Do you know how it went on redside? As an extremely rare unqualified victory for the villains. My WM/SD Brute bashed Alex Cole-Duncan's skull in with her mace (what's that you say? why no I didn't hear any gunshot, you must have imagined it...). We've had 21 issues of the heroes always winning, even at the end of some villain arcs. Face it, this time you lost.
    I haven't done Redside yet, Manticore's poison arrow wasn't dissipating, meaning I couldn't kidnap Alex. Admittedly, I'd have the exact same problem if my villains did manage to murder her only to have a textbox cutscene undo my work.

    Point is, whoever it is that logs in should be the main character in the game, not a sidekick or a witness, and story arcs that are rigged from the start to fail should be avoided. Heroes save the day. Villains get to rule the world. Everyone's happy.
  19. Quote:
    Originally Posted by Aggelakis View Post
    I just want to point out that it is one of the "Surviving Eight" that will die, not necessarily a member of the Freedom Phalanx, and your list leaves out Back Alley Brawler (who is not a member of the Freedom Phalanx, but *IS* a member of the Surviving Eight. Case in point: two of the pre-release teaser images show broken Brawler gloves alongside Manticore's broken bow and Statesman's cracked mask.)

    That's just a nitpick though.
    My mistake, I left Brawler out because he wasn't a Phalanx member. Doesn't really matter, though, we all know Statesman is the one who'll kick it in the end.

    But my point remains, the writers are flooding the game with tragedy, drama and horror nowadays, what with the whole Praetorian storyline and these new signature arcs. My good old fashioned heroes are starting to feel neglected...
  20. Quote:
    Originally Posted by DarkGob View Post
    The entire premise of Who Will Die is that a hero will die. I can't believe you're actually shocked that they followed through on that.
    A) She's a retired heroin, not a hero
    B) She's not counted as one of the 7 signature members of Freedom Phalanx who's about to die (Statesman, Manticore, Synapse, Citadel, Sister Psyche, Positron and Numina), just a senseless victim pulled out of a hat to add to the drama
    C) She was murdered on my character's watch while he stood by doing nothing stuck in cutscene hell (new mez type, I gather)
    D) It beats the purpose of doing missions if a dev will come along at the end and says "no you don't!"
    E) I said I didn't like the way it was handled, not that I was shocked. The moment they anounced the name Alexis Cole along with a picture of Statesman crying over a dead woman's body (or tagged foot, whatever) you just knew she was going to die.
  21. The writing has definitely darkened, nowadays. Whatever happened to the light-hearted plots you used to tell, full of humour and tension, yet always leaving us with a silly grin in the end? A good mix of Chuck, the X-Files and Bomb Queen that made us spurt out our drinks every other line? Like the Faultline plot, where against all odds you managed to save the cheerleader, save the world, revise world history and trick all the bad guys into beating each other for you.

    This is a superhero game, isn't it?

    The latest plotlines make me wonder if I somehow logged into the wrong game, maybe one of those emo-vampire games about personal tragedy and ending up getting depressed for some imaginary drama beyond my control. I get that you're trying to change the game's signature characters and build in on their motivations, but why does that have to personally involve MY character? Why am I playing missions whose metaplot demands my hero to fail?

    ***** [Spoilers] *****

    I'm speaking of Jenny Adair's arc, during which for some reason my doppelganger from another dimension just HAD to die - and I was forced to listen to a dumb dying speech instead of telling my other self to shut up and carrying him to safety.

    I'm speaking of Katie Douglas in First Ward, whom I was FORCED to trap in the Seer Network - despite the fact that there was no reason to keep her there once I dealt with the whole Evil-Warwitch plot.

    I'm speaking of Alexis Cole in the recent Signature Story Arcs, that I FAILED to rescue - because I just had to beat up an old man dying of cancer before making sure his hostage was safe.

    ***** [/Spoilers] *****

    Frankly, I don't get it. I don't get why there isn't a choice to prevent missions from failing. Why undertake them at all? It's not that my characters are infallible, they do faceplant. Alot. Difficult missions? I guess some people want a challenge, so sure. Plot-driven tradeoffs? I don't like it, I prefer a flawless victory, but every once in awhile, that's acceptable. But when writing starts demanding I utterly fail and get a pat in the back, when every mission ends up making me feel like a spectator rather than a gamer, that's when I start to lose interest.

    I eagerly anticipated the Signature "Who Will Die" episodes, but I'll stop at #3. From the perspective of a blue-side hero, Alex Cole's snuff scene was cheap, predictable and utterly tasteless, and if mandatory then it should never have directly involved a player character. Leave the gore to villains and newspaper clippings, please.

    In short, please stop using the Twilight Saga and Suicide Girls Wiki as a writing inspiration, and let me know when the time comes to save the day. My characters do want in on the action, but only if the writing team actually allows them to succeed. I'll just keep farming Lambda or something in the meantime...
  22. Quote:
    Originally Posted by Grey Pilgrim View Post
    *coughs* Kheldians/Peacebringers *coughs*

    Seriously... Arbiter Hawk's reasoning in the past beta as to why Solar Flare could not do KD instead of KB was because it might make Peacebringers do too much damage. I don't think any of us in that thread knew or knows how to respond to that. Arbiter Hawk seems like a nice guy and did some good things, but that... still throws me.

    Sorry, I know this discussion has moved on a bit, but I had to talk about that. I am rather confused as to the dev's approach to some ATs compared to others. Scrappers and Brutes, for instance, have been quite strong for a long time and they have a lot of reluctance to bring their performance down at all (I'm not necessarily saying they need to be, but the history does tend to show them getting more favor than other ATs).
    I find it particularly interesting that a dev (inadvertedly?) admitted that he finds knockback scatter to be detrimental to a power's effectiveness, and that he actually uses it as a balancing tool to limit AoE damage.

    It explains some of the more bizarre decisions they came up with recently, like the massive knockback in Dark Blast's cone, Umbral Torrent.
  23. Quote:
    Originally Posted by Golden Girl View Post
    The people are drugged to be passive, so that support is invalid
    They weren't drugged when they elected him, though, and I'd be willing to bet that if they ran a second round of elections this very day Cole would still win by a wide margin. And there is representation in Praetoria, a chamber full of sycophants calling themselves senators that give legitimacy to Cole's perpectual rule. Too bad they keep following his every whim. Why wouldn't they? After all, Cole controls everything, the police, the courts, the media, not to mention that the whole Praetorian workforce consists of clockwork that follow his every command.

    Face it, GG, the problem with Tyrant isn't that he's withholding the people's right to vote, but rather that he and his goons have unlimited power and zero accountability, and have used and abused that power to perpectuate a system of absolute dependence from which the average Praetorian cannot possibly escape.

    It's nonsensical to say that if you don't oppose Cole's regime then you're evil and part of the problem. A normal person without superpowers rightfully fears the Hamidon, the Destroyers, the Syndicate, he interdimensional invaders, and wouldn't want to risk his family's lifestyle without some sort of guarantee that the outcome will be better than the status quo. What would people do, just blow everything up, then pack up and head into the nuclear wastes?

    Do you want to make a difference in Praetoria? Get the truth out, fight for a bill of rights, lobby for due judicial process rather than vigilante expediency, ensure adequate defenses to protect against the Devouring Earth and Vanguard/Arachnos/Longbow invaders, THEN hope that the next round of elections offers actual representation, not mere puppet shows.
  24. Could you look into allowing a player to use Mystic Fortune through afterburner's "Only affecting self" effect?

    I like buffing random people around me, but ever since I took flight-pool's afterburner I have to detoggle it before using Mystic Fortune, which is a pain since it takes a few seconds to recharge. The end-result is that I hardly ever buff people around me.

    Thanks.
  25. Zemblanity

    Whats new?

    Quote:
    Originally Posted by Ideon View Post
    Boo, I was hoping to pick First Aid and Tough without having to pick a Tier 1 or Tier 2 power similar to the Travel powers, haha.
    Agreed. And I'd like the option to pick the first three powers (rather than just the first two) of those epic power pools as well.