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Let's see if we can work on a process of elimination. What restrictions have you put on yourself?
1. Your villain of the story has to be a credible threat.
2. Your villain of the story needs to succeed in her plan to raid Paragon City.
On top of those, I want to put a few more limitations of my own:
3. The player villain cannot be a servant to the villain of the story.
4. The player villain cannot be fighting for the greater good or just wrestling over scraps.
5. The player villain cannot outright lose, but can suffer setbacks.
My suggestion is for you to set the villain side of the story to start shortly after the villain of the story has succeeded in raiding Paragon City, with much if not most of it taking place alongside the actual invasion, possibly continuing after it's done. This can give your villain of the story the opportunity to succeed off-panel without needing for the player villain to assist or fail to prevent.
As with a murder mystery, the player villain needs motive and opportunity to be involved. You need to come up with a motive for player villains to want to bother such that it doesn't feel like they're being suckered in, by which I mean this needs to be something the villain wants, but can still resist enough to be able to make an intelligent choice about it. What that is, I can't say. The player villain also needs to have an opportunity to make a difference in the story, such as exploiting the weakness of your villain of the story while her forces are getting hammered in Paragon City.
I'd also suggest going without a specific contact. Present the player with an opportunity in the style of a Tip mission, then use some form of paper or information terminal or some such and word your briefings like common sense conclusions on how to proceed, such that if a villain doesn't see the next step as making sense, he could always just leave by ending the story arc early. This gets rid of the "lackey" feeling entirely. Either that, or use a weasel informant like Dean McArthur who doesn't have any ideas or suggestions, but can instead follow orders and obtain information.
That's all I can do on short notice. -
Yup. The simplest explanation is to just take Matt Miller on his word that the Statesman was killed to "break away" from Cryptic.
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Quote:If it walks like a duck and quacks like a duck it's probably not Thanos. It really doesn't matter what PR spin the studio put out at this point, because their actions speak for themselves. The solution here would have been to NOT mishandle the SSAs so poorly and to, you know, communicate with people. Talk about the SSAs, explain the creative process (*snerk*), explain the reasoning and the whole thing. They have to protect the surprise, fine. Didn't stop them from spoiling the spotlight death half a month in advance but whatever. They have to hide the surprise. So immediately AFTER the surprise hits, talk about it. Put a SPOILERS tag on the thread, post from a red name account who doesn't show up in the digest if need be, but work with us.2) They come out saying that "We didn't do out of spite," people call them liars and there is still the underlying feeling that is going on right now.
A blind man could see where this was going to go miles before it got there, and the way it's being handled is pretty much the antithesis of what made City of Heroes' development team so loved back in the day. How the studio is handling the SSA issue is EA levels of bad conduct. It's either nothing said, or Doc Aeon snarking about it on Ustream. This is Jack Emmert flatout telling people their complaints were a "dead horse" way back in 2004. This is the kind of attitude that causes developers to be vilified.
You know why BABs was so popular on the forums that people felt he could do no wrong? Because the guy was there in the trenches with us, giving us straight answers. Sure, they weren't always the answers we wanted to hear, but the guy honestly did what he could. I know more about the City of Heroes animation system from what BABs has explained to us about it than I probably should, but BECAUSE he told us so much about it, I can understand why we can't have some of the nice things we want.
You know why David Nakayama was so popular when he still worked on City of Heroes? Because the guy wasn't too proud to work with us. We pooed on the Gunslinger pack over the gender segregation, and David didn't just tell us we were wrong. No, he started a thread of communication to get to the bottom of the issue and, sure enough, a few Sets later those complaints are gone. David did what Positron promised to do and didn't really - he gave us what we wanted. He asked us what we wanted, discussed the creative process with us, let us in on what could and couldn't be done and why, and the new costume sets are selling like hot cakes.
This studio is not learning the right lessons, and fiascos like this keep happening. And they will keep happening until someone remembers exactly why it was that those of us who stuck to our guns and supported the "Surviving 15" developers during the dark days of post-CoV did what we did. And this kind of studio conduct isn't it, because this kind of studio conduct didn't happen then, at least nowhere near to this degree. -
Quote:Here's something else I've noticed, while we're on the subject:From my POV, you've hit the nail on the head.
The death of Sister Psyche even feels like it only happened as she'd be the only one who outranked Positron and stood in the way of his promotion.
This is made even worse when you know that Positron was not a character created specificaly for CoH like all other rednames/npcs were.
The audience should never be able to spot the writer's hand at work. We all know these are just stories and they're all fake and everything in them happens because someone chose for it to happen. Of course we do. But the magic of the experience comes from being able to pretend it's real and the actions in it are real. That the story has some kind of weight to it. This cannot happen if the audience can deduce or explain a plot point not through the plot itself, but by meta-story circumstances from either the writer's personal life or from lack of subtlety in story execution.
For instance, if a beloved character dies in a very poignant way, this may make me angry as a fan of the character. If it's handled well, I will be angry at the villain who killed my favourite character. I will want to see this villain get his comeuppance. I will be more invested in the story because I will want to see an in-story resolution. If it's handled poorly, however, I will be angry at the WRITER. I will want to see the writer ashamed of what he's done, and I will be less invested in the story because it will seem like the writer is ruining the whole thing by ruining the illusion.
Even when we're not talking about big character deaths or dramatic reveals, the rule still remains - the writer's hand must always be invisible. That's the only way to maintain the illusion and keep the story feeling "real." -
Quote:After so many threads on why we all hate PvP and why we all hate Staff Fighting and constantly reading about Mecha Armour but hearing as "Mecca Armour" I just couldn't help myself. Occasionally, the reality of a situation becomes too good even for me to resist
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Wowza! I admit, I wasn't a big fan of the original character sketch, but the finished and coloured work is quite amazing. And you made a... Big character. I like it!
I wish we could make characters like that in City of Heroes, but the "physique" slider...
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Quote:It looks like this won't be happening with Praxis. I ended up without a travel power I can use for rapid in-instance exploration, so I'll have to step on the Reveal power, instead.well sure Sam, but your idea of fun is eliminating every pixel of black from the zone map.... =P
I'm glad you enjoyed it, but I can't stand Twinshot. The arc is quirky enough to play through once, but I really don't like most of the characters and I REALLY don't like the unnecessary twist ending. Besides, the consists of staring at a dialogue every other spawn, to the point where it has almost no gameplay in it.Quote:As a returning player with a thread of my own, I highly recommend doing as much Twinshot as you can fit into your schedule. -
If all of the characters I create become property of NC Soft as part of the EULA, I have a hard time seeing how characters people paid to work on the game create don't really fall under a similar clause. Irrespective of who made them, they should be part of City of Heroes intellectual property and as such subject to change and alteration.
And, really, if it's a legal problem, I'd appreciate being told it's a legal problem. I might not like it, but I'd not like it less than what's happening now. For all their super-dickery, I still prefer what Ubi did in saying they weren't releasing the Prince of Persia DLC for "business reasons" over pretending to not know what players are talking about. -
Quote:Huh... Growing up, Penny seems to have acquired broader shoulders and paler skin.OK Let's try an experiment. Young Penelope vs. Grown up Penelope
Yeah, that kind of enforced ageing of canon characters is problematic when I don't want to age mine, ESPECIALLY not by five years. I guess the only solution is to pretend Faultline never happened, or plain not do it. Which, honestly, for as much as got changed about Penny Yin to shoehorn her into the Phalanx, it might as well not have happened.Quote:There's actually a couple things that bother me about Penelope's new story now. One is how to explain my own toon's aging process to compare Yin's sudden growth development. She was a young kid... now she's an adult. My toon has got to be at least 5 years older now. Makes it hard for Us RPers out there to explain that one...
Yeah, this has been my argument about the whole "it's to push player characters" angle from the beginning - they AREN'T pushing player characters. Yeah, we're given a spot in the limelight, but they NPCs are still the stars. We've simply swapped one NPC for another, and that new NPC has had to skip a few steps to get to where she is. I get that Penny is supposed to be the world's strongest psychic (especially now that Psyche's been stuffed in a fridge), but she goes from zero to member of the Freedom Phalanx in all of two story arcs. This beats the feats of most single-player game protagonists.Quote:Then there's the portrayal of her in the SSA Arcs themselves. She shows up as a newbie heroine and a mission or two later, she's deflecting godlike beams of energy. For all your efforts you get a press conference. She gets into the Freedom Phalanx.
Now she's going to be respeccing I guess, switching powersets or what not, so she can be Psychic Melee, give her own TF and now is appearing on a load screen. I'm afraid people are just gonna get tired of her real fast. For all the efforts of making our toons the center of attention, having this NPC suddenly reach ultimate "bad assery" just makes it seems like going in the opposite direction.
I don't know... It'd be nice to look at, what with her pale skin, and at least it would be honest. -
Quote:That's a pretty broad definition of a "war," though. I mean, the "war on crime" counts in that case, and that's pretty much half of what heroes do even in comic books. What I have a gripe with is the need to involve us in an active, overt war, specifically by tossing us in the trenches on the front lines and having us fight as infantry. That's what the Praetorian war is doing - it's an active, waging, open war that we're fighting in as soldiers, especially in the iTrials.Interestingly, brad lumped mot in with the "wars" content, i'd imagine the devouring earth would fall under that idea too, since hamidon created another species and launched a large scale offensive of extinction or assimilation against humanity. And recluse is in at least a cold war with the US itsself. with both sides sending fairly large scale incursions on each others borders. so under the definition that makes mot a "war" likely any large scale powerful group making a play for a major game changing event is going to feel like a "war" event. at a certain point, fighting doc ock and his costumed mooks falls by the wayside of the power curve.
Mot I don't consider to be an open war since the story doesn't depict two sides clashing with us just moving front lines on a map. It's one evil being with its minions and essentially me and a few allies duking it out. It's war-ish, but it's not all the way. The Hamidon is in a similar position, at least on Earth. Yes, it has the Devouring Earth as monsters, but they aren't leading an open war. They're all over the place, but they aren't trying to take and hold ground. They're doing typical villain plots - poison people, devour people, develop new cancers and so forth. It's not a frontline-to-frontline war.
And, yeah, I guess Nemesis has his Nemesis ARMY, but again - it's far too rare to see them march into the open and engage with the US army and try to hold sections of the city. That hasn't actually happened since the 50s when the Nemesis almost took over the United States. -
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I will NEVER support any more craftable costume pieces. If new pieces are added, I want to see them in the editor at character creation. I don't care what I have to do to get them there - pay, most likely - but if they don't appear in the editor at creation, they're worthless to me.
That said, I DO want to see better, more varied versions of Jet Boots. Perhaps boots with jets in their soles, as opposed to freakishly protruding from the calves? Sure, I'd even buy those if they were sold on the Market. We need more oddball costume pieces like those.
Be nice if we could colour the jet flames separately, though. -
How about the reverse? How about giving me the option to use the Ninja Run animation without using any of the stats of the power? Just something to replace my base run and jump animations.
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I've never been a fan of combining servers when the argument is there aren't enough people to team with. I LIKE that! At the same time, I've also always been a fan of having just one global server for the simple reason that server divides are half of what keeps me from teaming with my friends. A lot of the people I originally met on the forums simply don't play on the servers I do, so we never get to play together. To me, it's less a question of population and more a question of borders and boundaries.
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I'm always up for more cosmetic stuff, and if I have to buy it, I will. New animations and effects, especially for older sets, have been a long time coming, and it would be nice to see what the art team can do.
I should point out that the last time new animations were added (for Blast sets), these were met with negativity because it seemed like there wasn't much there, it seemed like powers at random didn't get new ones and because a lot of the new ones were just slight deviations on the old ones. Doing this not for "all Blast sets indiscriminitely, but NOT for duplicate powers in non-Blast sets" is a bad idea. At the same time, doing this for ONE set, so that each power could get something new and that something new can be individual to the set, is a much better approach.
That said, we need to differentiate between "animations" and "effects." What Blasters got was new animations using the same old effects, sometimes without accounting for different body part positions (hello, Power Burst!). This is cool, but it's only one half of the equation. I believe powers also need new effects, as well. As you said - from basic fire to ghostly fire to fire that looks like an ink drop dissolving in water and more are legitimate additions to a fire-based powerset without needing new animations. In a lot of cases, effects would do considerably more than effects, such as with Archery, for instance.
I'd suggest going for packs that are either all animation or all effect, just because new animations AND new effects in the same pack might make it too costly to produce. -
The answer is "activation sequences." Every power in the game has an activation sequence, which includes expecting what "mode" the character is in before the power animates. If the character is not in this mode, the character is taken in this mode by taking away a weapon, pulling out a weapon, setting hands on fire and so forth. Some attacks, like Brawl, are coded to expect multiple modes and play different animations for each mode, but this does not appear to be trivial to create and, most importantly, maintain. BABs mentioned numerous times how Brawl is the most complex animation in the game and how he didn't want to replicate this unless absolutely necessary.
His other argument was one of completeness. Can he afford to do that JUST for Kick since that already works? What about Boxing? What about Reconstruction? What about Web Grenade? I actually did bring up exactly this problem to him - make Kick work like Brawl works for Archery, and that was a part of the argument then. I don't remember the whole argument, but this was a part of it.
Additionally, Shield Defence is instituted in a similar way. Shields are essentially weapons with their own activation sequences and all powers that can ever be used with them have to expect to be used with this activation sequences. When creating this power set, the great majority of the work BABs and his team did was just fixing up activation sequences for existing powers even though the new animations were exact clones of the old ones. There are relatively few new animations for Shield Defence specifically, though a number are "tweaked" to blend in better. As I understand it, the majority of the work was just what you describe - making sure all powers a Shield Defence character could ever use wouldn't try to put the shield away.
There's also the problem that the game's animation engine can sometimes have a loose interpretation of what it's expected to do. If the engine is told to fire up an animation that doesn't exist, it'll do some kind of next-best match and play whatever comes up. That's why doing /em bow with a Katana out used to do a bow-firing animation back in I1, why Whirling Sword started playing the Whirlwind animation when falling down and I assume that's why Heightened Senses is now doing the Dragon's Tail animation instead of what it had before (the "jumping out of a snake hole, looking around" one).
This is like the problem of removing redraw: It seems simple, but there's more to it than you think. Specifically, removing redraw wasn't as simple as just removing it. BABs tried and the system refused to work because it expected SOMETHING there. You can also see what happen when you remove redraw in the effect asynchronity in Titan Weapons. If you use an attack with momentum without having drawn your weapon, the attack will fire early, but the effects will delay for the animation time plus the draw time. It's also evident in what Assassin's Strike out of combat used to do, which is not play ANY animation if you didn't have your weapons drawn.
The City of Heroes animation system is a lot more finicky than it seems like it should be. -
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Again, you don't need to swing from one extreme to the other. There are perfectly good, exciting, high-powered adventures to be had OUTSIDE of a war with another people. Hell, take the most basic MMO example of slaying a dragon. It's not waging war on you, it's not raising an army... For the most part, it's not doing anything other than existing, but people still want to raid its lair and kill it.
Whether or not it holds god these days (Battlefield Earth seems to think so), an attack on Fort Knox is a great example of this. No major wars, no banding together for the greater good, no gods come to earth. It's villains seeing something they want and making a plan to get it. So long as the "thing" in question is big enough, the encounter could be well "epic" enough. It would also give villains something to do other than save the world for the umpteenth time. -
Quote:Yeah, I don't intend to use Hover for crossing zones, I just need snippy movement inside larger instances. Teleport, and indeed Long-Range Teleport, will be used for zone travel. If I can make it so Praxis never has to take a boat, I will be very happyHover is best for short range/TACTICAL movements. If you're getting Teleport, you can use that for longer(ish)ranged/strategic movements. If it really bothers you ... drop the teleport pool entirely and just go for Fly+Afterburner (leaving you with an extra power pick for something else, which could be Teleport Foe ... but why?).

Sadly, I can't drop Teleport entirely, awkward and unwieldy as it may be. It's too perfect for Praxis' greater being. See, the costume I shared is not Praxis in reality. It's just a puppet avatar that she has pulled together to act as her physical representation, but she can whiplash that thing to any point in existence instantaneously, even scatter it and reform it somewhere else. It just makes no sense to me for Praxis' main means of travel to be, as Dr. Mossman put it, "relying on local transportation." Praxis is omnipresent. She shouldn't need to travel anywhere.
Actually, John Carter (the movie) gives us a good example of this, where one of the godlike alien bad guys is informed that John Carter is doing something on the other side of the planet via a communicator ear-piece. His response? "No, your assistance is not needed. I will handle this. In fact, I am already there" Then the camera zooms away from his face and we see that he has, indeed, travelled across Mars in the time it took him to say that. That's what I want
That said, I neither want nor need Teleport Foe (admittedly, it makes sense for Praxis, but still). Why I'm taking it is I need it to unlock Long-Range Teleport. That, to me, is what will really make Praxis stand out from the rest of my characters. Yes, I know it's not terribly useful in City of Villains with all of seven zones, but the mere fact she'll never have to take a ferry and that she can manifest anywhere through her own power is enough to be worth it.
So... Waste of slots, a little bit, but how fast do you think Hover would be three-slotted for flight speed? In practical terms, I mean. I can calculate the run speed, but I can't really "get" what the different speeds mean. -
Titan Weapons is probably the game's first and only powerset where a gimmick made it STRONGER. Pretty much all the other sets that come with a gimmick pay an unfair price for it, in such a way that they need to make heavy use of the gimmick just to break even. Titan Weapons, even if it is on the "too strong" side, is the only one where I feel a gimmick ISN'T holding the set back. On the contrary - Momentum makes the set better than it would have been had it been a straightforward no-gimmick melee set.
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You know, when I first heard about Staph Fighting, it sounded like so much fun. It had a lot of promise - I'd be helping people, possibly helping myself, and I got to do it in cool ways. Sure, it involved some unconventional tools and possibly a new approach to fighting, but it still looked a lot of fun.
But it turns out it's just a disappointment.
See, Staph Fighting just fails to do decent damage all too often. Penicilin, the bread-and-butter power of the set, just doesn't seem to do anything because almost all of my enemies seem to resist it these days. I guess I could slot it for more recharge, but that doesn't really seem to help.
Well, OK, I lied. The set does occasionally deal decent damage... To my kidneys! A lot of my enemies seem to be weak to Gentamicin, but I just don't like using that. I know it's a decent power, but the self-damage component just isn't worth it. Yeah, I know what you're thinking - if I could regenerate, the self-damage component would matter. Well, if I could regenerate, I wouldn't need Staph Fighting, now would I?
Of course, it's not all bad, though. There is one power I actually really like - Methicillin. Sure, it costs a lot and, yeah, there is the occasional boss that's resistant to it, but it works most of the time. But this thing is just balanced by annoyance. I mean, it works most of the time, but using it is so unpleasant it just makes me sick. Literally sick. Whoever designed this really dropped the ball.
Overall, Staph Fighting just seems like a missed opportunity. It could have been so much more, but instead it's unpleasant. Maybe in the right hands it could be potent, but it just needs such clinical precision to use right that it feels like I need to have, like a degree in medicine to use it or something.
So, yeah, wasted money there. I'm going back to Typhus Weapons. That thing was just so much more deadly. -
Quote:Yeah, as I said last time, there's good content, but it's trapped behind a wall of nonsense. Basic hunts aren't mandatory as legacy contacts always give two options - one hunt, one instance. The trouble are "introduction" missions which show up in ALL legacy contacts you have access to, and will usually replace the instance mission choice. That's contact, PvP, zone and system introductions, most of which haven't been necessary since 2004. I mean, do we REALLY need to be introduced to the "new content" that is the Hollows any more?I'm still advocating, loudly, that the pre Hollows and Faultline revamp stuff is ALL in dire, dire need of trimming down, cutting out all the fed-exes that make no sense, the filler junk, the 'go see the security chief' missions that I think about 1% of people must actually like...
There is a wealth of hero and villain groups, as Sam mentions, that could have tons more exposition. They really should get it.
But, yeah - technical quality notwithstanding, those old missions do, I think, a much better job of capturing the adventure of being a super hero fighting crime and the forces of evil, as opposed to a grunt in the meta-human infantry. -
Wait, I love defeat-all missions. That's pretty much the only way to ensure my team-mates won't just want to stealth the mission, plus it gives me justification for doing it anyway.
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So here's my question - if there isn't much else for an epic storyline, then... Why does every storyline have to be "epic?" Why does every storyline have to involve 24 people? Why does every storyline have to be max-level Incarnate stuff?
And again, Mot did just fine presenting an epic storyline that didn't require a zillion people. I haven't run the Large Breasts trial since that's Praetorian stuff and requires a zillion people, but the actual storyline of the zone worked just fine without being a war against another dimension.
And again, I've been on a Hamidon Raid that consisted of around 200 people and crashed Victory twice. I've been on a Hamidon Raid that consisted of over 100 people and actually succeeded, horrible gameplay experience notwithstanding. The game seems to be perfectly capable of presenting large group content without having another dimension invade us.
I'm sick and tired of inventing brand new never-before-seen bad guys who eventually just fall flat while we staunchly ignore the good stories of the past and the interesting bad guys that brought many of us into the game's lore to begin with. What about the Sky Raiders, what about the Family? What about the Goldbrickers? What about the Warriors? What about the Council? What about the Circle of Thorns? Hell, what about Nemesis? I haven't heard anything about him since Issue 10. -
Quote:Being possible to achieve by somewhat flexible individuals does not make them any less ridiculous. Also, their ankles still don't bend back beyond the vertical like they do on those pics.http://maxiandapril.tumblr.com/
Two girls out to prove that those "ridiculous poses" aren't that ridiculous after all.
My favorite is the one where she's showing off her new shoes.
Good point, I hadn't thought of it. That's actually why I brought up Penny's right ankle. I can't see it through the UI, but it looks like it might be broken, or at least dislocated. Good thing she's flying, I guess. Say, does she ever fly in-game? Mine never did in the SSAs.Quote:I actually dislike it for a reason that has nothing to do with the art, per-se. Having accessed it, I find it too busy. If you think about our last two load screens, the area to the right, where the input boxes and buttons are, has been white with no artwork. This one has visual clutter over by those UI elements - the "psi lightning", Penelope's leg, and transition between the sky and a building. For whatever reason, that bugs me.
I know some folks replace their log-in screens with custom screens, and stuff like that probably happens when they do, depending on the image they pick. I have never replaced mine, and having seen this screen, I now know that if I ever do, I want low-frequency clutter over by those UI elements.
Woah! Those are hillariousQuote:You sir have given me an idea. Why not have a collage for our next load screen?

What did you do to Bellarose? I remember having a collection of those, but this was back before the ragdolls acted like literal ragdolls.


