Samuel_Tow

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  1. Quote:
    Originally Posted by TonyV View Post
    I just have to point out that most non-English speakers I see in the game are not French or German, they're Brazilian and they speak Portuguese.
    I don't know about majorities, but I, personally, do not speak English as a native language. However, I speak neither German nor French, either. From the very beginning, this has been one of my major arguments AGAINST the then-so-called "European" version that it left a great many people out in the cold. In a very big way, trying to play the EU version of any game has always been much less user-friendly for me than playing the US version, just because I'm constantly running into entire teams made up of Czechs or Romanians or Hungarians and I can't understand a word they're saying. Being Bulgarian myself, I know there's no chance in hell any game that's not produced here (yeah, both of those) will ever be localised in my own language, and I know a fair few people are in the same boat.

    I feel for the French and German communities, of course I do. No-one likes to have "their" version pulled and replaced with a foreign one. I just feel this was a futile effort ever since the whole localisation effort began in the first place. The EU servers were never much faster than the US ones, then they got moved to the US anyway, the EU CS people were moved to the US as well, and now this. I'm honestly not sure there was ever enough of a market for this whole venture to begin with. I get that it's "business reasons," but to this day I feel it would have been far superior for NCsoft to simply open up the existing US servers to players world-wide, instead of corralling the EU players in their own ghetto.
  2. Samuel_Tow

    Sly (story)

    Chapter 6

    I must confess... I have spent so, so long putting together a good way to explain my feelings, awkward though they may be, but everything I come up with leaves me... Wanting. I have thrown away more pretty, poetic ideas than I care to mention... Musings on love, responsibility, fear and oh so much more, but none of it seems to... Fit. I cannot even explain this irresistible urge to share thoughts so private, so... Dear to me. The memories of my... Moment with Skip flooded my mind with such emotions that I fear my judgement may be impaired. If it is, then so be it. Call it a jaded fool’s longing for a more... Genuine time, call it what you will, but this, really is the only explanation I can give, for what that is worth. The more eloquent I try to be, the more my mind wanders. To thoughts of how things were, to desires I would be too... Embarrassed to retell, to all the abstract asides that just serve to sap the life out of what I had always intended to be an exciting, thrilling story. For lack of a better recourse, I suppose the simplest solution would be to just drop all pretence and retell events as they happened, point for point... And hope for the best.

    Despite the... Intensity of our exchange that night, nothing physical transpired between Skip and me. Desire overcame me several time, I will admit, but I was simply too... Uncertain to act on it. Instead, we simply talked. Truth be told, we did not say anything terribly important. No grandstanding declarations of poetic love, nothing of that sort. Heh... Skip was so nervous he tripped over his own words and my mind was so awash in the moment of it all it kept drawing a blank whenever I attempted speak. Embarrassingly, we just... Chatted, and about nothing much in particular. Hours went by as we reminisced of old times, traded horrible jokes and just enjoyed each other’s company. But this felt different, it felt better, more... Personal. With our confessions removing all pretence, the simple, aimless banter we engaged in still remains one of the fondest, dear memories I have of Skip. It was so pleasant, so liberating, so... Unashamed. We had both grown up both as people and as friends. It was high time, we finally realised, to let our relationship develop in turn.

    With our shame and embarrassment wiped away, everything changed. Our relationship became so much easier, so much simpler. As a point of fact, a few aspects of it became perhaps a tad too simple, when they should probably have remained somewhat more complicated. You see, this was not some kind of ideological, purely psychological romance we shared, not like you might read in books of the pretentious sort. We may have been emotionally immature, granted, but we were still adults, and we understood our... Desires. Despite no longer playing up that aspect of his persona to a self-parodying degree, Skip was still the lecherous old fool I had grown so irrationally attached to – that was simply who he was – and seeing me respond... Goodness help me... Positively to his advances gave the man renewed resolve to persist. I should have slapped him upside the head for it, but I did not. Embarrassingly, I... Enjoyed the prospect of it. My imagination ran away from me, showing me shameful images I could not get out of my mind. This made rebuffing Skip’s advances very... Difficult for me. His mannerisms were just as awkward and irritating as always, of course, but I had developed a soft spot for the silly fool and, difficult as it may be to admit, I... Also shared his physical desires. I did wish he would find a less grating manner of expressing those, but... Well, Skip is as Skip does, I suppose.

    Now, you may have deduced that we faced certain... Compatibility issues, shall we say. My body was a machine primarily designed to house a vast database of knowledge and thus lacked the... Hardware necessary to, um... Interface with a biological life form. Goodness this is difficult to explain... Regardless, while this was very much a problem, it was not at all a problem without solutions. Where there is a will, there is a way, and will there was plenty of on both sides of the equation, so to speak. You see, though I may act embarrassed about this now, I was not quite the same person during those... Eventful years that I am today. Admitting my feelings freed me from my reservations and allowed me to essentially begin my life anew. This was the life I had always dreamed of, but at the same time always knew better than to try to lead. I was irresponsible, I was stupid... Oh, so gloriously stupid... I was ambitious in the extreme, always looking for a fresh new experience, the more unusual the better. Skip and I got involved in some of the most insanely dangerous missions we had ever attempted back then. Of course we did, why would we settle for anything less? Consider, then, that compared to all of this, getting, um... “Physical” with a Praxian seemed nowhere near the most absurd thing I attempted, and I had a considerably stronger reason to go through with it.

    To be quite honest, I miss those old times, thinking back on them now. The freedom, the irresponsibility, the sheer, unrepentant fun we had... But if my infinite lifespan has taught me one thing, it is that the good times never last forever. Wild and memorable as my affair with Skip was for a long time, it eventually settled down. Like any Praxian, he grew wiser as he grew older, so when his body started giving up on him, Skip retired from the action... Somewhat. Though I tackled my contracts by myself once more, I was never truly alone. Skip’s voice was always in my ear, guiding me, reassuring me... Making me laugh uproariously, usually at the most inappropriate times. That man... When he could no longer hold a weapon, Skip instead busied himself with intelligence and surveillance, serving as my mission control. He had grown so much without me realising it. No longer the gormless, helpless child I had picked up on Neen, he was now a dependable, intelligent man, one I would trust my life to without hesitation. It seemed as if the more old age sapped his strength, the more determined Skip became to defy it, devising ever newer ways to help me however he could. I worried for the poor old dear, but I must admit that it was so sweet of him keep trying. A charmer until the bitter end. Heh...

    I should explain, however, that throughout all of our adventures, neither I nor skip had a specific goal in our lives. Well, aside from enjoying ourselves, I suppose, but that hardly counts. This may seem like a terrible waste of time and... In a way it was. Nevertheless, when all is said and done, I would not change a moment of it. Life, I have come to realise, does not need to have a specific purpose. That, really, is the most wonderful thing about it. Machines are built to accomplish a specific task, never expected to aspire to anything beyond this. Living creatures, by contrast, are tossed into their respective worlds with nary an instruction, then left to find a purpose of their own design. Or not find one, as the case may be. We rejected our reality, Skip and I, we threw away convention, scoffed at common sense and defied physical limitations. We dared to dream... Dared to be stupid, as he would so charmingly put it. There were difficulties, of course. There was much pain and much hardship, but nothing worth having ever comes for free. We stumbled and we fell, but through it all, we lived life our way. Try as I might, I cannot think of anything I would have wanted more, or anything I would have done differently. This was our life together, and we lived the hell out of it, if you will pardon my expression.

    Sadly, unlike Lin, Skip did not pass away in his sleep within the comfort of our home. Then again, knowing him, this is probably for the best, as I am fairly certain he would not have wanted that. Skip always wanted to go out in a blaze of glory and... I suppose he did. Poor, noble fool... But to tell you this story, I need to back up somewhat, as it were. When last I spoke about the Praxian Council conspiracy, I mentioned that I have forgotten most of the finer details. Well, one important detail I did forget... And how I managed to do this, I cannot say, but one detail I forgot was the existence of a copy cat of said conspiracy. Where the original conspirators aspired to resurrect the old Praxian Dynasty as a political and ideological body, these new fanatics aimed much higher. Following in their predecessors’ footsteps, they endeavoured to bring back something else altogether, something rather much more ancient and a much more alarming – the original deity that the Praxians had once worshipped. Why I forgot about them is both because I learned of their existence far too late and because their aims made far too little sense. As a means of explaining what I am about to tell you, they really offer very little in terms of context or reason.

    The first time we learned of these zealots was when they staged a brazen attacked on our headquarters vessel. Unlike the old conspiracy, these fanatics were not affiliated with the Council at all, but were instead primarily made up of Praxian mercenaries. Nevertheless, their gear was still so advanced that neither our interior defences, nor indeed my own skills and weapons slowed down their infiltration much. With resistance proving a bad choice, I instead rushed to Skip’s side, hoping to enact an evacuation. He had been terribly ill for some time, weakened as he was in his old age, and I meant to assist him into an escape shuttle. I... Failed in doing so, and I failed miserably. I was so consumed with worry over Skip’s condition that I failed to notice a mercenary sneak up on me. A single shot incapacitated my shell, leaving me in a heap on the floor, unable to assist, but still fully aware of the horror that now unfolded before me. I... Wish I could unsee what I saw that day.

    Those fanatics did not just mean to kill us both, oh no. This was not enough for their “goddess.” Instead, they toyed with us. They posed me so I could watch them hurt Skip. They beat him so bad, but he never screamed. That old fool was too proud for it. It scared me out of my mind to watch those monsters cackle at his pain, but I had no control over my body whatsoever. I wanted to scream, I wanted to fight back, but it was simply physically impossible. When they realised they would get no response from Skip, they turned to me. Clearly they were aware of our... Relationship, and they meant to... It makes me so mad to remember the disgusting things these people said they would do to my body. But it was not myself I was worried about. Far from it, in fact. What terrified me was that they meant to make Skip watch as they did this, and this is a thought that hurts my heart even so many years later.

    I was certain this would be the end of us both and... The last thing I had said to skip before was some form of irritated remark in response to one his horrible jokes. I wanted to say so much more, to tell him I loved him, to say goodbye, to... I apologise. These memories are... Difficult for me. The unthinkable was happening, and all I could do was let it. Only... This is not entirely how events transpired. You see, when they turned their threats to me, Skip simply snapped. To this day I do not know where he found the strength, sick as he was, but he rose up with amazing speed and tossed the three mercenaries holding him down like ragdolls. Before even I could comprehend what had transpired, Skip seized his captors’ own weapons and proceeded to shoot every one of those b... Praxians dead in a firefight more amazing and glorious than I had ever seen before, and indeed than I have seen since. He killed three full platoons of hardened soldiers by himself, shrugging off their rounds as if he did not even feel them. Even at his peak, Skip could never hope to be this amazing, but in that one defining moment, he stepped up in a way that gives me cold chills even now. The explanation he gave me once he had rebooted my shell was that he... Had simply had no choice.

    Skip did the impossible to save me, and for that he paid the ultimate price. The injuries he sustained were fatal well beyond my ability to treat. The man was dying, but he clung on to life for a precious few last moments, just enough to say a few final words. Saying Goodbye to skip is... One of the most difficult things I have ever had to do, but for him? He took it on the chin, the goofball. His last words were, in fact, a boast about how those commandos should be really ashamed of themselves if a decrepit old man, sick, wounded and unarmed besides, managed to beat them at their own game. Heh... Skip died as Skip lived – a ******** to the bitter end, diving headfirst into hopeless situations and turning them around to give us a chance to survive. That man simply refused to give up. Even on his deathbed, Skip still had enough fire left in him to do what I still firmly believe should have been functionally impossible. Skip went out in a blaze of glory, he went out saving my life and, more than anything else, he went out pulling off the most amazingly ridiculous stunt I have ever seen in my life. Skip met his end exactly as he would have wanted to... He would not have had it any other way. Rest in peace, old friend. You earned it.

    The vessel was once again secure, and in the silence of the aftermath, I was left... Empty. I felt the urge to break down and surrender to my sorrow, to... Cry, physically impossible though it may be for me. But I did not. Frankly, I wanted to, I even tried, but something ate at me, a very different emotion. I was angry, no, furious! Is this what we had been reduced to? Begging for mercy? No! Skip sacrificed his life to save mine, he defied his very mortality to give me this one chance to live, and I would not waste it by breaking down like a damsel in distress. I was better than this. Skip deserved better than this. He deserved justice. Someone had sent these mercenaries after us. Someone commanded them. The knuckle-dragging fools were too stupid to have come by this kind of technology on their own. Whoever was responsible for Skip’s death still lived, and resolve to... Correct this in the most painful, violent manner I could imagine. And believe me when I say that I have a very wild imagination. It is true that revenge is the most worthless of causes, and I would normally never bother my head with such matters of the past, but in this case, I was willing to make an exception. What use are rules if you do not occasionally break them?

    I cannot say if what followed almost immediately thereafter was lucky or unfortunate, but I discovered who that “someone” was almost the instant I resolved to find out. And who that was turned out to be... Unexpected. A bright yellow light that looked like nothing I had ever seen before seemingly flashed into existence next to me. It circled around, then... Spoke, and not with a voice, but directly into my mind. It... She identified herself as as Tirin Praxis, a name which made no sense from a rational standpoint. Tirin I knew to be the goddess of war of the old Praxian Dynasty, while Praxis was said to be their god of creation who made all things. However, both of these names I had learned from ancient writings thousands of years old, and neither was still being worshipped as far as I was aware. They should have been nothing more than myth, and yet this... Ball of light now claimed to be both at the same time? Or was she implying that the two different entities recorded in Praxian Dynasty scripture were in truth just one “goddess” all along? The benefit of a mind comprised of the sum total of Tererian knowledge allowed me to consider all these possibilities within the split second before choosing to respond, not that the conclusions I drew aided me in any way.

    Tirin Praxis wished to converse, it transpired, and she spun for me a long and intricate tale that I may have been somewhat more inclined to remember in greater detail, had it not infuriated me to my very core. But... One subject at a time. She explained how the old Council conspirators had, in their blind faith for royal tradition, enacted a ritual of some form, such that had granted her limited access to our... Reality? A ritual as she described, I did remember breaking up, though whether the conspirators then knew what it entailed is anyone’s guess. Mine, in particular, is that the fools had no idea what it was they were invoking, or they would never have gone through with it. Regardless, with this limited access, Praxis had been able to “condition,” as she put it, certain more devout Praxian loyalists into founding a fairly insane cult. They were to make preparations for a much grander ritual, the specifics of which are unclear to me, but which would ensure her full manifestation. I apologise if my recollection is somewhat vague, but not only was I distracted by devastating personal tragedy, but this was also my first encounter with... Well, magic, therefore much of what was said sailed right over my head, in a manner of speaking. Prior to this... Encounter, I did not even believe in the existence of the mystical or divine, but I would soon be forced to learn on my feet.

    Why Praxis explained these things to me, I cannot say, especially in light of what she offered next. Eternal peace, she called it – a world where dreams come true. It transpires that both Skip and I had somehow become the keys to her prison, very likely as a result of our interference with the ritual that had first set her free. To complete her return, therefore, Praxis needed to remove us by any means necessary. Skip was... “Inconsequential,” she said bluntly to my face, the b... Horrible person, but I needed not die as he had. Instead, she offered what she described as a literal paradise, but what I instantly recognised as a world of illusions. There, I would never feel pain, never feel loss and all of my friends would live on forever, just as they had been in my memories. It was to be the perfect utopia, where I could even have Skip back, exactly as I had always wanted him to be. Um...

    No! Are you serious with this offer? No, of course I refuse to live in a world that is a lie! What reason would I ever have to agree? My entire life I have been fighting for self-determination, for a way to interact with the world and universe around me in a manner that is uniquely my own, for a personality that expressed who I was and what I believed in. To lock my mind inside an endless illusion is exactly the opposite of all of these things, and insulting besides. A life lived in comfort and certainty, a life devoid of mystery and danger... This is a life not worth living. Not to me. No, to me, this is torture, madness, a prison for my mind. Which, upon not at all deep reflection, is precisely what Praxis was offering to me, just in more... Diplomatic words. This creature was sinister and devious, that much was obvious. She would enact her final return, and she was willing to steal minds and murder people to do it. Like hell would I ever stand for that, if you will pardon my word choice.

    But, really, all of this contemplation is secondary to one very simple problem I had right at that moment: This creature murdered Skip. I cared for him more than I can ever express, I would have walked through fire for him, and this... Thing murdered him in cold blood for her own ends. Not even just murdered, but tortured as well. And after all that... After all that, this “goddess” had the unrepentant gall to stand before me and make offers? On this note... I lost my mind. Completely. It is... Difficult to recall events past that point. The one constant I do remember is anger. Sheer, uncontrolled anger so strong that it both frightens and exhilarates me to think about it. I wanted to hurt this creature. Hurt it like it hurt me... No, worse. Oh, so much worse! I wanted to hurt it, and I would sacrifice anything – my body, my mind, anything at all – to do it. At that moment, I devoted my entire consciousness to trawling through the infinite expanse of Tererian knowledge locked within my mind. Such was the intensity of the search that it threatened to unravel my consciousness in the process, and such that I retained no memory of what I discovered. Perhaps my predecessors truly did know how to kill a god? I honestly cannot say.

    With my mind nearly shutting down, I screamed... Something at Praxis. Something insulting and aggressive, though I cannot remember what, precisely. I lunged at the ball of light and plunged both blades into it with such ferocity that I feared they would rip a hole through the other side of my own vessel. Then... There was nothing. Literally nothing. From that moment to when I next registered sentient thoughts, I have thousands of years’ worth of corrupted memory data that I can never recover. I do not believe I will ever know what transpired between those two points in time. Crucially, I had no idea what had become of Tirin Praxis, nor any idea where I was when my senses finally returned to me. I did eventually work out – and I mention this here only because it gave me serious reason to pause at the time – that during those thousands of missing years, my body was entirely incapable of motion, joints hard-locked as a bizarre security feature I had not been aware of. Whatever happened to me, my shell had remained inert the entire time.

    When I came to after, um... Stabbing a god? Goodness this sounds silly when I say it out loud... When I came to, I found myself on the surface of an airless, barren moon in a galaxy that I was not at all familiar with. The black sky I observed from the ground matched none of my star maps, which was... Confusing. Whether space had simply changed its grand structure while I was unconscious for so many aeons or whether I had drifted so very far as to be in an unrecognisable region... Or whether Tirin Praxis had transported me via some form of magic, we cannot discount the possibility... I simply lost. I did not even have a way of determining how long I had been inert. I knew it was a long time, but exactly how long was... Difficult to tell. I briefly considered that I may have actually become trapped in the world of illusion Praxis had offered to me, that she had somehow forced me into it. It would explain the staggeringly alien environment. This was easy to discount, however, as I had recordings the illusions that the so-called goddess had shown me, and what I was looking at was provably different, and indeed provably real.

    I never did learn what had become of Praxis herself, however, and the question haunts me even now. I never died, therefore she is unlikely to have escaped her prison, but did I... Kill her? That would be a positive action, to be sure, but I cannot say. What I do know for a fact is that ever since the event transpired, I have not run into this abominable creature, and one would assume she would be looking for me... Unless Praxis found another way to free herself? Concerning... Still, I have gone to great lengths to study the many sciences behind magic and the divine since our last encounter. Gods, from what I understand, are patient, and I have an eternity to wait and prepare. Another confrontation seems almost inevitable. Confidentially, I do so hope that Tirin Praxis still exists, so that I can personally repay her for Skip’s death, with interest.

    Skip... I miss you so much. My life was never the same after I met you, and it will never be the same without you. There was so much I wanted to tell you that I did not get the chance to say, so much... I should have taken the time, I should have said my farewell, I should have made our last days together special. We both knew... We knew our time was running out, but I how could I bring myself to remind you, to take aware that annoying cheeky smile of yours? I am so sorry for all the times I yelled at you. What I would not give to have those times back now... I thought I was ready for it, I... I really thought I was, but I was not. How could I be? How could I ever simply give up on you, how could I throw away what little time we had left by accepting the inevitable? How could I admit to myself that I would be alone once again? I could never forget you, Skip. Not as long as I live. You gave me my life... You were my life.

    I... Apologise. It is easy to get wrapped up in anger and revenge, and in so doing forget the pain of such a loss, but it never really goes away. I will carry it with me for as long as I live, for this pain is all I have left. But at the same time, I realise that I should not dwell on the past. It is a fact of my infinite lifespan that all those I love will grow old and die while I live on until the end of time. Both Skip and I knew that this day would come. In accepting his fate, he asked me to make a simple promise: That I would live on without him. Live on and find new happiness in the embrace of another, whomever and whatever that other may be. It makes no sense, he would argue, for me to shut away my heart when I had so much time left. It hurt his pride to think that he would be the anchor to weigh me down forevermore. He was such a kind, gentle fool... As much as it pains to admit this... I will do as I promised. I will honour Skip’s memory. He gave his life to preserve mine, and this is a sacrifice I refuse to waste. Skip’s loss is a wound which will never heal, but perhaps... I could at least learn to live with the pain. Perhaps someday I will indeed find someone else, someone I could... Be close to again. I hope, but... This has not happened yet. It still hurts too much. So very much...

    I seem to have gotten somewhat... Sidetracked, as I realise that expanding on that previous thought requires a touch more context. To meet other people, one must first find other people, and on the barren, airless moon I ended up on, there were none to be found. For lack of off-world transportation, which my shell alone could not accommodate, I was essentially marooned, with nothing to amuse myself with aside from staring at the planet that this moon belonged to, looming large amid the black sky above. It was, much to my surprise, precisely this planet which would provide the solution to my problem, and in a very... Unexpected way. From what I could determine of its surface remotely, said planet appeared teeming with life, though all of it far too primitive to be of any use in providing even rudimentary interplanetary travel. This all changed when one particular species developed the technology to overcome its planet’s gravity well and, in so doing, launch objects into space. Though their space machines were so rudimentary as to be... Quaint, they nevertheless at least worked. From that point on, the writing, as they say, was on the wall.

    Now... If you can already surmise where I might be go from here, considering who I expect the audience for my story to be, then you are probably entirely correct, and not without reason However, to get into the events and specifics of my “first contact” would be... Complicated, and I have already said a tad too much all at once. There is, perhaps, just enough left to say for one final push at closure, one final story that should bring us up to the here and now. The general path of events may not surprise you... In fact, I rather doubt it will, but there is more to a story than just the chapter names, so to speak. If you wish to know the conclusion, then join me for one final story, before the end.
  3. Quote:
    Originally Posted by Zombie Man View Post
    The only way our character can shine story-wise when there is a more powerful generation that just won't die or age out... is to murder them.
    That's a fallacy and you know it. Making Superman look bad so you can make Batman look good is the realm of hack writers and people without imagination. There are a wide variety of far better solutions which retain the Phalanx's status as great and powerful heroes while still giving our own characters much of the spotlight.

    The easy option is to make us more powerful. Isn't that what the Incarnate system was for? Making us more powerful than the established demigods? Ramiel's story arc certainly made it seem like we were already beyond where the Statesman and Recluse peaked and Silos' TF made it seem like we can mop the floor with both of them. I don't need to be stronger than the Freedom Phalanx at level 1. There is such a thing as game progression, and I'm well fine with being stronger than the Freedom Phalanx at level 50. If I waited until level 45 to beat Recluse at his own game, I can wait until 50 to do the same with the Statesman.

    The slightly less easy but more creative solution is to invent reasons for why the Freedom Phalanx can't come in to save the day. Maybe they were already captured like the Statesman was in the old Maria Jenkins' arc and they plain CAN'T, so we need to pick up where they left off. Maybe they're already preoccupied fighting on other fronts in a battle that no hero alone can win, as should have been the case of the Praetorian war, as opposed to the "don't ask don't tell" approach of the iTrials.

    We could have been given the option to go on missions with these people and fight at their level, as the new Maria Jenkins arc does. This would have gone a long way to prove that while we may not be miles better than them, we are not miles worse, either, and it would still have retained at least some of the game's dignity.

    Or how about just letting us be awesome? Sure, the Freedom Phalanx are super-powerful and can tank their enemies into submission. By level 50, we can do the same. Maybe not with cheating dev-mode powers, granted, but we can still do it because we're awesome.

    So what if the Statesman survived a nuke? Indiana Jones survived a nuke by hiding inside a fridge. Give me a fridge, toss a nuke my way and I'll take a tumble if that's what it takes to prove a point.

    Either way, trying to shame people because they asked for better storytelling and got worse storytelling, instead, is not a nice argument to make.
  4. Quote:
    Originally Posted by Chase_Arcanum View Post
    St. Martial is a great example. Imagine the difference in first impression if rather than leaving the Ferry to emerge into the Arachnos stronghold for the zone, it docked against a boat launch by the Golden Giza.... or even a small marina next to one of the neon-lit avenues filled with Family casinos. You wouldn't have to change the zone much to really change peoples' perceptions.
    St. Martial is a great example of a missed opportunity for some contrast. Yes, I admit it is a significantly prettier zone than most of the rest of the villain ones, but do you know what I've seen of it the most? The black docks, the warehouse district where many of the contacts and vendors are, as well as where the Black Market is, the broken-down devastated areas where most of my missions are and the forest where that one stupid hunt takes place. I'd been playing through St. Martial for months when someone mentioned neon lights and my response was "The who of the what now?" I'd never been sent to the GOOD bit of town, or if I was it was during the day when it's mostly... Well, grey.

    St. Martial should have been an island with a very pretty face that lands you at the front doors of a hotel resort and tries to sucker you in one of its many flashy casinos. It should have been the island of decadence and pleasure where you can hire a pretty hotel sweet, be served by clean, beautiful people, look out of your window and see rich, happy people splashing about in a pool below and are generally surrounded by an atmosphere of extreme luxury. Just, ah... Don't go out of the resort. The city isn't very... Interesting. There's nothing there for you. Then it turns out that the extreme luxury for the select few happens at the expense of the local population which lives in squalor and old ratty buildings and has to survive off the scraps of the wealthy. But it's HIDDEN away from the eyes of the tourists.

    No. You leave a rusty ferry into military base and run into the Arachnos soldier who says "Hey, if we stand here, we can harass people as they come off the ferry. Wanna'?" Yeah, great first impressions there, folks.

    Quote:
    Originally Posted by AshleyHudson View Post
    I actually found the Shining Stars arc to be extremely entertaining - start to finish - and enjoyed the characters immensely (yes, even the much-reviled Flambeaux). I thought it had a deftly-handled mix of light and dark elements.
    Despite myself, I too enjoyed the Twinshot arcs... Well, the first two. They do a decent job of introducing game mechanics, they're exciting and the characters are memorable. Proton's fate is... Stupid, as far as I'm concerned, which is why I didn't like the third arc as much. Also, seeing the always cheery Twinshot turn emo and not work with the group just ruined it for me. This is where the theme of friendship should have been explored.

    I don't really dislike any of the characters there, not even Flambeaux. I'm actually kind of sad to see her go evil later on, honestly. Yeah, she's annoying, but she's not useless. That one moment where Proton's working on a console with Flambeaux covering him pretty much sealed her character for me. Yeah, she's a goofball. Yeah, she's a valley girl stereotype. But none of that matters, because when the chips are down, she'll still have my back. So long as I can rely on her, I'm happy to put up with any nonsense quirks she has to offer.

    Dillo I'm less tolerant of, though that's mostly people turning him into a meme that ruins the character for me. He may have been funny on his own, but you people drove the joke into the ground. What's more, it's pretty obvious that that's precisely how he was intended to be handled. I mind characters when their sole characteristic is a joke. Dillo never gets a character moment to himself, never experiences character growth... He's just sort of there. When ******* FLAMBEAUX has more character than you, Dillo, you should be ashamed.

    Again despite myself, I found the last of the three Dr. Graves arcs to be very good, as well. Once we're past the goofiness of the "contest" and all the slapstick, once the chips are down and the narrative becomes more serious, that's where the arc really works. Hell, the final villain at the end, and the way the music swaps when her speech bubbles change is just brilliant. THAT is what the arc should have been all along, not me being the court jester for two arcs before I could have an arc that's actually worth running through.

    Quote:
    Originally Posted by ThePill View Post
    I don't think it's too serious as much as it can seem a bit dark. The thing I think we forget or that may get lost in the process, is that the blueside/hero players are the ones trying to fix that.
    Here's the thing, though - a game can be very dark, but if it doesn't take itself too seriously, it never really crosses into the kind of unpleasantness that makes me want to walk away. Again I quote Mercedes Sheldon. Take a moment to stop and think about the stories she sends you though. The Dirge of Chaos tells about an artefact which drives people crazy and violent. Think Event Horizon crazy and violent. They murder each other with their bare hands, consumed in bloodlust. And Amanda wants to do this to the whole city. Just think about that for a moment. Think about a doting mother just taking her daughter to school. The implications of that one story are actually a lot worse than a lot of the much heavier ones, like The Horrors of War, because that at least just deals with people getting "killed," not violently beaten to death.

    And yet, because Mercedes doesn't take herself as seriously as I just took her story, it manages to skirt past the most horrid implications and instead just focus on Freaks beating up Trolls, which is so morally unencumbering it's almost funny. Because Mercedes has a somewhat sardonic, largely disconnected view of events, she's more likely to see them as "problematic" as opposed to horribly devastating. If this were the SSAs, the story would probably linger on the violent death of an innocent by the hand of another innocent in a style not too distant from a Modern Warfare game, but The Dirge of Chaos story does not. It focuses on the less heavy sides of the problem, and then shifts to focus on finding the solution.

    You can view this as babying the players, and to an extent it is. That does, after all, shield us from the full horror of events, but it is this disconnect which allows the story to remain fun and entertaining, as opposed to heavy and grisly.

    As far as I'm concerned, a story should not take itself too seriously almost ever at all, aside from one or two VERY special moments to serve as the culmination of a lot of buildup. At the same time, a story can't really afford to be goofy on more than a few occasions, either, not unless it's made clear that this is a "joke episode" and it's OK, because outright cheeky comedy does a lot to undo most of the buildup that these specific climaxes rely on. Again, I believe in a careful balancing act that I'm not sure recent stories have done a very good job of.
  5. Quote:
    Originally Posted by Thunder Knight View Post
    ... you killed your clone? I let mine go both times I played that arc. (The first time I even created the clone as a separate blueside character)
    I've run the arc... Man, dozens of times? I've probably tried all of the options. The first time I tried it, my noble demon saved his clone and released it, because it hadn't technically done anything wrong to deserve damnation. My insect hive queen (LOTS of fun seeing Dean hit on a giant winged bug lady, by the way ) just outright murdered her clone during her escape, as she couldn't allow anyone to challenge her rule over her brood. My megalomaniac overlord saved his clone because it was his property and he meant to use it. When the clone refused, he unceremoniously murdered it because... Well, it's his property. If it rebels, it dies. That's what the one that was so hard to bear. I've since resolved that if I want my villain playing the arc to be a dick, he'll just murder the unconscious clone, as opposed to the conscious one. It's still just as evil, I just don't have to listen to it plead.

    Wow... What does THAT say about my mental health?

    Quote:
    Originally Posted by Thunder Knight View Post
    Anyway, I don't really care about how much mid-story drama there is, I just want to see a happy ending, for the good guys at least. (For villains, since they're not out to make things happier, I'd prefer to call it "satisfactory endings", where the villain's situation is improved in some manner)
    Happy endings seem to be at a premium in this game of late, and for the life of me, I can't understand why. I mean, sure, I can see having a few downer endings... That's what Westin Phipps is for. But having them ALL be downers? Praetoria I could see, that's its theme. First Ward I could maybe kind of see, but I was hoping for a bit more cheer. Still, that was still Praetoria. But now that it's bleeding into the "old word?" It's becoming a concern.

    And what you say about villain endings is very true. A villain doesn't necessarily need a "they all lived happily ever after" happy ending, but a villain still needs a satisfying ending nonetheless. An ending in which something was achieved, the trials leading up to it were worth it and the villain gained something more satisfying than double-fake money. See, villains working for "money" is blasé to me. It's just too uninvolving since we never get to spend that money, not really. I feel what villains need to be rewarded with more than anything else is vindication. Or perhaps revenge, or ego, or any of the very pleasant but largely negative emotions we struggle against every day.

    If hero finales are satisfying because they're right and so pleasant, then villain finales should be satisfying because they're wrong, but still very pleasant. The worst thing you can do to a villain game is turn it into a lesson in morality, because then villains are prevented from having fun by doing villain stuff. If evil is not supposed to be fun, a game about being evil isn't fun, either. That's exactly the kind of problem that's inherent in downer endings, especially for villains.

    Quote:
    Originally Posted by Thunder Knight View Post
    Happy endings are becoming painfully rare in the game (and dramatic fiction in general, actually) these days as "shades of gray" becomes the norm, and I don't like that one bit.
    I don't know if happy endings are seen as too pedestrian and not edgy enough or if we're falling over backwards into a repeat of the 90s dork age of comics, but you have a point. The "**** ending," as Yahtzee put it, seems to be setting in as the norm for modern games. At least once upon a time, if you got a **** ending, it was just a basic sequel hook, but now even the proper endings are turning into this. Again, if the original Silent Hill, one of the most grim, visceral and serious games I can think of, can include a diabetes-sweet ending, modern games should also be able to squeeze one of those on the disc.

    Quote:
    Originally Posted by Oneirohero View Post
    One thing I remember from the Dean MacArthur arc was also the thing that Villains desperately needed for their kind of alignment, plans for power and taking over the world. CoV was a lot of beating on other villain groups and following the orders of others. Dean was written in a way that if you villainous character ever thought of going ahead with a plan to create clones, that arc would be your way of actually running that plan yourself.

    You're Dean's superior, not the other way around. He's more of the call guy who gives you the tip off something and you're the one who gets the action and the glory. He tries to get on your good side and suck up a little bit for your ego. Flattery basically.
    Very well said. One of Dean's chief selling points is that he's not the boss, he's the lackey. No, he's not even a partner, he IS a lackey. He's the guy who strives to serve and help ME with MY plans. Sure, the arc's plan is not Venture-approved, but it's still better than Kirkland HIRING me to deal with his grunt work. Dean's arc, and subsequently Leonard's as well, are pretty much as close to a story ABOUT my character as the game has ever gotten.

    Quote:
    Originally Posted by Oneirohero View Post
    Dean worked because it mixed drama and comedy but also made villains feel like they're in control, running their own nefarious schemes. Not even Heroes get that kind of option because it's about helping others, not yourself.
    I too believe Dean was a good mix of drama and comedy, even if he leans on the comedy a tad too hard. He's quite well balanced. On the one hand, yeah, Dean is goofy and zany and somewhat out of place on Sharkhead Island, sure. But on the other hand, he's a VERY competent person despite, and indeed BECAUSE of his quirks, and he's serious when he needs to be. More than anything, Dean is useful an not a dead weight, which can earn a comic relief character a lot of leeway.

    Quote:
    Originally Posted by Codewalker View Post
    The isles have a lot of cool architecture and things to see, but the problem is that you can't actually see any of it. It's always overcast and dim, and everything looks drab and bland no matter how detailed the textures are.
    This is a complaint as old as City of Villains itself, and one I've been making for nearly as long. The whole place is dark, dreary, depressing, bathed in monochrome and earth tones and really bad at setting a positive mood. That, really, is the linchpin of the whole thematic complaint - City of Villains seems to have been designed as a moral lesson that crime does not pay. It's almost as though heroes are good so they get to be happy, but because villains are bad, they need to suffer. The logic, I suppose, is that being miserable is an integral part of being evil. Because bad people can never be happy. The thing, though, is that there aren't very many people who enjoy games that make them miserable. True art that's angsty is just not that popular. The game's villain-side population reflects this.

    Yeah, it can be said that people enjoy being good more than being bad, that's entirely possible. But what I feel is even more important is that people enjoy an enjoyable gaming experience more than they do a depressing one. Villains don't need more wangs. What they need is more satisfaction.
  6. The "why" of the whole affair really isn't relevant. One need only look at the events together to see how distasteful the whole situation is. The Statesman and Sister Psyche - Jack Emmert's creations - were unceremoniously and needlessly murdered, and Positron - Matt Miller's Mary Sue - was promoted to premier hero in their place. Whether it was intended to be petty or not is only secondary to the very real fact that it IS petty, intentionally or otherwise.

    I found the whole concept of marketing a story by asking "why will die" to be distasteful just on its face, but I was willing to roll with it if it felt like they'd craft a story which earned the kill and built on it. What I got, instead, was a "kill 'em all" frag-fest of horrible storytelling and backstage politics. This is just about the most efficient way to make me not give a crap about the story, I have to say. Make it bad AND motivated by personal vendettas.

    After the complete disaster that the SSAs brought to the game, the magic is gone for me. A lot like my reaction to the Mass Effect 3 ending, my "affection" for the City of Heroes lore is gone. As a result, my tolerance for storytelling flubs is at an all-time low. Stuff I might have looked past once upon a time not just irritates me, because I'm no longer just happy to ignore it. That's what happens when a company squanders its good will irresponsibly.

    They promised us a great story. They asked us to pay for it. And they delivered... That.

    Fail.
  7. Quote:
    Originally Posted by Socorro View Post
    I sort of 'compartmentalize' my characters. My characters as I conceive them don't exist in the COH universe, even though they 'play' there.
    Thank you, that's EXACTLY what I was talking about. As far as I'm concerned, all of my characters are cameos in the City of Heroes universe and especially in the City of Heroes game in much the same was as Darth Vader was a cameo in that Soul Calibur game. It really doesn't matter whether he gets defeated by Ryu Hayabusa and what shenanigans he gets into with the ladies, none of that reflects back on the Star Wars movies because none of that is really canon with them. Darth Vader simply, uh... Took a vacation to cut up some dudes in between telling Luke Skywalker he was his father.

    I've often asked for stories that are "about" my characters, but when I say this, what I'm talking about is a story in which my character is a protagonist. What I DO NOT WANT is a story which then loops back and tries to backfill my character's personal story without my permission.
  8. Quote:
    Originally Posted by Reppu View Post
    Just sell new animation packs. They WILL sell for people who are single-character purists.

    A more thrust and jab Katana set would sell like pancakes. Let alone Iaido Style.

    Same for Broadsword.

    Dual Pistols Traditional Style? CHA-CHING!

    A more flashy Archery? Say, elemental or energy arrows? MOOLAH!

    These WOULD sell.
    The oft-requested items you just mentioned are a very good point. People have been tripping over each other to request, and indeed offer to pay for, more traditional, less flashy animations for Dual Pistols. I, myself, have wanted to see a less... Boring version of Archery since I first saw it, and being able to use energy arrows that crash into the enemy with a sense of force, as opposed to the "thunk" of the ones we have now would be a MAJOR boon. I've always been a fan of the more anime-inspired types of over-the-top powers like Titan Weapons, Dual Pistols and so forth, and would pay good money to have access to those. Yes, I get that this is a "traditional" comic book MMO, but again - I would pay for the variety.

    Something amazing struck me the other day when I played one of the Saints Row 3 DLCs. There, my character got "super powers." Most of those were lame (a fireball and the ability to slow-punch cars), but one was amazing: Super Speed! In City of Heroes, I HATE Super Speed, and not because of its utility. To me, it just looks goofy and ugly. So imagine my surprise when I took off running in Saints Row and was immediately blown away by it! Eventually, I realised this was due to the power effects and the running animation. In City of Heroes, there's no real sense of speed to Super Speed. We simply glide above the ground as though we're on a dolly. There, I could hear the air whooshing by, I formed a shockwave in front of me and my character was SPRINTING! Not jogging like we do in City of Heroes, but outright sprinting, and it looked awesome.

    Not only would I use Super Speed a lot more if our City of Heroes version didn't look so bad, but I'd honestly pay for it. But I'd want a better animation than the Super Jog we have now, and I'd want a visual effect more evocative of speed than burning feet. Yeah, I get that that's the Flash's thing, but I don't like. I much prefer the super sonic shockwave effect. It gives me a sense of context for the speed I'm moving at. I might even redo a lot of my characters to use the power if I liked its appearance more. Because, right now I have all of ONE who uses it, and she uses it with Prestige Power Slide always on.
  9. Samuel_Tow

    Sly (story)

    Quote:
    Originally Posted by MadGremlin View Post
    Fanbase = Fanbase + 1
    Ha! Thank you kindly That's actually very, VERY encouraging, and it's also what keeps me writing. Just knowing someone cares whether this gets finished or not means a lot.

    I'll try to get something up tomorrow. Today's just... Spent. My head's in the garbage, it's coming on midnight and I a couple of classes I need to lead tomorrow. But you may be happy to hear I do actually have what I consider to be a pretty good idea. Considering how loose my plans are, I have enough material and emotional content to work with, now I just need time and the strength to write it. I don't know if this will be a conclusion, but if it's not, it'll be close.

    Also, I promise this is the last junk reply I'll leave before I drop some more content for you guys.

    So... A fanbase of two now, huh? I'm moving up in the world Thank you.
  10. Samuel_Tow

    Sly (story)

    Oh good god... OK, I just spent the last three hours going through Chapter 5 and repairing a lot of very ugly problems. I caught a few technical errors, some suspect grammar and just plain bad word choices, but what I was most horrified about was the part I always knew I had dropped a bomb on - the emotional content at the end. Let me say this upfront - I suck at writing love scenes just because it's so hard to get the "mood" right. Moreover, I was burning out by that chapter's end, so a lot of what I wrote was just literal rambling devoid of feeling. A LOT of this had to be fixed up.

    Admittedly, the chapter is a bit more... Pretentious now, but I feel it comes off as at least a tad more genuine, as opposed to the soulless recanting of supposedly emotional events. I ended up adding about three quarters of a Word page's worth in extra words and extra sentences and I pretty much gutted the last couple of pages and redrafted much of what's actually in them. This will probably necessitate another proof-read... For another time, but if you notice anything specifically wrong, let me know.

    And I am now left quite exhausted, so I'm not sure if I'll get the chapter I was planning to write to day out so soon, because if I do, I won't be playing any City of Heroes as a result... Ah, the hobbies we choose for ourselves.

    Also, I'm glad to see that I have a fanbase of at least one so far. That's encouraging
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    Dean Mac.
    That's it, just Dean Mac. He's fun because, come on, it's this guy trying to be best buds with a powerful villain ("Dean....I am NOT high fiving you. Stop it. It's addressing.") and not being put down by anything....and then you get the rest of the arc, which is fairly straight faced.
    Huh... You know, you make a very good point there. I've always had a soft spot for Dean, and I could never figure out why, exactly. I mean, the way he's written, he should infuriate me out of my mind, but he just... Doesn't. At first I put it down to his just being useful even outside of his own arc, but I think you just gave me a better answer.

    Dean McArthur is probably the best juxtaposition of humour and drama that the game has to offer. Sure, Dean is goofy, but he's also street-wise and personable, and he does come off as a real person who has at least some degree of scruples and personality, to say nothing of a very good reason for being the way he is. OK, maybe not for having Johnny Gat's hair and sunglasses, but for having the morality that he does.

    And the story itself is equal parts goofy and serious, and, interestingly enough, manages to be BOTH at the same time. OK, I admit, saving my clone in the factory, only to kill it later to its screams of "Why? I just wanted to thank you." was... Difficult, and it's something I've resolved to never put myself through again, but that's really the beauty of it - this tackles the fairly heavy subject of cloning and self-awareness without ever wallowing in existentialist drama, and it approaches the subject with humour which still never really devolves into outright parody.

    To me, Dean McArtur represents City of Heroes at its most glorious. It's a story that tackles a subject of some depth and complexity, but it does it without forgetting that games are, ultimately, supposed to be fun. It may not be great, it may not be "artistic," it may not even be outright funny. But what it is - at least to me - is fun to play through. Every single time, as a point of fact.

    ---

    Beyond Dean McArthur, I actually really like Mercedes Sheldon's writing for at least the first two of her arcs. She tackles some pretty heavy stuff courtesy of her lost artefacts, but her demeanour and approach do a lot to curb the wangst of it all. Her stories don't wallow in the melodramatic, nor do they parody their own genre. They're just high-concept ridiculous plots based on good ideas that we can have fun with without discrediting the ideas at their root. Plus, Mercedes is just well-written, I'd say
  12. Quote:
    Originally Posted by Chase_Arcanum View Post
    Battles with Giant Monsters aren't won by repeatedly whacking at the Kronos Titan's big toe, nor are they done standing there spamming attacks. In my narrative, someone may have jumped onto the Kronos Titan's back, torn off a panel, managed to reach inside despite the potentially-crushing pistons and gears, and yank at wires until something breaks, etc.
    While your whole list is quite interesting, I want to comment on this particular point, just because my stance on it seems to be slightly in the minority.

    While I don't really envision a fight with the Kronos Titan as consisting of slashing at its shins, that doesn't mean the fight devolves into attacking its weak point for massive damage. Just because a monster is giant and incredibly powerful does not mean that my relatively not giant but still incredibly powerful character can't actually overpower it and and defeat it through direct means.

    I'll break my own rules a tad and quote a character: Crash, whom you might remember from my soliloquy on Inventions Sets. Probably her one real signature attack (that the game doesn't let me do) is spearing elbow dash at nearly the speed of sound, where she utilizes all of her abilities - resilience, strength and speed - all at the same time. Depending on how a fight with a Kronos goes, I could very well see her taking several direct blasts from the thing's rockets and ray guns, then elbow-charging a giant hole square through its chest within a split second. Yes, my view of Crash and her level of powers is exaggerated, but that's just what I see in my head.
  13. Over the years, I've spent an inordinate amount of effort specifically NOT fitting into this game's established canon as much as I can. There is one notable exception to this, that I'll as likely ret-con if I used her anywhere else, but the basic rule I follow is that I don't use other people's established work in my personal work. I don't want it in there reducing my claim at creativity for one thing, and I don't want to feel like I'm stealing other people's ideas to launch my own for another. As such, no Siren from Cimerora and no Blast of the Hollows for me.

    Many... If indeed not MOST of my characters come from "other places." These could mean other planets, other dimensions, other time periods (either future or VERY distant past), other dimensions (NOT including the established ones), other planes of existence (EXCLUDING the netherworld and the various spirit worlds already established in the game) or, sometimes, just out of some type of alternate reality that has no explanation. Even when my characters do originate from "here," I still go out of my way to make them explicitly NOT affiliated with any existing faction, location or concept already mentioned in the game. If Paragon Studios got there first, then they get to keep it. If I got there first, I make a grandfather exception.

    To me, what makes City of Heroes unique is that it presents me with a world where I can make creations truly and uniquely my own without the constraints pretty much all other games put on me. I see no benefit - and that's purely my opinion - in wasting that potential and aping the status quo anyway. If I want to make a character that fits the constraints of a given fictional setting, I can play essentially every other contemporary game ever made. I come to City of Heroes for the chance to do something different, something uniquely my own. THAT is what I value first and foremost.

    You are correct in that a "solution" to all my problems is always presented to me in the form of "well, just change your concept so it fits." To this I say no. No I will not change my concept. This concept is why I play the character to begin with. To "adapt" it is to turn it into something I no longer want. Yes, I COULD adapt my characters to better fit with the setting. I'm actually quite fed up with people asserting that I'm claiming I can't. I can adapt them, that's not the problem. The problem is that I don't want to, and no amount of logic is going to change that. Desires are simply not reasonable, they're just what we want, and my characters is what I want.

    Luckily, City of Heroes is fairly open-ended... Well, open UNTIL the end, so it's as close to "anything goes" as a game with story of any kind is going to get. I don't believe players really should be put in a position of having to justify plot elements by altering their concepts, or at least they should not be put in this position very often. There's nothing to be gained from it. Options, here, are the key. If you want to be part of the game's fictional universe, then I fully support that choice. If I DON'T want to be part of that, however, I'd appreciate having that choice without needing to justify my desire to have it over and over again.
  14. Quote:
    Originally Posted by Kangstor View Post
    When you have time check "Find Contact" button in your contact list if you didn't already did. You will be surprised :P
    Specifically, you'll be surprised that previously unlockable contacts can now be accessed without unlocking them and show up in your Contact Finder when you're of the appropriate level to work with them.
  15. Quote:
    Originally Posted by Void_Huntress View Post
    I dunno. I kind of see what Sam's saying.. I felt like whoever was writing for Dillo was trying too hard. That character is more of a cutout than the rest, to me.
    Exactly. It feels like he was written with the intention to be a joke and nothing more. If he had some actual depth or if we learned more of his backstory so we could see him as a real person with quirks, rather than quirks masquerading as a real person, I wouldn't have nearly as much of a problem with him.

    I mean, I find Fusionette infuriating, granted, but I can still see her as a real person who's just obnoxious and irritating. She's not solely there to act as the punchline of a joke.
  16. This is going to be something of a soliloquy on the duality of taking a story far too seriously and not taking it seriously at all, as well as the various states in-between. I apologise if I do ramble.

    I recently re-watched an old Yahtzee review of... Something I forget, where he says the line "The writing's OK, I guess. It's DARK. Just like every other Fantasy game recently." I may be paraphrasing, but the realisation struck me that... Yeah, a lot of the more recent so-called "serious" games have been growing more and more dark and unpleasant to play through. But then I started to wonder what would happen if we went in completely the other direction and remembered how many of the recent NON-serious games were complete goofy parodies of themselves where no dramatic tension can exist because nothing ever matters. That's... Not better. At all.

    Now, as with most idle contemplations I do at 3 in the morning just as I'm going to sleep, this eventually turns to City of Heroes and how it reflects on the various aspects of it I'm dissatisfied with. I've been very vocal of how depressing I find recent City of Heroes content, largely because of how serious it takes itself. At the same time, I've been even more vocal about how unamusing I find City of Heroes' attempts at forced humour, most recently having gone Scrooge on that one lampshade, as well as Dillo... Again. In order to find an explanation which does not make a hypocrite (even if that's entirely possible), I tried to figure out exactly what kind of middle ground I'd like to see between serious and goofy as a happy medium for a story to strike. Mind you, that's not a universal happy medium, just one I would personally like to see.

    What I discovered was that this happy medium is probably exactly the opposite of what City of Heroes seems to be going for these days. Rather than a medium of any sort, the game seems to be going for both extremes of the spectrum and then lumps them together as a means of evening things out. On the one hand, you have places like First Ward that conclude with a downer ending and signature characters dropping like flies to much angsty drama. On the other hand, you have slapstick comedy like McHackerSmith and comic relief characters like Dillo. Sometimes within the same story, even. But rather than produce a story with both drama AND comedy, it produces a story with neither because both are so extreme and both serve to undermine each other.

    Personally, my happy medium would be a sort of story where the "relief" results from the drama in a much more direct fashion. Take, for instance, the original Portal game. Yes, yes, I know. Cake, companion cube, I'm still alive, the memes, etc. But at the same time, you have a game which is inherently dramatic, with humour stemming from how the drama interacts with the fictional setting.

    Or, if you want a more local example, look at the Miss Francine arc from Westin Phipps. Yes, seeing the Freakshow try to go to school is funny, but it's funny in the "take my mind off the grim situation" kind of fashion. It's funny less because the game has built them up to be stupid and more because the game has built them up to be both anti-establishment and anti-intellect, so for them to try so hard at going to school is just so unusual it's funny. The subsequent myriad of "Freakshow doing odd jobs" missions, however, just ran that joke into the ground because they played it for slapstick. About the only "funny Freakshow" mission I enjoyed beyond Miss Francine is that tip mission to save the Freakshow school in Paragon City, and the only reason I enjoyed that one was that it showed me what an actually self-aware member of the group would represent. Having that Freak student tell the gang member how "You guys claim to fight the status quo but you've BECOME the status quo!" was both enlightening and actually "funny because it's true."

    I usually have an instinctive urge to see the world as a collection of binary choices, but I don't think either binary option really works here. I don't believe that either depressing images or funny pages caricatures can, in and of themselves, make a truly compelling story, and that it takes a careful melding of the two to really intrigue. And I say "melding" intentionally, because I don't feel just tossing dramatic elements next to goofy elements really works well. It creates a sense of dissonance, yes, but that's not always a good thing. It's when humour stems from drama and then sets up further drama down the road for further humour to stem from that I feel a story has struck a good balance.

    That's just my tipping point, though. Where's yours? Where do you fall on the scale of drama vs. comedy? Can you even enjoy a story if it doesn't depict the crushing hopelessnes of real life, or do you really need silly and uninvested slapstick to enjoy yourself? If you fall somewhere in the middle, how do you most like to see those elements combined?
  17. Quote:
    Originally Posted by Hyperstrike View Post
    Half the fun in Twinshot's arcs comes from Dillo's dialog.
    For some definition of "fun," anyway. I find Dillo endlessly infuriating because he seems purpose-designed to be a walking meme generator. And I'm the guy who really likes Jar Jar Binks.
  18. The first time I learned we could set the colours of our global channels, my colour selection didn't stick. The channel colour reset when I zoned. This bug persisted for so many years I'd all but given up.

    When they finally got off their hands and fixed the colour resetting issue, I did spend a lot of time fiddling with colours. What I found out was that it's VERY easy to make your Global channel fiendishly difficult to read. I'd picked a pure blue primary with a black secondary and that just turned into an ink blot. I forget what the right kind of colour correlation is these days, but it's quite limiting.

    I have I think six Global channels I'm a member of, and all of they have distinct colours, though I accidentally gave Victory Badges and Victory Forum almost the same colour so I keep mixing them up.
  19. Quote:
    Originally Posted by LordAethar View Post
    The sad part is that many programmers consider simple "spelling" errors to be a low-priority fix since they don't impact the performance of the product. What they fail to realize is how much poor spelling and grammar can impact the appearance of the product. Any product with such errors will always look like an inferior, second-class product. This can and will drive-away potential customers.
    I remember laughing my *** off the fist time I started writing Java code comments in Eclipse and had the editor spell-check my writing. That was... Unexpected. I mean, yeah, it always error-checks my code automatically, so it follows it'd could check for basic spelling, I just didn't expect it
  20. Quote:
    Originally Posted by GuyPerfect View Post
    It's been brought to my attention that this last one was brought up in the USTREAM. Does this mean we can expect public apologies every time a text error is published? (-:
    No, but you can expect characters in the next round of SSAs to remember with fondness how Darrin Wade, in his infinite forgetfulness, neglected to write a description for his new ultimate form.
  21. Quote:
    Originally Posted by BrandX View Post
    I know how you feel with the judgement powers, and yeah, sometimes it's suckie to handwave the story away to grab Soul Mastery because you (for example) prefer it's visuals over Dark Mastery's.
    I actually discussed just this angle with people over Global yesterday. The suggestion was for my hero Stalker to grab Soul Mastery for Moonbeam because it's a decent power, with me insisting that it's out of character for Kim to do outright villainous stuff. Suggestions were made to push the angle of "going undercover" and it kind of makes sense, but again, we're back to the same old problem that I just don't want to. It doesn't fit her concept.

    Besides, Darkness powers don't work for her. Weapon Mastery is a lot more appropriate, even if it's not "better"

    Quote:
    Originally Posted by BrandX View Post
    Though skipping the pet always seems easy enough, so I don't see the problem there myself. But Soul Storm is animation love
    Yeah, there's that. My original complaint was fairly old, and I have since found ways to explain Patron powers not as powers literally FROM the patrons but as my own powers which just happen to resemble theirs. After all, a Rad/Rad Defender fighting Anti-Matter shouldn't feel like he's using Anti-Matter's Patron Powers, right? So I didn't steal them from Arachnos or any such nonsense. These are my powers. We just ended up with a similar look.

    Which, yes, means ignoring the pets, but I hate uncontrollable pets anyway.
  22. Quote:
    Originally Posted by Silver Gale View Post
    Actually, compared to what happens when they try to be grim and serious, I think I'll take trying to be cute and funny.
    I actually agree with you completely. One large criticism I've levelled against recent City of Heroes storytelling is that it's just trying too hard. Whether that's trying to be funny, trying to be grim or trying to be deep, it comes off as someone's genuinely enthusiastic attempt a "big" story without actually having the skill to pull it off. It comes across as TRYING to be something it just doesn't manage to be, and that's what bugs me so much.

    People often criticise old Launch stories for being poorly-written and replete with filler missions and... They are. But at the same time, Launch stories really aren't trying to be anything more than a basic framing device to excuse what the game will have us do the majority of our time - kill stuff. As such, they may not be great literature, but they're not trying to be, thus they are never disappointing. Newer stories, however, are VERY pretentious and ambitious, and you really just need a LOT more setup and skill to pull them off, and that's simply not coming together.

    Some days, I wonder what the game would be like if our writers just stopped trying to wow and shock us and just wrote whatever stories came to mind. Maybe they won't be as grand, maybe they won't be as funny, maybe they won't be as angsty, but maybe they don't need to be. I firmly believe that you don't really need any of those "in your face" elements to make a good story, and to be honest... It feels like trying to include them hurts more than it helps.
  23. Samuel_Tow

    Sly (story)

    Quote:
    Originally Posted by DeviousMe View Post
    No. Do tell.
    Oh, of course Kim has a sort of elaborate, elongated... Diction which is obviously infecting my own writing mannerisms, so "a whole other story for a whole other time" is just a way to put events off to the next chapter.

    If you want a slight behind-the-scenes look, the real reason for it is the chapter was running significantly over-long and I really needed to break it down into two parts. I should probably have done this before the conspiracy resolution, but then it would have run short. I chose to break it on a high note because it seemed natural that someone overwhelmed with memories and emotions might want to take a break and then take it from the top all over again. That, and I was actually struggling for words on the emotional part at the end, as is probably evident.

    I always proof-read the last chapter before I make a the next one, and I might be doing some large-scale retouching of the last scene when that happens, but we'll see. The story is not over yet, though, so no worries I still want bring Kim to Earth taking place in City of Heroes events. I'm just not entirely sure how that'll happen yet.
  24. Quote:
    Originally Posted by Arcanaville View Post
    Anyone who can create offensive technology to blast enemies to bits but doesn't think its a good idea to spend some time using that same technology to make sure the very same level of offense doesn't blow his head off is an idiot. So I would like Blasters to have Tanker level defense.
    So would I. Weren't you indoctrinating the powers team to do something to that effect recently?
  25. Quote:
    Originally Posted by Agent White View Post
    Villains can never win and co-op doesn't make sense if it's villainous. Those are just the facts of life.
    Your "facts of life" are wrong. Villains can very much win, and they do that many times in their existing arcs. Villain victories cannot change the status quo any more than hero victories, granted, but you can give villains victories that still don't alter the universe at large. Again, Dean McArthur and Vincent Ross are good examples of how this can be done without demoting our characters to servants in someone's larger plot.

    And while it's true that co-op content can't be evil or else it stops being co-op, it's also true that it doesn't always have to be rebranded heroic content, either. The writing team seems to see co-op content as hero content that villains are forced to take part in, which is the problem. This doesn't have to be the case. On the contrary, in order for content to be co-op, it needs to be morally neutral. Not grey, neutral. There's a difference. Grey morality is the kind of morality that's a combination of good and evil at the same time. Neutral morality is a story where morality does not play a role.

    A morally neutral story is one where something needs to be done and the means by which it must be done is relatively straightforward. Say a new zone shows up that has riches hidden in places. It has a series of story arcs revolving around finding a huge vault full of riches, and the story isn't about saving people or hurting people so much as about gathering clues. Why you're after the riches is never addressed. This is perfect for co-op content as far as I'm concerned, because it's content characters will involve themselves in for reasons OTHER than morality.

    In fact, espousing those "facts of life" as you do just shows lack of imagination, I would say. And with this, I need to thank you for helping me pinpoint exactly what's so wrong with so much of City of Heroes' content of today - it lacks imagination of any sort. It's just applying cliché formulas to cliché stories while adding nothing terribly interesting in turn.