Yogi_Bare

Caption Champ - 11/30/11
  • Posts

    1909
  • Joined

  1. Quote:
    Originally Posted by Samuel_Tow View Post
    But that's the problem. If the threat presented seems too small for the number of people required to tackle it, then that's a failure of presentation. Considering the story can be whatever the writers write it to be, there's really no excuse for presentation failures.

    Zwill insists that the writers always have a reason for what they're doing, and I can't really argue that particular point. But one must then ask the question - what, exactly, is this purpose behind the Incarnate Trials? Because I fear there is a growing disconnect with what players expect their progression to resemble and what the writers feel progression should look like.
    Please don't change the context of what I'm saying by omission (24 is a big number but not for a bunch of newbie Incarnates; the fact is that you don't need 24 once you come out of your waterwings)

    Anyhoo:

    I'm more inclined to think that part of it is the intentionally incremental Incarnate progression vs. the player expectations of what that progressions should be.

    The Devs want to release this a little at a time; moving fledgling Incarnates towards their realized potential - Players think they're full fledged Incarnates already; criticizing accordingly.

    I think one of the biggest errors they made with the Incarnate content was assuming that its playerbase wanted anything incrementally; especially at the increments they are wanting to follow. (Proven by the popularity of PLing and the extents players were willing to go to get T4s despite the knowledge that more options were in the works.)

    Personally, I think the Dev focus should've been more solo and small team Incarnate arcs (from a variety of story lines) to ease people into the system (with Trials being released less frequently as longer, harder challenge content instead of them being the core content) and I think that played heavily on how the story came out.

    However, with all the Praetoria-hate and want-it-NOW-incarnate drek I've seen on the forums; I can understand how a development team would feel pressure to rush things along... and it shows.

    Finally, the writing is only a small part of the presentation; writers don't create the[] story then watch as gameplay spontaneously shoots out of their posterior. It's a mixed process that involves a lot of things within a short amount of time. Sometimes it gels together nicely... sometimes it doesn't.

    Nothing worth getting the torches and pitchforks out over.
  2. Quote:
    Originally Posted by Dante View Post
    Very true. I'm not a powergamer nor are any of my RP characters 'uber godlike beings' who expect to faceroll every encounter they come across. I like a challenge and it's the nature of the game to be challenged at every level of power.

    A civillian with a rock is not a challenge. Even one with a team of psychics who can somehow cause my armour to feel very doubtful of itself. The only time I expect to be taken down by an office worker with a rock is somewhere before level 10 and even then, characters can take a shotgun blast to the face and walk away. The civillians in this trial should be a nuisance, nothing more.
    I'm surprised that Lex Luthor hasn't pulled something of this magnitude already; especially under the Public Enemies train of thought:

    Using normals as both meat-shields and coup de gras while a couple of heavies pin Supes down with Kryptonite beams.


    Quote:
    People keep on bringing up comic book lore as an excuse for accepting these trials as they are but which of these scenarios really warrants a team of 24 Incarnates?

    1) A mental institution with a host of armoured guards.
    2) A military facility and a big guy with an energy drink.
    3) A madman powered by three nuclear reactors.
    4) A primal demigod of nature that's virtually conquered the planet.
    5) A newsroom, a jumped up pistoleer and a horde of civillians with rocks.
    6) Another mental institution with a number of powerful psychics.

    Out of all of them, only Keyes and the Underground sound like scenarios where more than a small team would be needed. If we can't be expected to fight Galactus every day, then at least scale the teams needed to the apparent threat. Slapping a lame excuse on such as 'But they're Well empowered!' does not make them more epic.
    There are discrepancies between solo and team titled comics; there will be discrepancies here.

    Quote:
    The only time I see teams of 24 heroes fighting someone in comics tends to be for the real world ending type scenarios. Before Incarnates, the only time you really needed a huge team was for either a Hamidon Raid or more recently, the Cathedral of Pain. Both of which were against huge world threats.
    The big picture is that, combined, this is a threat to two worlds. And trust me, I understand that 24 seems to be a big number for the threat presented but:

    In time, that number can be decreased (with experience (learning to walk and all)

    Mechanics and balance dictate creating a challenge that a normal sized team can't learn to steamroll

    [CoX population doesn't seem to want to (or can't handle) WW level raiding difficulty]
  3. Quote:
    Originally Posted by Scarlet Shocker View Post
    I do honestly believe it. If you produced a superhero comic today, with the same quality of art and story as was produced in the Golden Age it would be laughed off the stand - and would crash and burn because in the subsequent 60ish years, the medium has grown and improved - to put the original works in the shade.
    In some cases; but I've seen the argument made (right on these forums) that a return to Golden Age sensibilities are in order (costumes, NPC, plots).

    It's also some of these outmoded Golden (and Silver) Age works that command the highest dollar and/or respect.

    And not everyone would agree with you that the medium has improved much (despite its growth).

    Quote:
    Again you miss the point - nobody is saying "We're too uber..." We're saying this is a jarringly inconsistent and stupid plot device that simply doesn't work. That's not simply one voice - it's true for many of us judging by the voices in this thread.
    Yes, some people in this thread are saying they're too uber (or at least should be) [hence the opinion of 'stupid plot device']. Maybe that's not what you're saying... but that does not mean its [not] being said.
  4. Quote:
    Originally Posted by ElementalFury View Post
    Then bring them to our level, stop making every single thing we face -skyrocket- past us and require us to use a plot device or hit their weak point for massive damage. Marauder is a perfect example, he could drink the serum which would explain why we had to fight just as hard to beat him as when we fought him pre-incarnate and it would still be an increased challenge because of the constant stream of IDF coming in. Instead he might as well have drank pure starman concentrate because it makes him nigh invincible to everything. We've had 6 trials of our powers being made completely worthless because they have some kind of plot armor or plot device.

    It. Is. Old.
    This is [how an abundance of] heroic fiction works, sorry.

    Whether its an episode of Stargate, Star Trek, Sanctuary or movie like Independence Day, Star Wars, etc. It's usually an improbable plot device that ultimately wins the day.
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    I don't personally care one way or another about the rocks. But I do agree that this trial, as a whole, feels like a level 15 bank mission that happens to allow 24 players. You could actually put it in the level 20 version of Praetoria with very slight storyline changes and I think it would fit better. I don't care if they redesign it or not but I do hope the other trials aren't so mundane. Like I said earlier, whoever designed the tutorial seemed to understand why having a huge, threatening looking monster was important to creating a positive impression of the game. I don't know why that hasn't happened as much in the epic-level content.
    If I'm not mistaken, Prometheus already addresses this issue as non-critical. I think its supposed to be fluff (or bonus)...
  6. Quote:
    Originally Posted by ElementalFury View Post
    The main problem is everything in the trials makes us feel weak, at no point do any of their plans fail because we're too strong. Marauder would have been invincible if there wasn't a glowing plot device we could poke to make him vulnerable and so on.
    The main problem is the characters coming into these trials are already too powerful for any normal enemy presentation to be taken as a challenge.

    There either has to be additional mechanics or insanely powerful NPCs to keep the players from walking over the content like its nothing. (Or a combo of both)

    And, true to form, an improbable loophole that allows the protagonist to overcome those same mechanics/NPCs.
  7. Quote:
    Originally Posted by Scarlet Shocker View Post
    Had Batman's third issue been presented to a modern audience, there's a good bet it wouldn't have progressed, because audiences are more sophisticated and have higher expectations of the products they consume these days.
    You don't honestly believe that do you? I can point out at least two industries that say otherwise.

    The argument here is the same as it was when the content first came out, "My toon is too uber to be taken down by anyone unless its the Lord Savior JC himself (or acceptable equivalent).

    Blaming the story is a strawman in itself being that most of the writing is a rehash of a rehash based in flights of nonsensical fancy and limited by mechanics, game balance and having to be merely satisfactory to tens of thousands of players at once.

    Unless the Devs are able to update, progress and publish both current and future canon to satisfy mechanics, balance, gameplay and player aesthetics on a daily (or even a weekly) basis (while doing coding, design, promotions, PR, etc) don't expect literature level work.
  8. Quote:
    Originally Posted by Johnny_Butane View Post
    Every player created hero or villain can shrug off multiple shotgun blasts at point blank at level 1. Sticks and stones really shouldn't even be entering into the picture.


    .
    My level 1 can't shrug off a punch to the face by a level 30 LB... or anything that resembles a firearm given a big enough level difference or rank discrepancy.

    Game mechanics are funny that way.

    Selective suspension of disbelief.
  9. Quote:
    Originally Posted by Johnny_Butane View Post
    We learned to crawl at level 1. We're walking by level 22 and at level 50, we should very well have mastered running. We're half way up the tree at this point. That alone invalidates the excuse about the rocks. Thrown rocks shouldn't have been an issue at level 50. They shouldn't have been a problem once we got an Alpha, and they sure as well shouldn't be a problem now.
    My non armor have squishies would beg to differ (at least from a RP point of view).

    I mean I could say that as a 50 level Ice Dom, I should be able to pull a Neo and freeze any small rocks thrown at me; mid-arc... (ignoring the existence of big rocks thrown by Carnie dudes and the like) but the simple fact is that I can't.

    My Doms and Controllers hit 50; still squishy. They unlocked their Alpha; so what... still squishy. They're squishy until I get my Void Judgement and Barrier Destiny; then they're less squishy for about 30-90 seconds.

    Incarnate abilities are not an automatic 'I win' button. You're stronger than you were but you're no more a demi-god (except maybe story-wise) than you were when you IO'ed out your toons prior to unlocking any slots... you just have more tools to work with .

    And the issue really isn't rocks; it's the apparent use of lowbie types to bring some too-big-for-their-britches Incarnate wannabe down. People still would've been upset if their Incarnate-ling got shot in the face with a gun and wasn't able to shrug it off (hence the Malta beef).

    Some of you act like Incarnate status automatically makes you Superman. It doesn't. And even if it it did, a civvy could still come up and find a way to put him down with a lowly rock (David vs. Goliath).

    Instead of selectively suspending belief to find flaw against ones own narcissism; suspend belief to imagine out how a particular scenario could actually be feasible. For me, I already have.
  10. Quote:
    Originally Posted by Judas_Ace View Post
    Right there is the problem. We can already walk, run and even fly. Incarnate abilities should not be about going back to square one. They should be about moving forward against world-shattering threats.
    How does [] flying make sense when no one has even unlocked the last five trees of Incarnate power? We're technically doing more of a jog-walk. Just because you're dusting off most of the core content because of the progression you have made doesn't mean you're all that.

    Just because you've made Incarnate progression doesn't mean the enemy groups that people are discounting because they've already faced and beaten them on numerous occasions aren't capable of providing further challenge. It just means that up until this point; you haven't been significant enough to be privy to the secluded halls of these groups esoteric workings. Whether by power level or by story concerns.

    Rock throwing civvies got you down; so what... its a good story fit (at least for Incarnate Heroes). As an Incarnate, it's nothing for even one of you to flatten out a mob of possessed civvies... but that's not heroic at all and it goes against the entire reason you're at the TPN in the first place (hence mission failure). Tip toeing around the angry civvies means that you're going to take some rocks to the face and its not like you have a toggle for Incarnate armor that's going to keep it from making you wince at some point.

    [And then there's the issue of mechanics and storytelling; it was stated from the jump that this was supposed to be a gradual progression. (Gives Devs time to create, test and release story content, player abilities and appropriate challenges, etc in such a way as to support the implied progression)

    It's (sorta) the difference of having Luke Skywalker make progression towards becoming a Jedi master and just having him wake up one day and be one.

    You'll eventually get new threats to work with just learn some patience.]
  11. Personally, I like the DFB up until about level 20; frankly because its cool to get SOs right from level one and 'baby incarnate' buffs. The leveling is fast paced and there seems to always be a team eager to go. The actual play-through is simple enough and people seem to really have fun with it.

    But once I get up into that 20 range, I know the baby-i buffs will soon be gone. The leveling isn't as fast paced and I'm starting to run a mid-level toon that is stuck using low level powers for most of the trial (which for some power combos... can be really sucktacular).

    I wouldn't want to do it from 1-50 but it may be a nice offset when finding teams for content between 20 and 50 starts getting thin. Especially redside on lower pop servers.
  12. Quote:
    Originally Posted by Twigman View Post
    In many cases, I wish people would read the whole thread before posting on it. Too many times, there are 3-10 (depending on number of responses) redundant posts.
    Redundant or not, everyone is entitled to their say and that's what this thread is asking for anyhow; redundancy.

    (A prime example of why I'm against this)
  13. Absolutely not. A minority of the minority to possibly present something other than what I want and can present myself.

    The other thing is that by the time any one of us is privy to anything that may be coming down the line; it is, in fact, already coming down the line; with the already invested resources to help propel it along and over a few voices of malcontent.
  14. Quote:
    Originally Posted by MaestroMavius View Post
    After giving this some more thought, and reading ZWill's insistence that this is how the story was always intended...

    I'm like you, I don't go to the end of the mystery first, that defeats the whole purpose of reading a mystery.

    However...

    In books and Movies/TV, some stories are actually written to let you know a key fact such as a death ahead of time, to keep you on the edge waiting for it.
    Supernatural for instance will often show some predicament that Dean or Sam are in, only to revert to a week earlier for the actual show, building up to the finale when we get back to where we started.

    As long as the story was intended to not have this be a shocker from the get go, I still have faith that it will deliver the same level of satisfaction.

    While it's true that you and I and countless others don't like spoilers and almost feel cheated not getting to 'find it ourselves' the fact is apparently, this isn't really a spoiler, it's a key part of the narrative that we know ahead of time. I'm cool with that.

    However, now I am hoping for some grand showdown/gesture between Cole and Stefan killing/sacrificing them both.

    Thanks for reassuring us Z!
    There's been a few shows that'll show a glimpse into something that's happened further along into the episode; usually right before a commercial break -like NCIS. The whole premise of The Dead Zone was based on viewer-targeted fractured precog (as was That's So Raven, lol).
  15. Yogi_Bare

    Flying East!

    "So long and thanks for all the fish!" Fly safe and send pics.
  16. Quote:
    Originally Posted by Lazarillo View Post
    Of course, it's also equally possible that the Freedom Phalanx will simply dissolve after all this. The group as a whole isn't really featured much outside of the LRSF, and I wouldn't be terribly surprised, especially given events off SSA4 causing a certain other change, if the LRSF and STF were simply totally revamped/replaced and moved to Ouroboros, in response to this event.
    This is what I was thinking, plus we got that new group of upstarts on both sides (Twinshot's crew and Dr. Grave's 'cronies')
  17. Quote:
    Originally Posted by VoodooCompany View Post
    Can't really recall any that were actually any good being revealed early.
    Strikeforce Moritouri being the possible exception.
  18. Quote:
    Originally Posted by Golden Girl View Post
    At the Player Summit, the devs gave a pretty big hint about there being a 3rd path to Incarnate power that didn't involve Prometheus or the Well - so ther could be some connection there.
    There was: Reichman's Empowerment Machine, Arachnos' experiments with Trapdoor and Recluse's Web tech [Hero 1 and Excalibur?]

    [What would be nice is if they made it a VIP only Origin that allowed for more freeform character creation/progression -similar to what is found in the current Incarnate system]
  19. Quote:
    Originally Posted by AzureSkyCiel View Post
    I can't help but wonder about this: if a major hero dies, especially one who was pretty much the only reason (not entirely founded but still his reason) Lord Recluse didn't just declare war on America, and even moreso now that the rogue Isles have Warburg back, what's going to cripple Arachnos from launching an all-out invasion assault?
    The Recluse angle might get a spin from Marshall Blitz's involvement.

    But my first question is the timeline of this arc (relative to the Praetorian invasion and the Coming Storm)?

    And my big question is how this ties into/impacts the Incarnate storyline; from Cimerora to Praetorian versions of Cole. This is, after all, an avatar of Zeus.

    Which may tie into how he actually dies. For all intents and purposes, this man can fight the Hamidon to a standstill... self-sacrifice? getting his powers stripped from him and then blitted (who becomes Zeus from this?)? Or maybe he'll go all emo and off himself...

    Players are getting what they want by pushing the established icons into the passenger side so they can drive; which is relevant as they outgrow the established canon in time for the Coming Storm (heck, the icons are pretty much irrelevant now)

    Very curious to see how these last 3 chapters play out.
  20. As in 1st toon since Apr 2007!?!

    Wow, I suppose... and grits!
  21. Quote:
    Originally Posted by Arcanaville View Post
    Warning: The Return of the King is very difficult to forget.
    I was (a dependent) at Howard AFB in Panama when I saw this (about the same time frame I started playing D&D)
  22. Full Metal Jacket
    Heartbreak Ridge
    Stripes
    Caddyshack
    Private Benjamin
    Howard the Duck
    Firestarter
    Christine
    A Boy and His Dog
    Lethal Weapon series
    Johnny Dangerously
    Big
    Bachelor Party (ask for Nick)
    A View to a Kill
    ET (I couldn't stand it, personally)
    Close Encounters of the Third Kind
    Stand By Me
    Indiana Jones and the Temple of Doom
  23. Super Ninjas
    Five Deadly Venoms
    Enemy Mine
    The Last Starfighter
    Wargames
    Tales from the Crypt (I and II)
    A Nightmare on Elm Street 1-3)
    Beastmaster
    Princess Bride
    Child's Play I
    The Last Dragon
    Short Circuit I


    On Shorts: USA's horror program (Saturday Nightmares?) used to have some interesting shorts during their movie run.
  24. Quote:
    Originally Posted by Rajani Isa View Post
    ? o.0
    bathing scene reference... thought that might be the quote you were thinking of.
  25. Quote:
    Originally Posted by rajani isa View Post
    since i can't leave the quote without fear of moderation that i think of first when i hear "coming to america" (i blame being young when i first saw the movie, and envious i guess), i leave you with...

    bark like a dog

    edit - as to dune, the original was okay (and not just because patrick stewart is my favorite actor) but the sci-fi mini-series was better. But then, the original was trying to turn the book into a 2-hour or so movie, when it took the series to make the whole book into a movie.
    trpic?