Yogi_Bare

Caption Champ - 11/30/11
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  1. Kinda saw a turn like this coming; at some point joining forces with Cole against a larger threat.

    Despite what many may think, Cole is trying to do the 'right' thing (in the Greater Good sense of the term).
  2. Quote:
    Originally Posted by Necrotech_Master View Post
    Praetorian Duray doesnt have the air strike, thats primal duray

    and its admiral sutter as well lol
    lol, I thought it was Sutter... typed it in and then saw 'Sutton' and changed it.
  3. Quote:
    Originally Posted by ClawsandEffect View Post
    Given identical opponents with 200 HP, here's how it breaks down. All calculations are done using the scrapper damage modifier.

    Boxing deals 47.55 damage and animates in 1.07 seconds. It takes the Boxing guy 5 hits to defeat the 200 HP opponent. The Boxing guy spends 17.85 seconds between animation and recharge time.

    Flurry deals 71.57 damage and animates in 3.07 seconds. It takes the Flurry guy 3 hits to defeat the 200 HP opponent. He spends 18.21 seconds between animation and recharge.

    That's a 0.36 second difference between the two powers to defeat an identical opponent. I'm not a math expert, but 0.36 seconds is NOT "almost twice as fast".


    Brute vs 200HP:

    B = 31.7 = 7 hits at 24.99
    F = 47.7 = 5 hits at 30.35


    Brute vs. 1000HP:

    B = 31.7 = 31 hits at [110.67]; miscalc
    F = 47.7 = 20 hits at 121.4


    Granted, even at worse case scenario... it isn't [almost] twice as fast in all cases but there are instances where it could be close; seemingly as the HP of the target goes up and dependent on which AT modifier one wishes to use to prove their case.

    I'll concede that that was a flawed statement however you've only done a marginal disprove of the 5 examples that were given to you. So you really haven't succeeded your point; whatever that may be.

    [I will also contend (as an afterthought) that as the recharge drops [] below the animation time my flawed statement becomes less flawed.]
  4. Quote:
    Originally Posted by FredrikSvanberg View Post
    I want an Airstrike, similar to what Praetorian Durant (?) does in the Admiral Sutton TF.
    I wanted to include that on the list but I don't know how well that would've worked on indoor maps (I haven't done the Sutton TF; so I don't know what that particular one looks like).
  5. Quote:
    Originally Posted by Computer View Post
    I could just state I think its damage is fine where it is (I personally don't) but then all we have is two people who disagree and nowhere to go from there. I like to defend my position and elaborate why I think Flurry should do X amount of damage. Most likely it would be comparisons between attack powers in other pools and other similar abilities in power sets (Jab for example). Understanding where you are coming from so I can take an opinion based on your thought process is what I wanted, not just a flat out 'no' (Which I've found most people don't like ex. jranger).

    If you'd rather not discuss your list though, I will comply.
    I don't mind a bit of discussion... trust me, I like arguing a point to a fault (when the situation calls for it). I do mind when people focus on only one thing (out of many) and either take it completely out of context and/or turn that one thing into the whole of the discussion while drowning out other listed options, when there may be actually be something more plausible on that list.

    [That being said, I will almost always try to push my counterpoint as quickly and clearly as I can so as to either accept or nullify any rebuttal quickly, make any modifications where necessary and move on. I'm not keen on getting pulled into long, drawn out whizzing matches with people just for the sake of doing so and if I feel that's what is happening; I will withdraw from conversing with that person, along those lines and move on - regardless of how the teeter's tottering.]
  6. Quote:
    Originally Posted by ClawsandEffect View Post
    Really?

    Lets look at how slow Flurry is compared to Boxing, if it's really just a concept issue that you're having.

    Boxing is around a 1 second animation. You are throwing a single punch.

    Flurry is around a 3 second animation. But you are throwing EIGHT punches in that time.

    Seems pretty fast to me, from a concept standpoint. Your speed allows you to throw 8 punches in the time it takes normal people to throw 3 (or less).
    Taking that same concept:

    (assuming that all hits land and all meet the chance to stun); in the time it takes Flurry to stun one opponent, Boxing would've stunned two.

    Excluding stun talk; the boxing guy is able to attack mobs at a rate of 2 to 1. If these were the only attacks they were using, the boxing guy is defeating mobs almost twice as fast as our 'fast-handed' guy.

    If our two guys were allowed another action, our boxing guy would make his hit then start talking on his cell phone (emote) before our flurry guy finishes flailing around.

    [Our boxing guy[] would even be able to change his position faster than our flurry guy - which, conceptually, has been shown as the other way around in nearly all instances where 'flurry' has been shown [in media]]

    [Lets use your example even. Say both our guys had on Cha-Ching! Gloves (imaginary proc = 100% to knock $1 out out the target's pocket); for all the swinging the flurry guy is doing, he's still coming up a day late... and a dollar short (lol)]


    Your perception on concept differs from mine.
  7. Quote:
    Originally Posted by Computer View Post
    That explains why Flurry shouldn't rival a Primary/Secondary attack, but why should it be better than Boxing? (Sorry if it is clear, but I'm still not getting it.)

    Considering changing Flurry's damage is something stated in your opening post, I'd consider us still on track.

    Boosting its damage was just one example of an option on an unprioritized short list... if the Devs decide to do something with Flurry, then it is at their discretion which item(s) on the list list to go with; if any at all. It wasn't there to be the sole hingepoint for tangents out into left field.

    So some people don't think Flurry's damage should be upped; I'm fine with that; I have other options. Just state as such and continue on; don't turn it into something its not meant to be.

    If one of those tangents wouldn't have been taken; we wouldn't even be discussing Boxing vs. Flurry; which, as stated, is largely irrelevant and was just used as an example to counterpoint the impression that I'm trying to suggest that side pools be made as powerful as a powersets. Which I'm not.

    (As well as it being almost moot, being that there are pool powers that are already equivalent to similar powerset powers at base ability.)
  8. Quote:
    Originally Posted by Computer View Post
    I think we're confused why you're able to say Flurry should be better than Boxing because you didn't explain. Better equals faster? More Damage? Less Animation Time? Then after that *why* should it be better? Boxing and Flurry are both single target, tier 1 attacks in a pool power set. What are you measuring it against that indicates one should be better than the other?

    It was, primarily, a counterpoint to the quote below and stayed well within the context that the topic was being steered towards; really shouldn't have been any confusion. That I even went into detail about it was mostly to get things back on track.


    Quote:
    The problem you run into is the fact that the devs don't want power pool powers to be better than powers available in powersets.

    The Medicine pool is not better than Empathy.

    The Fighting pool is not better than a melee set or a defense set.

    And the attacks found in travel pools are not better than the melee attacks available in any ATs powerset.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    Why? They are both pool powers.
    What does that have to do with anything?

    Quote:
    Should Head Splitter be better than Golden Dragonfly just because they're in different sets?
    As stated above... what does that have to do with what I'm saying? Comparing pool powers to powerset powers is essentially apples and oranges; and for the most part, irrelevant.

    When going for changes between powerset powers; there's a larger pool of comparison that must be considered (power to be changed vs. the other powers within the set; vs. corresponding companion set (primary/secondary); vs. other sets within the same primary/secondary.

    Pool powers; not so much.


    Quote:
    Same thing.
    Not the same thing...


    You have a power that's in a 'speed' set that essentially does the same thing as a power in the 'fighting' set. Funny thing is the power in the fighting set does less damage... and the power in the speed set is actually slower.

    It's more of a concept thing, that is so skewed by the mechanics, its creating a (mostly) non-viable option where there shouldn't be. (There is nothing non-viable about Headsplitter or Golden Dragonfly).

    There's also the possibility of 'cascading effect' because of the new power add-ons; especially with something with the magnitude of Speed's '5th'. I'll elaborate further upon request.
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    The problem you run into is the fact that the devs don't want power pool powers to be better than powers available in powersets.

    The Medicine pool is not better than Empathy.

    The Fighting pool is not better than a melee set or a defense set.

    And the attacks found in travel pools are not better than the melee attacks available in any ATs powerset.

    There's also the fact that AT modifiers apply. If you use Flurry with a Controller it is[]going to do less damage than using it with a Scrapper.
    Not saying that Flurry should be as good as Shadow Maul but Flurry should, at the very least, be better than Boxing.

    Also, you cant really compare a four power Pool to a nine power set... it would take some doing to even find parity; nevermind out-performance. (Although with Speeds new add-on, it could do more for some selections... than some selections: Fast travel, stealth, global recharge and now an instant replay button)
  11. Judgement already has:

    Fire, Cold, Dark and Electric.

    Next pass can we get:


    Hands from the Earth - Zombie/Earthen hands come up from the ground (like Carrion Creepers) to cause damage and hinder movement (Slow and/or Immob?)

    Wormhole Storm - The air fills with Wormholes the have a similar effect to the Grav Controller power

    Spectral Pass - Summons a horde of spirits that pass through an area; causing damage and terror to all touched by them.

    Infestation - Summons a swarm of insects that attack a mob with DoT damage; causing mild confusion

    Spores - Sends out a fungal cloud that cases damage and a pulsing sleep effect on any that survive

    Meteor Shower - Fiery death from above that frontloads most of the damage (impact); with the rest being DoT (fire). May KD targets.

    Sonic Boom - Similar to Dreadful Wail

    Firing Squad - Calls up a small squad of (Heavy Artillery, Gun Drone or Tank) soldiers that unload artillery into a targeted location

    A Thousand Blades

    or something to do with Rock/Earth, [Psi], Poison/Toxic and/or Radiation?
  12. Quote:
    Originally Posted by mousedroid View Post
    It's probably already been suggested somewhere, but how about some sort of Incarnate Day Job similar to Vanguard Recruit? I don't know where the log-off point would be, but the benefit would be that anyone who had unclocked their Alpha Slot would earn a single Incarnate Shard, or Incarnate Thread, or whatever upon completing any mission. Earning a random Incarnate Component would propably be considered too generous.

    Even earning a shard or thread would be a small boon to those who prefer to run solo, but still want to follow the Iincarnate path.
    Or at least an increase to the drop rate for those items (where applicable)
  13. If there isn't already, can we get an (all things) Incarnate section added to the Forums?

    Now the the GR Forums have been (deprecated?), I'm not sure if there's a consolidated place to discuss and brainstorm iTrials, non-trial content, the Incarnate Tree, events, etc.
  14. Flurry, although a nice concept fit in a set based on speed, seems to fall flat in actual application.

    It appears that for the activation time, the tangible effects fall short and out of immersion with the set's concept.

    Can we please either:

    Turn this single target attack into a narrow melee cone (20 degree arc; standard melee range; [slightly less damage])

    Turn Flurry into a PBAoE (slightly less damage)

    [redacted suggestion for damage increase due to rechecking comparable DPS in Mids; stemming from convo here]

    Somehow remove the rooting and allow the player to move away from the actual animation; freeing the character up to do other actions (which could give it a more 'now you see me, now you don't' approach when in combat)

    [or apply a similar 'per-tick-chance-for-mez-effect' equation to Flurry that's being used for Static Field's sleep effect]


    I know the request to change Flurry has been made; repeatedly in the past... but hey, here's yet another.
  15. Quote:
    Originally Posted by Frozen_Fire View Post
    I posted this in the super booster thread but it would I believe fit here as well.
    An idea I have, but one sure from which area post animation or Art, so posted here, is some head orientation similar to the crest of a bird that would lay looking like hair, and would activate raising the alert during combat. This would operate on the same cue’s to the combat auras. Some other variations of this but I would like would be single row spikes order a triple row spikes running from the head down the spine and if possible along the top of the tail it also Leigh fairly flat looking like some sort of design and stand up during combat, or another idea would be a hood like a cobra that would lay looking similar to the Egyptian hood only less prooffy it would also raise during combat like a cobra does in real life. can I know it's been mentioned elsewhere but I thought of mentioning here and cast my vote is for snakes for hair like Medusa. It would be best if these could be animated so you while idle this makes it continue move in combat you started the the snakes could strike in hits snapping at the opponents .More than one coloration a snake would be cool for instance some of the coloration of a coral snake or Green snake I'm sure you find many other options for awesome looking snake patterns for the snakes. images she has a rattlesnake tail but I mention it is this another custom element I would like it could also have a combat type mode or changed its animation rattling combat. A similar one of the snakes for hair Medusa hair they could use the same or very close wireframe with a different skin would be to make tentacle hair that would move and just as the snake snap and hiss during combat the tentacles could in you out.
    This should probably be in the All Things Art thread.

    I do like the idea of snake staves, hair, bracelets, patterns, etc... would be a nice set of unlockable perks for completing a major Children of Enos plot line.
  16. Quote:
    Originally Posted by Tunnel Rat View Post
    My apologies for not posting in this thread for almost exactly a month, guys! Everyone in the studio has been incredibly busy preparing for the launch of Freedom, and I haven't had much time to post in the forums. Thank you very much for continuing to post your suggestions! Finding time to post can be hard, but the FX team always actively reads this thread.
    Not a prob at all.


    Quote:
    Not a bad idea! I can get on board with Weapon Auras, and elemental variations of weapons. I'll look into this.
    Awesome.



    Quote:
    A tech version of the Victorian Decor aura does seem like a no-brainer. I can't promise a date or anything, but we're definitely looking into more variations for form-fitting/holographic auras.
    Also awesome. Any chance at Animal Patterns and/or Shapes? Or detached solid/opaque pieces to use as 'floating' armor?


    Quote:
    Power customization in the AE isn't really up to me. I vaguely remember some folks talking about it, but I think there was concern about how much it would increase the file size of player-written story arcs.
    Yay! A redname response that isn't a modsmack!

    That would bite if that was the nail-in-the-coffin... kind of puts a damper on hopes for other new mechanics to ever show up there.


    Quote:
    As for an FX suppression slider, are you talking about changing the opacity of your powers? Or something that suppresses other players' effects beyond what the Max Particle Count graphics option can do?
    I'm referring to the ability to change the opacity on ones own powers so that they don't interfere with their ability (or the ability of their teammates) to play effectively. (As an example, Hurricane. You get that girl up and running and it puts a blinder out over a large area AND at above ground height. Anything smaller than that is effectively obscured; even normal size critters can get lost in the sauce. Couple it in with it's Repel ability (I can keep the KB in check); you end up having a situation where you/team cannot see where mobs are being inched to/towards.


    Quote:
    As far as opacity goes, you can actually achieve more transparent effects by selecting darker colors. (This works best with Bright palettes.) I've seen suggestions for an opacity slider for powers before, but I think choosing darker tones addresses this request fairly well.
    1. For some powers

    2. It may or may not conflict aesthetically with what the player wants


    Quote:
    If you're talking about the suppression of other players' or unnecessary effects, then this is something we're looking into.
    This would help as well; would be a workaround for the other point. (If people are having difficulties dealing with my Hurricanes, Spirit Trees, Fire-and-Smoke AoEs, etc... then at least they would be able to lessen its visual impact for themselves even if I'm not able to do it for them (or myself).



    Thanks again for checking in.
  17. Yogi_Bare

    News from PAX

    Quote:
    Originally Posted by AzureSkyCiel View Post
    Super duper happy but lame ending for Praetoria (that would probably make even you wretch) is that Cole loses support of the Well and all his incarnatedom and Praet Hami goes down and Cole is suddenly saner and apologetic for his actions as a tyrant. "My god, what have I done?" speech optional.
    Loses all his support as in, "Cole's now at Reichsman, Imperius, Stateman or Lord Recluse level of support (or even Stheno or Trapdoor levels)?"

    or as in, "Cole's back down to the level he was when he fought Hamidon to a standstill"; loss of support?
  18. Quote:
    Originally Posted by Aneurysmo View Post
    That's all before we even take into account how disparate the concept of a 'glamorous' villain is with real villains (for those of us who've spent our lives amongst the little bastards). I understand that in comic books we get to create glamorous villains simply because they better carry the story, but I can't find a way to make such a character anything but two dimensional. Once we get to the actual motivations for the villainy, we can't just ignore the fact that most people have altruistic empathy drives which only the psychologically damaged lack.
    They can't be both altruistic and a sociopath?

    Glamorous villains do exist in real life. Sometimes the glamor is only a veneer but sometimes people that know the ugly behind it still want the trappings that come with being ugly:

    Italian Mafia, Pimps, Ballers... the crooks that all the respect, power, girls and money.


    Oh... and "Hobo with a Shotgun"!
  19. Quote:
    Originally Posted by Golden Girl View Post
    The Praetorian set-up was designed to avoid the need for PvP between Resistance and loyalists, by giving them one organization to work for - which is the role of the Vanguard in the RWZ - Cimerora and First Ward both have similar dangers that require Heroes and Villains to team up - or at least leave each other alone - but it's hard to work out what the reason would be for Heroes and Villains not to fight each other in Atlas Park or Mercy Island - especially with the new content for those zones, which plays up the Hero vs Villain fight.

    I would say it plays more into the LB vs. Arachnos fight; rather than 'hero' vs. 'villain' (or in the case of red side; villain vs. everybody).

    Even so, just because there's a lack of Co-op in a shared zone doesn't automatically mean that there needs to be PvP to fill that void. Heroes attacking villains on sight becomes cliche even when player villains aren't present blue-side. How many purse snatchers, mugging victims, CoT captives and Vahzilok skin donors do heroes pass up just to get from point A to point B?

    Fact is, the mechanics are there to make it feasible. And although it would seem plausible to take a Tom vs Jerry approach to handling a cross-faction environment... it's also plausible to accept that unless a player villain is actually causing catastrophic failures out in the open; chances are that a hero wouldn't take notice to that villain... or even recognize him as a villain amongst all the Vigilantes, Rogues and other costumed freaks running around by the hundreds.

    And even if they did decide they wanted to beat each others brains out... that's what the Arena (and channel) is for.

    (Something cool along those lines would be to sub out a generic villain name on radio missions for a player villains name that happens to be in the same zone (and v.v.))


    As far as heroes on redside... unless the cape is hollering around that he's a hero; he would be doing pretty much the same exact thing (on the zone map) his villain counterpart would be doing... beating up or getting beat up by everything that gets close to them. Would blend right in until he gets to his instanced map.


    Point is, PvP is largely irrelevant to the issue AND it is available to those that still wish to persue it.
  20. Quote:
    Originally Posted by Golden Girl View Post
    That worked because of the Powers Division, and the massively unequal strengths of the loyalists and the Resistance - the set-up was designed so that everyone was outwardly on the same side, and that anyone working for the weaker side had to pretend that they were really working for the stronger side.
    That doesn't really work for the Heroes vs Villains set up, because both sides are equally strong, and unlike Praetoria, there isn't just one side that totally controls everywhere, forcing the other side to work in secret - so to create a similar situation would mean that Heroes who went to the Rogue Isles would need to pretend that they were helping Arachnos, and Villains who went to Paragon City would need to pretend that they were helping the genuine Heroes.
    I disagree. IMO, I think that part of how Praetoria was presented was due to toying with new tech (within the constraints of time)... to the point that many of the missions were the same regardless of who was playing them. Part of that was probably even to satisfy player demand for a 'City of Spies'.

    But that's largely irrelevant to the mechanic that allowed for, what was, [2+2] factions to reside on the same zone map without having to run the same Contacts/arcs. Point is; mechanically, it can be done... it just needs the storytelling and support cast to, um, well... support it.

    Besides; player characters aside; there isn't much pretense going on with NPC villains on blue side; they make their presence well known whether they live there or are just visiting (unlike those hero types that are mostly sneaking their way around the isles). Like I said, they're Paragon Heroes (they don't really care about the citizens of the Isles); perpetrators, mouth-pieces and frauds; the lot of them.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm not sure if that's what you're saying, but I think you just put your finger one of the biggest problems of classic CoV-side - our villains' obsession with Paragon City and, by extension, Longbow. See, for Recluse, it kind of sort of works that he's having a constant relationship breakdown with his boyfriend, Statesman. They have a lot of history together, they probably hugged a few times and now that Recluse is evil and Statesman is good, it's natural that Recluse's biggest goal in life is to blueball Statesman and Statesman is prone to flying into a fir of jealous rage every time Recluse shows up at his front door unannounced. It works for these guys.

    It doesn't work for any of MY guys. And, OK, granted, the game can't work for ALL villains, but ask yourself this question - you're a villain in the Rogue Isles. Suppose you don't care about Paragon City, Longbow or Jack Emmert #1. What then? Your biggest two goals in the whole game are showing up Recluse and beating up Statesman, but why? I get that this is just a case of reusing existing game resources, but it feels like every villain on the Rogue Isles is secretly in love with Paragon City, wants to go there and live there and beat up cops but he's just not BIG TIME enough to do that aside from short picnic visits to knock over the same bank about eleventy times.

    Why are my villains obsessed with Paragon City? Why are they obsessed with the US in general? Wouldn't knocking over a bank in the UK or, hell, one of those Swiss banks that hold all of the criminal world's dirty money, be somewhat easier? Our villains come off less as wanting to be big-time and more as wanting to be just big-time enough to thumb their noses at Paragon City. We so very rarely have any ambitions beyond wanting to spite them American heroes that our villains just come off as hollow.

    To me, it seems that Paragon City should be just as much as part of the (free roam) status quo as the Isles for Villains (and vice versa). If either were allowed to maintain their core 'alignments' despite residence (and have the infrastructure to sustain and progress those residencies), I think one would find that the storytelling opportunity could increase and expand. IMO, that should be the next-big-thing.

    Praetoria is a great example of providing cross faction play on the same free roam map without having to use the co-op system. [or PvP.]

    Once this happens, I think that some of the obsessing that you mention could be downplayed a bit; allowing the world view more opportunity to grow. (even if it only means instanced maps to non-Paragon/Isles locales).

    Maybe it is the narrow scope of being tied to a single signature locale (a Gotham or a Metropolis) or even being caught in a Tale of Two Cities that provides the most limitation in a story that ultimately has the players transcend such a small stage (hero or villain). Especially when there are so many that do so.

    The other thing, IMO, is the almost linear progression through Contacts and maps and then abrupt halt at the end (followed by endgame). I like when they reuse Contacts/zones for different level ranges (Ashley McKnight, Kalinda, etc) and persistent Contacts (like Borea -who could stand to offer more/different options for different level ranges). This could possibly be the simplest way to provide content that acknowledges player progression in an inspired fashion.
  22. IMO.

    I think I'm going to classify CoV as 'petty evil' done by 'petty villains'; at least when considering that the player is supposed to be a super.

    Paragon is the 'holy grail' of the red-side denizen. Now matter how high up the chain a villain goes... he can only hope to visit Paragon City; never live there (as a villain); build an empire there.

    Even at 50 (outside of Incarnate play); at some point the crux of a soloing villain's career is being able to jump in a sub to knock off a bank in Paragon. Secret Base, dimensional and other portals be damned; self-flight and Black Choppers are out of the question... let me sneak my all-powerful, Recluse stomping, Incarnate self into Paragon on a sub and rob another bank; in Paragon City. Its not even a special bank with special inventory... it's just another bank.

    (Mayhem scenario/goals need to be expanded; and perhaps Safeguards?)
    (Minor Zone Events triggered by completing the same tasks as you would for the current Mayhem/Safeguards?)

    Mayhems/Safeguards in general are kind of an implied tether:

    Protecting a redside bank isn't worth a hero's time; even though its worth their time to attempt infiltration for their own ends. They're not real heroes; they're only Paragon City's heroes.

    Pick a bank, any bank on redside... they're all small potatoes. You could (on a luck roll) rob up to five of them before you get a shot at the big time; some bank in Paragon. Get a go at the streets of Martial for a chance at the Golden Giza? Or tearing through Villa Requin on SH to get at some of that fortressed loot? Not likely.


    About the closest a player villain can get to grandstanding without boundary... is within the PvP zones. The closest to 'glamorous' would be in publicly displaying their costumes, powers and bases [and maybe the random NPC chatter on the zone maps].
  23. Caprica was too artsy-fartsy for my taste (kind of like watching SuckerPunch and it kin (all the way back to The Cell).

    I actually liked BSG.

    As for kicking myself for missing a must-see; I don't think I have one of those... I've caught quite a bit of it all and the stuff I've missed is either turning up on Netflix or was passable anyhow; IMO.
  24. Quote:
    Originally Posted by Samuel_Tow View Post
    That's actually a very real problem I've had pretty much since I6, 2005, though it's one I don't really want to spend too much time on since it has the tendency to derail. I'll just say that I agree with your concern - City of Villains really doesn't lend itself to glamour. The whole place is a giant dump, a ghetto for the scum of the planet where you go if you couldn't cut it as a hero. Everyone's a primal thug, everyone's a monster, everyone's just a no-name nobody looking for a big break and never getting it. The whole of City of Villains is a misunderstanding of why people actually LIKE some villains, because it's a giant monument to all the ways in which villains fail in life. And while that may be realistic, it doesn't make me want to play a villain more. In fact, it makes me feel like the developers actually disliked villains and intentionally wanted me to dislike them, too. Like I should feel guilty for playing City of Villains.
    That's part of the reason I feel that they should allow 'side' swapping without actually having to change alignments. Why can't player villains take up residence and career within Paragon (is Paragon City sooo pristine that it can't have brokers of mischief and mayhem). Why can't player heroes decide they can do more good as residents of the Rogue Isles; trying to improve living and working conditions, a little at a time, by day; donning their glorious pair of undies to PJ party it up with the baddies at night? - That was kind of the gist behind Day Jobs, wasn't it?


    Quote:
    I think Dean McArthur's arc is the only one in the Rogue Isles with any dignity, though Vincent Ross does come close. Neither of the two is particularly EEEVIL or even all that repulsive, but they are both quite a bit glamorous, because they give our villains reason to have at least a shred of dignity and self-respect. Most of CoV is specifically designed to humiliate and demean our villains, like they are the pathetic, hollow garbage of the planet and we SHOULD feel sick for playing them. How do you play a "glamorous" villain when he has to live in a slum and pancake himself out for lunch money, sucking up to his much more influential contacts?
    There's an Arachnos contact in SH that does a decent job of pandering to the player.

    Leonard did a great job of making the player feel like they were actually progressing towards something tangible (before it all came crashing down into nothing, lol)

    Paper missions allow more free range activity (and glamor; to an extent) than arc play.


    Quote:
    Interesting that you should mention that, as it seems like City of Heroes is the exact opposite of that. The heroes are all provided for, cared for nice guys who live comfortable, easy lives and have wide-ranging support from both government and private businesses. Villains, by contrast, are homeless reviled scum who are eternally indebted to Arachnos of having broken them out of jail with nothing more than the clothes on their backs, forced to claw their way up by tooth and nail into greatness, and even then the only greatness is serving people in Arachnos that are slightly higher up the chain of command.
    Again; why I would like to see a large amount of true villain content blueside and true hero content on redside.


    Quote:
    I actually do remember a time when villains always had it easy - they had the money, power and authority, and were essentially cheating. By contrast, heroes always had it hard - no-one listened to them, they never had enough evidence, they never had enough money or power and they always had to juggle job, rent, bills and crime-fighting. Villainy was the easy way, heroism was hard. In City of Heroes, these seem to have been inverted. Heroes have it easy because non-profit organisation jostle for position to be the ones to help them, while villains are living a hard life because everyone hates them.
    It would be an interesting twist to have a set of 'outlaw' groups that people look up to; even though they know they shouldn't.