Arilou

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  1. My fortunata is red and black, but she's wearing the standard colors
    My eng/eng blaster is red and black, but she didn't start as a villain...
    My brute is red and yellow. Eh. Half right I guess.
    My corruptor is brown and green, so no.

    My scrapper is red, blue and white, and my fire/fire blaster is orange, red, blue and white.
  2. Quote:
    Originally Posted by Aura_Familia View Post
    I don't think what's actually in a TF in terms of challenge has any bearing whatsoever on the merit reward the devs assign to something. Or the CoP trial, Apex and Tin Mage would offer significantly higher rewards. Good luck convincing the devs otherwise.
    We did the COP trial in twelve minutes...
  3. Quote:
    Originally Posted by Carnifax_NA View Post
    If you choose to look at the EU version of an item change the URL so the item_id parameter at the end is two less and it'll give you the US version.

    There's no way I know of to get a US version of the storefront though, because the NCSoft web development team use IP based filtering to determine what you see (not the brightest idea in the world).
    Danke.
  4. Huh, and I'd actually say COH is far more aggressive with it's support characters than many other games. (Heck, Defenders have the full array of blaster powers, albeit at reduced efficiency, at their disposal!)
  5. I still can't even find the US store due to me being in Europe. I know I managed to get past that once but I forgot what I did...
  6. Quote:
    Controversial politics is not a good field for moral choices,
    Suffice to say: I disagree. Politics is morality in action, so to speak. It's the art of the possible, and where the true test of your morality lies. When it comes down to "So, given these restrictions, how do you *actually* act?" rather than a theoretical construct.

    Quote:
    I can't make a Praetorian who's not aligned with either the Resistance or the Loyalists, because I'm not given that choice.
    Because, in the context of Praetoria, these are what your options are. You're either with the regime or you're opposing it. It's not black and white (because it's not really that kind of question) but it's definitely a stark choice: Which is typical of totalitarian systems. You can try to improve things from within, you can try to exploit the system, or you can try to overthrow it: There's no real other option because totalitarian systems have no middle ground: That's what makes them totalitarian.

    Of course, nothing in the game forces you to create a praetorian character. I'm just saying that, given the setting, having the choices be rather stark is perfectly acceptable: Indeed, doing anything else would compromise the setting.


    Quote:
    My characters are MINE, and this is one aspect of City of Heroes unique to it.
    Err... no? It is not unique. In any shape, way or form. Really. Honestly. It's actually fairly common.

    Quote:
    It asks us to name them, build them, paint them, give them a backstory and by the end of it all, they feel like OUR creations. Not a developer construct that we can pick from a short list, not a nameless protagonist just like every other nameless protagonist. Easily City of Heroes' greatest strength is its ability to make my characters feel truly mine and nobody else's, which is why it infuriates me when it then plops those same characters in the world and starts writing their story for them.
    But no matter what you decide, certain assumptions are made: That you are in Paragon City (or the Rogue Isles), that you go through a certain finite possible story arcs or missions, that you live in a particular world, etc. etc.

    Of course, there's AE if you feel like using that (a wonderful tool I think) but likewise the COV and Praetorian origins makes certain other assumptions.

    Quote:
    When I'm given a choice, I don't want to pick between storylines written for me. I want to pick between between generic responses the combination of which together will define my character's personality. One generic choice is uninteresting, but when you go through 10 different ones, your character's personality begins to shape up.
    I kind of see what you're getting at, I really do, It's just that generic choices don't neccessarily fit a character any better than specific ones (they may fit a greater number of characters, that's why they're "generic", of course) I personally don't mind them trying out various approaches of storytelling in the various different game areas.

    Quote:
    Choices between good and evil should come down to choices of preference, and be driven by the character's personality as written by the character's creator. "Who you are in the dark," as it were - people's true colours only show when they are forced to make a moral choice without consequences either way. Because that is the only time a person will choose what he WANTS, as opposed to what he feels he HAS to choose.
    I absolutely, fundamentally disagree: If there is no pressure to choose either way, morality becomes meaningless: The truly moral choice is to elect to do "the good" *despite* any consequences. People's true colors only show when they decided to do good despite the advantage lying with doing the bad. Morality cannot and does not exist in a vaccuum: Your every action has consequences and judging them precisely is exactly what morality is about.

    EDIT: basically, my PNP experience has pretty much left me disillusioned with the possibilities of computer gaming and choice: They just can't offer the kinds of freedom of choice that would make it particularly interesting to have, so they might as well just focus on telling a decent story and introducing what elements of choice they feel are approporiate for it.
  7. Quote:
    My problem with Praetoria's morality isn't that I'm not allowed to do everything like I can in Alpha Protocol (probably the best example of a "do anything" game we're likely to see for some time), but rather the choices I'm allowed to pick from. A binary choice doesn't have to feel like a false binary logical fallacy if it manages to account for a wide enough scope of possibilities, such that either option "fits" as many more specific ideas people might have. This isn't the case, because Peaetoria's morality is intentionally simplified and robbed of sufficient scope.
    Err, from what I'm reading here you're saying the opposite of what you're saying. You think the Praetorian morality is too narrow and specific (tailored to a specific context that makes certain assumptions about your characters) and you'd prefer a more generalized, "universal" set of choices, no?

    Correct me if I'm wrong, but is that an accurate representation of your concerns?

    From where I'm standing that would make the system *more* simplistic (although not neccessarily worse, simple can be good) but that's quibbling about semantics I guess *shrugs*.

    Quote:
    An artefact of great power has been found, and you HAVE to go secure it. Once you do, you have the choice of keeping it for yourself to use it in the future, or destroying it so it can never be used again. Neither option is strictly heroic or villainous, as it all comes down to how and when you might choose to use it, or what your justification is for destroying it. The game gives you choices, but it does not tell you which choice has what morality to it.
    There are advantages to this kind of writing (it's general, fits-all, etc.) There are disadvantages too (it brings far less flavour, and, depending on the writing quality, can make you far less interested) Personally I rather like City of Heroes and it's various storylines (even the jumbled, cut-off, and contradictory ones has a certain charm about it) I like *City of Heroes*. Not "generic superhero MMORPG". And I think the Preatorian stuff has some pretty interesting dynamics, situations and concepts. (The end of the Warden decision is golden, and the Power mission where you bump into Arachnos completely without warning is great as well)

    But I can certainly see your objection: It's a matter of generic freedom of choice vs. telling a more interesting story. Where I fall on that debate tends to depend on how much I like the story.

    Quote:
    My main complaint about Praetoria's morality is that I think involving such strong faction identity was a mistake. The elseworld hero-and-villain morality as depicted in Tip missions is far, far superior to that, in my eyes, at least. It does somewhat force your hand still based on what alignment you want to be, making you pick choices for that alignment, not choices your character would strictly believe in, but it's still FAR more appropriate for a morality system. For pure weight of options, I find morality systems like Alpha Protocol and Dragon Age to be superior to those of Mass Effect and Knights of the Old Republic, simply because you don't have a karma meter telling you what's good and what's bad. All you have is actions and consequences.
    I rather liked the concept of the Jade Empire "karma meter", they kind of botched the execution but the original idea was that OP and CF weren't "good" and "bad" as much as two different philosophical approaches to things. Paragon/Renegade in Mass Effect does something similar.

    But then again, I don't see the "morality missions" in Praetoria as moral choices in the first place: These are choices of who you align with. Who's good and who's bad is (largely) up to you to decide (although they could/should have made this more apparent) any path supports a hero, any path supports a villain. The generic tip missions are actually a lot more stifling in that regard.

    Quote:
    I don't mind Praetoria's lack of choice. I mind that the choices were given this little scope and that they were so marred in faction warfare. We're intended to see them as choices between right and wrong, but they are what they are tagged as - choices between the Resistance and the Loyalists.
    I don't think that's quite the case: We're not supposed to see them as binary "good-evil" choices, they're moral choices yes, (in the sense that they have moral ramifications) but they're moral choices with political repurcussions (eg. "If I do this, that guy won't like me as much.") Which I think is perfectly fine: If you want to be Calvin's best friend you'd better do what Calvin tells you to do. If you want to do what is right you're probably going to criss-cross a bit more.

    Moral choices can and should have consequences, otherwise they're kind of meaningless. That is, if there's no cost of doing good/advantage of doing evil, why would anyone do anything other than good? (Advantage in this sense can and does include pure schadenfreude, obviously) Ironically a lot of tip missions I think fail in that regard becuase there is no consequences at all: You go to these extraordinary lengths to steal the Mystic Artifact of Doom and... You get nothing for it.
  8. Arilou

    Apex SF sucks!

    Err, actually it's Neuron who's scheming with the cloning thing. When Cole shows up he's like "WHAT THE **** DID BARRY DO!?"
  9. I've been running a fire/fire blaster (only just recently got IO's so it's not really relevant) I think they might be an outlier 8simply because of their greater damage: I can usually two-shot any minion and BU+AIM and LT or boss that is annoying)
  10. Quote:
    Originally Posted by Arcanaville View Post
    Population numbers wouldn't directly affect averages.
    Not *directly* no, but it assumes that the archetype choices are average. Eg. if a significant number of new/less skilled whatever players pick a particular AT it would definitely show up in the statistics, no?

    Quote:
    Before the devs said what the datamining was telling them, the smart money on the forums was that non-debuffing defenders would solo the slowest of all heroside powerset combinations. Turns out that was false. I would *guess* non-debuffing defenders would start to edge into the same territory at high enough difficulty, but I'm not certain.

    Also, when the devs did their datamining, they specifically looked at solo vs teamed performance, not just aggregate averages. So they could compare solo blasters vs solo defenders when they soloed, across all powerset combinations.
    Again, this assumes that the population (soloing blaster vs. soloing defender) is identical: It's quite possible (for instance, just throwing this out) that a large number of blasters solo "casually" while defenders by and large only solo once they know exactly what they are doing. (presumably because well, it says "blasters can solo" and "defenders can't solo" (well, not exactly, but almost) on the char select screen)

    (Which again, I'm not saying is the case, but this is one of those tricky bits you have to keep an eye on when doing statistics)
  11. Quote:
    Blasters, at all levels, under all solo and teaming conditions were vastly underperforming the average performance of the average player for all powerset combinations, primarily because they were being defeated far more often.
    Correct me if I'm wrong (it was some time) but isn't blasters also among the most popular archetypes? That would certainly skew the numbers.

    Quote:
    The question is whether blasters are the sole exception. And I believe anyone that doesn't logically conclude that blasters are the exception without having to have it demonstrated may be overestimating the skill level of the average MMO player, or at least the average City of Heroes player. Which means blasters may not be the weird exception to that statement.
    One would immediately figure solo defenders (or even corruptors) would fare similarily (depending on powerset). (this is probably offset by the fact that defenders, by and large, do not solo unlike blasters)
  12. Arilou

    Apex SF sucks!

    Quote:
    Originally Posted by docbuzzard View Post
    How exactly did they do that? The weapons/armor/names are all Roman. Where the Greek part? (since the Romans pretty much ripped off Greek mythology, you can't very well cite the Minotaurs and Cyclops, since they carried over).
    Daedalus is a greek name, and not a roman one, for instance.
  13. Arilou

    Apex SF sucks!

    Because your schemes for world domination are going to go REALLY well when the Seers come a knockin' on your door for "malicious thoughts".

    Welcome to Praetoria Citizen!
  14. Quote:
    Originally Posted by Samuel_Tow View Post
    I mention Octavian because I forget the names of the others already involved in the arc. A few Syndicate heavies assist me in the missions to acquire the Neutron Bomb, then Wardog orders me to betray them. So why can't I betray HIM and side with the Syndicate? One of my former Syndicate allies even says "What are you doing here? We weren't even going to kill you!" implying that they had nothing against me, personally and would most probably have been open to my job application had I offered it. Furthermore, this would be a good opportunity to give me a chance to turn to the path of honour, as apparently the Syndicate soldiers I'm fighting are from Wu Yin and Tub Chi Tan's faction who still care about honour over business.

    Please don't resort to semantic excuses when it comes to storyline possibilities. The only reason those semantic excuses - when they even exist, unlike in this case - is because the developers deliberately put them there to narrow the scope of choices, instead of simply providing a third option. I don't know why they decided to limit themselves to just two alignments the whole game over when clearly a "grey and grey" morality implies a THIRD, GREY morality, rather than "slightly less hero" and "slightly less villain."

    This is like the excuses I've been given for years, that "You can't oppose Arachnos! They'll just turn off the mediport reclimators!" Well, yeah, maybe, but WHY was the game written so I rely on their reclimators? If even my double can steal a Mediporter from a Council base and use that, surely a crafty villain can find a way to save his own ***. I mean, we have bases with reclimators in them, don't we?

    Writing your story so that it deliberately robs people of choice should not be used as the excuse for lack of choice. Because when it is used as that, I then turn to ask "Well, why was it written like this to begin with?" City of Villains I can excuse. The game was intended to be railroading and the illusion of choice was never a design goal. That's understandable. But they set out to build Praetoria on the basis of choice, and yet still wrote an intentionally railroading story with almost no choice in it. Why?
    Did you ever look over at a game called Alpha Protocol?

    It's fairly buggy, not really that amazing, but it is *very* responsive. Pretty much everything you do gets referenced at some point (smash a guy's face in a bar and you get marines guarding the US embassy rather than the regular security folks...)

    Now, why this works is that the game is *heavily* railroaded: There are certain things that you can do, but you can't do everything. The reason is simple: For every possibility they program the amount of work they have to do rises exponentially.

    (because you have to take into account previous choices, new choices, and future choices) it *quickly* becomes very, very bothersome (and what's worse: It's not easily automated, it's all "manpower work", and can't be handed over to a script)

    Even Mass Effect (MUCH simpler than Alpha Protocol, and far more similar to COH) has a ******** of programming to keep all those variables in check. It makes for an awesome game, but it also requires a LOT of work.

    The Praetorian story is a stripped down version (for a single-player RPG it's literally years back, but it is rather interesting for trying something like that in a MMORPG) but it *still* requires a ton of work.

    You ask "Why can't I join the Syndicate?" the reason is "Because it would take a ******** of programming to do so."

    They decided (rightly or wrongly) to make a somewhat stripped-down choice system (basically a binary one, with a bit more thrown in for flavour) because they felt this would be manageable (which it is, mainly, it's not THAT buggy, because the thing is, the more code you have to write the bigger the chance it gets buggy somewhere) they didn't have to: They could have done a completely railroaded storyline instead. But they tried introducing a bit of choice, as much as they felt the engine, their schedule, and their budget could handle.

    The result is... (I think) fine enough: It's certainly a vast improvement over previous COH modes of doing things. Is it Dragon Age or Mass Effect or Alpha Protocol or Fallout: New Vegas? Of course not, but then anyone expecting it to be is, to be quite frank, delusional. Game designers operate under limits: This is fact.

    It really comes down to this: "Why didn't they do X?" The answer is, 99% of the time, "It would be too time consuming/expensive."
  15. Quote:
    Originally Posted by Venture View Post
    Any mission that requires me to change difficulty is too hard.
    Then what is the point of a difficulty slider?
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    One ambush is. I would not have made this thread if I were having to fight one ambush at a time. I made this threat after fighting three ambush waves at a time for mission after mission after mission.

    Last night, I said the following to a friend of mine: "FFS! Even on Primal Earth I still can't escape from ambush spam!" This was said in response to the mission to capture Eddie Crush, where upon saving him, ambushes begin to spawn. This was a knee-jerk reaction, however, as that consisted of just three ambush waves, one spawn per wave, each ambush staggered to trigger about 10 seconds after the previous one was defeated. Eddie was unexpectedly weak for a Tank Smasher and did almost get killed, but at no point were we actually overwhelmed by 20 people like I was in Praetoria. And this was +0x2 ambush spawns (I'm 24 now. I can handle myself.), to boot.

    Maybe it was that this was the Council ambushing me, with minions and lieutenants, maybe it was that this was just one ambush spawn at a time, maybe it was because they were staggered, maybe it was SOs, but I didn't feel like the game was cheating when this happened. I was so jaded on ambushes at the time that just the NPC text pissed me off, but the actual fight wasn't so bad. This is how I feel ambushes should be done - add pressure on the player, but don't drop a bridge on him.
    If you have to fight three ambushes at a time *you are doing something wrong*. (There are three exceptions: The mission where you have to defend the news network against a horde of destroyers, the one with the ghoul horde and one with the syndicate, and all of those are very unusual (they're not normal spawns and they give you a big honking warning and a time limit)

    All the rest of the time the ambushes are staggered. *Precisely* to ensure you never have to fight more than one spawn at a time. (Unless you go off aggroing another spawn in the meantime ofc.)
  17. RE: Defence, wouldn't the obvous solution be to add -defence (rather than to-hit)? That would leave SR (that is all-but immune to -def ) fairly secure while still nuking the other defence.
  18. Quote:
    Originally Posted by Techbot Alpha View Post
    So, while you placate one member of the mob, what do you plan to do about the other members who you cannot placate? Because of it being an ST effect?

    Ask them nicely not to shoot at you?
    I don't think you understand just how huge a hole there in in your 'logic' here. Placate works on ONE enemy. Ambushes are never ONE enemy. The other enemies can still SEE you. And they can and will SHOOT you. And that then means that one enemy can also see you again. Meaning you just wasted a power.
    An ambush will be 2-3 (either 3 minions or 1 LT/1 minion) critters.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    This is what struck me, as well. I can imagine a whole spawns of even con ones, or indeed even +1 EBs, might be a much more credible threat.
    EB's would disproportionately affect certain classes (controllers and dominators, mainly, although most of the good ones probably can lock down an AV)

    What you give with one hand you take away with the other.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    The end of the Resistance Crusader arc clearly states that there are other cities and other nations still very much alive elsewhere in the world, whom Cole does not directly control as he does Praetoria City. He has a UN of sorts where delegates from all countries come to parley politics, and the final Crusader mission involves blowing them up. Well, half of them - either those loyal to Cole or those loyal to the Resistance.

    However, this is proof that loyalty does enter into it, which then proves that these nations are not directly subservient to Cole, so much as his confederate allies.

    ---

    With all of that said, it's surprising to me how... Poorly the world of Praetoria is written up. There's one big bad who controls most of everything, there's the resistance who opposes that one big bad in everything and as far as morality goes, there's nothing else. When it comes to crime, there is one big syndicate which controls everything and one criminal organisation beside that which controls nothing. There's one faction of monsters and one man controlling those.

    It doesn't feel like a real, living world, it feels like a conceptual construct on which a story should be based. All aspects which could diversify this rigidly-structured world are conveniently hampered because the plot said so.
    Well, the Syndicate isn't really a monolithic organization, and given how effective Cole's crime-prevention programme seems to be it seems pretty decent a setup: You simply can't function without psychics shielding your activities, and I suspect the Syndicate would be rather ruthless against any psychics who didn't join them. (Basically, I suspec psychics have it tough in that universe: If you don't want to be drafted as a Seer you pretty much HAVE to go with one of the organisations that are willing and able to take you in... And that means either Syndicate or Resistance)

    The destroyers are operating on some level with the connivance of the authorities, so their existence is explicable.

    Add to that the fact that the world population is probably significantly smaller than that of Primal earth's.
  21. My impression was always that Cole is Emperor of Earth, but he doesen't neccesarily rule directly: Praetoria City is under the Praetors and the Magistrate Council, an presumably the rest of the world is under the control of various other governing bodies (some probably pre-ating Cole but owing fealty to him)

    Think of Cole as the Holy Roman Emperor and Praetoria City as Austria
  22. Quote:
    Originally Posted by TheWeaver View Post
    It's not just the Big Dogs - the LTs (Hombres) are mez resistant as well. Not to the extent of the Dogs, but still. Oh and Blast Masters are essentially a minion version of Demolitionists. Overall the Destroyers are Scrapyarders on steroids - not something easy to fight at lvl 10 .

    Don't get me wrong, I'm one of those that enjoys Praetoria - but to say that it is not more difficult than the 1-20 path in either Paragon or RI is just not being honest. And I have all the vet attacks - I simply cannot imagine what it must be like for a first time player.
    They're not the oly mez-resistant early game foes (try taking an earth/storm controller through th Hollows nad learn to curse Igneous and their slow res)
  23. Quote:
    Originally Posted by Golden Girl View Post
    Or Mother/Penelope, or Mother/Kaite, or Mother/Seer 0511, or Mother/Seer 0001, or Mother/Seer 0871, or Mother/Seer 6789, or Mother/Seer 3871, or Mother/Seer 7282
    Pfft, their love is so familiar!

    Hence why Mother and Pedojar should get together and raise Penny together
  24. Quote:
    and when it falls over and does damage they die!
    To be honest, I've always had that problem with "exploding" enemies (and worse: objects like crates and stuff) admittedly I play Nec (arguably one of the squishier sets) but every time I kill a sky raider generator I have to resummon.
  25. I saw people using the Grounding ray on the Honoree.