Samuel_Tow

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  1. Quote:
    Originally Posted by Tenzhi View Post
    It makes the calves thicker. It makes the midriff thicker. It even makes the arms slightly thicker. And it makes the feet longer for some reason.
    Technically, it makes everything thicker, I just meant that it doesn't make the other body parts thicker by much. I guess it's the classic female ideal for women to have big butts and small torsos, and I'm aware of the biology which dictates a larger pelvis, but some concepts just call for a female character that's more muscular built, and currently... There really is no good way to do that.

    Hence, more control. I'm glad we agree.
  2. Something occurred to me when describing Crash for another thread... OK, she's a hero, but the question applies to both sides: Do you think it's possible to make a villain who has no "grand missions" without making that villain come off like he has no motivation at all? I know people have given examples of what may well be this, yes. I think many of the Techbot's characters may well fit here - they're people who just want to mind their own business, and just go about it in villainous ways.

    The reason I say this is that I find myself with a lot of villains on my hands whose "grand missions," when put into words, ends up very... Vague. For instance, Cedric wants to conquer Earth, as is his way, so that's a concrete goal, but Duriel (his subordinate insect hive queen) just wants to expand her brood wherever she can. That's not nearly as concrete... Is it? I mean, it's a question of "conquer THIS world" vs. "conquer ANY world."

    In a sense, I want to ask for opinions on where vague but present motivation ends and no motivation at all begins. What's the difference between a villain who has some form of overall objective that's just very broad and ill-defined and a villain who has no overall objective and is up for whatever? That might be quite telling.
  3. Quote:
    Originally Posted by Tenzhi View Post
    I use it to make the legs and midriff a bit thicker. And I thought it was "physique" rather than "muscle".
    Possibly.

    But it doesn't make the "legs" thicker, it makes the thighs thicker, but leaves the calves, ankles and feet still small, making a larger woman's leg look like sausage funnels, at least to me. That's why I usually use larger boots on any female character that I give a high physique slider value.

    And I really don't believe it makes the midriff much thicker, or at least I haven't noticed it doing that. If anything, it makes the midriff look narrower by comparison to the semi-trailer butt of higher values, meaning that I then have to up the waist slider to kingdom come just so the woman in question doesn't look like she's made of two separate people.

    Mind you, I'm not saying you're wrong to do what you do, I just wish we had more control over our physique. Mostly, I want bigger arms and possibly hands, bigger lower legs and possibly feet and control of the torso in three dimensions. Or at least two dimensions - sideways and forward/back.
  4. Quote:
    Originally Posted by BellaStrega View Post
    I just couldn't see it when people said they could barely hear the impact over the whooshing sounds
    This I actually can explain. Both the whooshing sound and the hit sound are low-frequency sounds that can blend together. Those without very good hearing can think they're hearing one sound when they're hearing two. It's kind of like why people think a duck's quack doesn't echo - because the quack sounds a lot like an echo, so people are hearing the echo but think they're still hearing the quack. The Titan Weapons "oil barrel thump" is of a very low frequency AND it's quiet AND it has a fairly narrow range of frequencies to the sound, so it's very easy for it to blend into the background noise, or even into the actual low-frequency "whoosh" of the attacks.

    This is especially true in a team environment. My first experience with Titan Weapon combat was on Beta on a Death From Below Trial that had 6 out of 8 people using Titan Weapons. It took me two whole floors before I even heard the hit effects. For the most part, I thought the set was bugged and didn't HAVE an effect. When it was pointed out to me, when I heard it for myself separately and then when I actually listened for it... Yeah, it was there, and it was pretty distinct. But it CAN blend into the background very easily, because it's both unremarkable AND it sounds like part of a lot of other sound effects. For instance, if you play Rage over one of the hit effects, you won't hear a thing because the Rage sound effect covers almost all the frequencies of the Titan Weapons hit effect.

    Some people do genuinely fail to hear the effect because there are very many situations where the effect is simply drowned out, and it's hard to hear to begin with. Which, really, is the biggest crime against the set. For a weapon this big, its hit effects should be the ones drowning everything else. They should be loud and attention-grabbing, they should be the kind of sound that pulls your face to the screen and tells you "Something big just happened!" Instead, they're so low-key that you very much CAN miss them, and that's just inexcusable.
  5. Now, I know I already had a sketch done of one of my characters, so I don't expect to get another one, but I still wanted to toss Crash into the ring. Just because I really like her character



    Major Lynda "Crash" McGuire may look like just a pretty young face, but don't let her looks deceive you. She is a monstrously powerful, incredibly advanced cyborg housing her original human brain, an artificial body to replace the one she lost in a great war from a future that will never be, she says. Made of thus far unknown materials and powered by a perpetual zero-point energy generator, Crash's body is practically indestructible, and what damage she does suffer is automatically repaired by an internal nano-forge. An overcharged system of artificial muscles, along with a network of kinetic dampers and emitters give Crash almost incalculable physical strength and resilience, as well as super-human speed. This "pretty face," if she is so inclined, can be one of the most dangerous people you are ever likely to meet.

    Despite all this hardware, however, the person behind the cybernetics is actually quite pleasant, if somewhat enigmatic. Outwardly, Crash is cheerful, friendly, kind and very open with people, a gentle creature who wouldn't hurt a fly. Inwardly, however, she can be distant, aloof, private and even unwelcoming. Though Crash can make friends of complete strangers almost on the spot, there are only a few people she has ever trusted enough to let close. Some say that her lack of biological senses has doomed her to a perpetual nightmare of artificial experiences where nothing ever feels "real," but Crash herself just laughs off the subject without giving a straight answer.

    But though Crash does her utmost to be nice, that only extends to the people she believes deserve it. Criminals, monsters, villains and all others who would endanger the lives and minds of innocent people will see a side of her that that is quite a bit less pleasant. Major McGuire is still a highly trained, vastly experience and very ruthless soldier who gives no quarter and expects none in return, nor is she shy of applying the full force of her cybernetics. Her use of often unnecessary force has gotten Crash in trouble with authorities on multiple occasions, but both because she actually does a very good job and because there's no real way to actually stop her, she retains her hero license and numerous commendations. The many people who owe their lives to her always seem to rally to her support.

    At the end of the day, Crash seems to be out to have fun and help people. If she has a larger agenda than this, she isn't saying. Then again, isn't doing the right thing reason enough?
  6. Quote:
    Originally Posted by BellaStrega View Post
    But it doesn't come anywhere near to "wiffle bat" to my ears.
    I believe that comparison is judgemental more so than descriptive, meaning it sounds less like an actual waffle bat and more sounds "weak." The trouble with these things is real life isn't nearly as impressive as movies have conditioned us to expect with a great many things. The Mythbusters had a whole episode devoted to testing "Hollywood sound effects," and many of them were well off. Actual fists come off sounding more like a slap with none of the crunch and thump and car explosions are much faster and emit a much narrower frequency of sound. If anything, the exploding grenades in Half-Life 2 were much closer to reality, but left the player asking if that was it.

    Considering how ludicrous the whole concept behind Titan Weapons is, I don't believe we should be confining ourselves to what a real large chunk of metal would sound like if swung at a real person or even at a wall. To be frank, the resulting sound wouldn't be all that impressive. If you've ever heard sound effects of people breaking rock with hammers or digging tunnels with pickaxes, that's more or less what the Buster sword would sound when hitting rock or thick metal. Hardly impressive for a weapon of that size.

    What Titan Weapons needs to sound like is an explosion with every hit. You're not just slapping your enemies with a large object, you're DESTROYING your enemies with your absurdly oversized weapon. If any powerset in the game needed to feel like super strength aside from Super Strength itself, this is the set. Titan Weapons certainly look like superior strength is involved, but they certainly don't sound like it. I hear that exact same sound every time someone opens the large sheet metal gate to my yard. That's not super-powered.

    I guess Titan Weapons do sound like your enemies are being blown away with every attack... I just wish it sounded like they were being blown away figuratively, as opposed to being blown away by the great wind your sail of a sword fans up.
  7. Quote:
    Originally Posted by Serva_Obscura View Post
    Its not just this, the delay is variable at the server side. I have managed to get a sequantial whirling smash and titan sweep to knock an even con Boston back rather than down (running solo) this means the server itself must have delayed the whirling smash hit such that it ran at precicely the same time as my next attack, thus stacking the kb
    This is actually caused by redraw. Titan Weapons doesn't seem to HAVE any when you have momentum. So, if you gain Momentum, use a non-TW power - say, Healing Flames because you're hurt - and then use another Titan Weapons power, you'll animated the attack immediately, but the effects will be delayed by the time of the draw animations. However, the engine won't root you after your animations, meaning you can attack again after waiting for the effect of your first attack, and with momentum, you can stack them.

    I'm pretty sure that's a bug.
  8. I really don't think the problem of rewards for villains is practical. At least, it isn't for me. I can play pretend and accept that a benefit I'm told I got and I can do what I can to spin it in a way that makes sense for my villains. The problem is that the benefits the game pretends to offer us are just crap a lot of the time, and often unbefitting a good villain.

    Even if we pretended we got everything we got everything the game told us we got and it was totally real... What do we really get? We work with Operative Kirkland, and when all is said and done, what do we get? Zilch. Well, "money," I guess, but the jerk doesn't even say that. Do we get an artefact of power? No. Does Arachnos owe us a favour? No. Do we learn something major which could potentially help us in our future endeavours? Of course not. Or let's say we work with Johnny Sonata to "save" his soul. At the end of the day, what do we leave with? Money, again, but so what? We never get an edge on the Wailers, we never get an angle on Johnny... Hell, we don't even get "power."

    Well, OK, but if that's the case, then why do I praise the Dean/Leonard arc so much when I'm left with nothing but money by the end? There are a couple of reasons for that. First of all, I don't quite leave with nothing - I leave with a strong sense of satisfaction. I didn't just get money, I got PROTEAN'S money. Sure, it's cool that I have them, but what's truly awesome is that he DOESN'T have it. Sure, the money's good, but the satisfaction of imagining the jerk angrily stomping on his hat when he finds his account drained is worth so much more!

    Secondly, we leave with a clear victory for ourselves. Dean's a door mouse, Leonard is cowed, Protean is poor and beat to all hell, and the only one standing strong and tall at the end of it is me. You really can't say that about many of the other villainous story arcs. Even the SSAs, where while you do gain some measure of victory, there's always a bigger villain who won more. Yeah, I'm jealous. Isn't a villain allowed to be jealous of those stronger than him?

    My point is that we don't necessarily have to earn temporary powers or buffs or loot. Personally, I'd just be happy if the game at least pretended I got more interesting stuff. If it pretended I got an artefact, if it pretended I got knowledge, if it pretended I got the satisfaction of kicking some serious ***. Hell, I wouldn't even mind the generic one-size-fits-all "power" that we keep being offered if it weren't handled in such a ham-handed way. Contacts just say the word "power" and trail off into a pause, as though expecting my villain to leap up like a trained monkey at the mere concept absent of any substance or concept.

    This is where the concept of "what villains want" comes into play. I have many villains who want power. Of course I do. But I don't have any who are irrationally rabid about it. Offer me power, that's a good thing. But don't paint me as desperate to have it. I can pass up power if I don't like the strings attached.

    ---

    This game needs to get its head straight that villain motivations aren't easily boiled down to "wants money" or "wants power" or really "wants anything in particular." The solution to this is to offer choices and let players pick the ones that fit.
  9. The Incarnate system in particular and MMO end-game systems in general are a boring time sink. They're intentionally designed to be one. Developer can't create content faster than players consume it, so the only way to keep players from reaching "the end" is to throw down a slow field generator and run like hell. End game systems are not designed to entertain, and ours is no exception. They're designed to slow and impede while giving a false sense of progress, like any Skinner box worth its salt.

    Personally, I see nothing wrong with a game having a definitive, final end. Sure, you can linger after that point and finish what you haven't done, repeat what you have done and so forth. Many RPGs do that already. It used to be that level 50 was that end, and it was good. It was final, it was satisfying, and the team could always add new stuff for us to do without having to worry about that stuff being too much fun and having to think of ways to spoil our fun with more time sinks. When the development team embraced "the end of the game" and worked to enhance the experience, I was very much on board.

    To be perfectly honest, I wouldn't mind them moving the goal posts all that much. I objected to a level cap increase because of exactly the problems we see here - people will be there in a week and asking for more. And it happened, despite the time sinks. But I'm not against moving the goal posts if it comes with the admission that those goal posts still exist. Sure, we got an extra package of content, we got more progress to play around with, but like any expansion, that too ended, and we reached the new, hopefully more satisfying end. I'd have been fine with that. And you know why?

    I'd have been fine with moving the goal posts because admitting that the game has an end means I don't have to deal with ******* time sinks and being consistently told I'm progressing too fast and I should be taking longer! Because it means more stuff to do can be added without having to worry about people having stockpiled tons of resources and skipping it, or worrying about how to make people repeat it endlessly with bribes and bait.

    When he spoke about the Incarnate System, Matt Miller made it a point that he wanted to make this "a system," rather than a piece of content. People would be done with the content in a week, he postulated, whereas what he wanted was something that they could keep coming back to. The trouble is that that particular idea just means you're designing a time sink and a treadmill where you expect people to replay the same content over and over and OVER again.

    ---

    The real crime of the Incarnate system is it reduced the "stuff to do" at the end of the game because it moved the end past the huge body of content at the old end. Classic level 50 content doesn't give Incarnate progression, and it's becoming increasingly underpowered against Incarnate-strength players. So what, really, CAN we do if we want to progress? Six Trials and that's about it.

    Well, Dark Astoria, of course. As far as I'm concerned, this is the kind of "stuff to do" we needed all along. It's probably not going to be enough, but it's a start. Years ago, I ran out of content at level 38 and was left with nothing to do but street-hunt or replay story arcs I've already done with other people who haven't run out yet, but content was added to that level range and now I don't have to run out. I'm sure I'll run out of content in Dark Astoria, but it's a fairly new "level range." It'll get filled up eventually.
  10. Quote:
    Originally Posted by Captain-Electric View Post
    Anyone who paid close attention during the Scroll of Tielekku and surrounding story arcs, might have felt like the Circle of Thorns had become a strangely coincidental ally within Dark Astoria.
    Say, I wonder if the Dark Astoria storyline will remember Tielekku. I haven't run all of it, so if it does, I haven't seen it, but I'm thinking not. The writers have gone to great lengths to ignore and avoid any and all of Rick Dakan's original stories, so I'd be surprised if Tielekku did show up.

    And she really should. At the conclusion of the Scroll of Tielekku, we alter the Banished Pantheon's ritual to warn the goddess instead of summoning her into a trap. Granted, there's no way to tell if she ever got the message, as our contact will point out, but I always read that as an "out" because she wasn't in the game at the time of the Scroll of Tielekku's arc's writing. But now that Mot is awake, shouldn't she be back and take at least SOME part in the story. We have a rich mythology of gods here. Why not use them?

    Quote:
    Originally Posted by Captain-Electric View Post
    Mot is SRS BSNS. But he's not the only god the cultists in Dark Astoria have been attempting to let free from exile.
    Far from it. The Dark Astoria revamp is the first time I heard anything about Mot. I'm sure he's somewhere in the game's many references, but do you know who I've heard about to no end from the Banished Pantheon? Lughebu. Those guys are going on about Lughebu this, Lughebu that, praise Lughebu and that's half of what their zombies say in total. It's like the Devouring Earth and their Hamidon.

    So... What does Lughebu have to say about this? Would he welcome Mot's awakening as a heralding of his own? Would he be jealous? Would he want to consume Mot and grow in power? I know I'm thinking far too big, but really... Wouldn't that kind of clash of the god be cool?
  11. Quote:
    Originally Posted by RosaQuartz View Post
    ::headdesk::

    I love you guys, but how many times have the playerbase responded to things like this with "let US decide if we like the aesthetics" before it's taken to heart?
    Sometimes I feel sorry for Zwill. He's the bearer of bad news and the guy we tend to unload on when we're told something remarkably illogical from the greater development team. Honestly, I like the guy. He does a good job and he does it with passion.

    But DAMN if "headdesk" wasn't my response, too. It's a weird sci-fi weapon that could shoot bullets, lasers, fish or leprechauns. Let US decide whether it looks right for our Robotics Masterminds or Soldiers of Arachnos or what have you. There really is no argument for why the weapon makes no sense. The only argument is someone in power doesn't like how it looks.
  12. Quote:
    Originally Posted by War-Nugget View Post
    The females just don't look right, IMPO, the legs seem TOO long.
    Realistic or not, that's actually something I tend to do and tend to like. Real life's over-rated

    Quote:
    Originally Posted by War-Nugget View Post
    Our costume creator could use some lovin' though, those sliders don't always do what they say they will do!
    Ain't that the truth. The "muscle" slider is actually a breasts and butt slider, the "chest" slider is another breasts slider and all of the others only affect the character left-to-right, but add no thickness to any body part. Just strictly width.
  13. Walk up to the front of your car. Now slam your hood with both fists. That's what all but one Titan Weapons hit effects sound like. They sound like someone beating on an empty oil drum with a piece of wood. Most of the Titan Weapons are made of metal, be they swords, axes or hammers, and they're made of solid metal, at that, but they don't sound like solid chunk of metal. Here's another example you can try at home: Take a large, single-piece pipe wrench and hit it against a large stone if you have one handy, or just strike it against paved or tiled ground. Note the significant difference in the sound it makes.

    Car hoods, oil drums, metal boxes and so forth make that hollow, booming sound because they're made of thin sheet metal that vibrates when struck. Thick metal objects like safes, car engines and tank armour make a very different, very distinct sound.

    Now, granted, I get that Titan Weapons are going for a "BOOM! HEADSHOT!" sort of over-the-top explosive sound, but to be honest... They fail for nearly all powers. The problem is that all of the Titan Weapon powers are almost all bass and almost no treble. There's a lot of rumbling and booming, but that just makes the attacks feel underpowered and distant.

    The ONLY power in the whole set which has a decent sound effect - and it's actually a damn good one - is Whirling Smash. This attack is what all of Titan Weapons should have been like. This attack has the booming oil drum sound that implies force, but it also has a kind of snapping sound which implies impact, as well. If all Titan Weapons sounds had some feel of impact as well as force, I'd be a lot happier with them.
  14. Personally, I feel that if you want actual rewards, you can spin this either way. Actually, let me give an example with Gothic 3. In that game, you have three factions to choose from, that I remember - templars, mages and mercenaries, each of which reward you with power, but in different ways. As a templar, you find the Tears of Whatever and use them to craft a magic weapon. As a mage, you find the Tears of Whatever and drink them to gain a lot of power. As a mercenary, you find a magical smith who teaches you how to craft magical items in other ways.

    What I'm saying is that I see no problem with villains stealing, killing for or extorting their price by being evil while heroes simply earning their prize for being nice. Actually, if we want to be so bold, I don't see a problem with hero and villain prizes being much the same. What I mean by this is say a villain has a mission to take over an orbital death ray. If the villain completes it, he gets the death ray and has a few charges for a temp power, after which it breaks down and explodes. In the hero version, said hero is supposed to stop the villain from taking over the death ray. Upon succeeding, its owner decides such a weapon is too powerful to keep active and resolves to shut it down, but gives the hero limited use of the device until this happens, resulting in a limited-use temporary power.

    As I said in my other thread, I like to treat both heroes and villains as people with a larger objective than JUST heroism and villainy for its own sake, and I feel that both of those can work with practical rewards. I believe any artefact, machine or resource can be used for good or evil, if given the right narrative background. It's the "Guns don't kill people. People kill people." idea.
  15. I find the reason for this is a fundamental difference in how a game approaches its players and how it seeks to motivate us to play it. Most MMOs out there offer you options, yes, but the point of these options is to find the one specific combination you like and then dedicate your life to playing that. While it's a good idea and builds pretty strong investment, it also motivates people to ignore everything else. Our experience in most other MMOs is defined as much by what we do as by what we AVOID.

    City of Heroes is different. As others have said, characters here are presented as options, and these are all good options. Because City of Heroes doesn't have a very heavy investment requirement and thus doesn't force you to choose one or two "mains," you have meaningful options. Do you want someone who punches people, someone who shoots people or someone who heals people? Why not have all three? Because you can, and at a cost that's not terribly significant.

    Then there's the other side. The conceptual side. Most other MMOs I've played have some kind of overarching storyline, and player characters really have no place in it. You're just some nameless guy living out his life, killing stuff for money. You're not Arthas, you're not Jana Proudmore, you're some guy. Ever notice how other MMOs never address your character by name? Not even with City of Heroes simple "insert character name" mechanic? You're not a character, you're a fighter, because you like the fighter class the most. For a fighter, there are only one or two decent builds that you actually like. Why WOULD you make another character? You've already made the one you like, he already looks as well as the game can offer. Why make another character when you'll be remaking essentially the same person but with a slightly different build?

    In City of Heroes, each character is a character. Like the action figures after characters from a cartoon or a comic book, we stick with them because they're cool to play, because the characters were cool to watch or read about. Even separate of their powers, they are still compelling AS CHARACTERS. City of Heroes does what no other game in living memory has done for me - it has made me view my characters as separate beings independent from me and my own personality. In nearly every game before, I was trying to recreate myself within the game. Why would I not? Am I not the player? Not in City of Heroes. Here, I fancy myself the storyteller, and my characters the actors in a grand tale.

    Once you see things as I do, the question then becomes "Why not make MORE characters?" Each new one brings in a new idea, a new look and a new story. Each makes my roster and the stories I tell with it richer, more interesting and more diverse. Each new costume set enables new characters to exist, each new powerset brings even more possibilities. My character roster is ever-expanding, and I couldn't be happier with it.

    What I buy for City of Heroes is never aimed at any character in particular, because I have no "main." Not even the character whose name I use on the forums. There are no mains, no favourites, no special ones. They are each cool in their own way. What I buy, therefore, either serves to improve them all by improving the scope of my choices, or otherwise serves to enable new ones to exist.

    To be honest, most costume sets and powersets these days I buy without ever having an idea what I'm going to do with them. I buy them not because a character needs them, but because they represent an opportunity.
  16. In general, I really hate how weapons aren't proliferated across all sets that can use them. This is never more true than with Beam Rifle weapons not being available for Mastermind Robotics Pulse Rifle attacks or Assault Rifle. So, even though I don't have any spiders, I'm in full support of proliferating this.
  17. Quote:
    Originally Posted by Father Xmas View Post
    I remember acting as a go between, buying DOs and SOs that weren't the "Power 10" for lower level characters. Felt like buying beer for high schoolers. I remember Endurance Mods were in high demand from those taking Stamina at Level 20.
    Speaking of which, "endurance modification" enhancements didn't exist in the old days. We had an endurance buff and an endurance debuff enhancements that, at some point, were combined into just one enhancement - endurance modification. It's the same thing that happened to the cone range enhancement - it got rolled into range so it now boosts both the range of ranged powers and the range of cones. Pity we never got an AoE radius enhancement.
  18. Quote:
    Originally Posted by Arcanaville View Post
    Nothing to apologize for, its a harmless mistake. I was just explaining the joke, which you are aware is a joke that is as common around these parts as pigeons in a park.
    Yeah, but it was a mistake, and one that was fairly easy to fix. Good thing these forums have infinite eternal edit rights
  19. Quote:
    Originally Posted by Lycantropus View Post
    Oh, don't get me wrong. I agree heroes can be just as complex and as pro-active as villains generally are, but it's still easier to write for them in-game because these contacts need help, and our heroes respond to the environment. It's much easier to imagine our protagonists doing their pro-active stuff "between the panels" (running their company, doing charity work, teaching at the University, supporting a cause, etc.)
    I want to turn your argument around for a moment, because now that you mention it, I'm starting to think writing for villains can be just as easy if only the story didn't try as hard. Let me explain:

    Long ago, Launch hero content was designed to be given out by "Mission Terminals," which is what I believe the current "Info Kiosks were intended to be. This got canned in favour of "Contacts," but their original dialogue still remained largely inert, generic and uncharacteristic. Hence, most of the Launch hero content really applies to everybody, because it doesn't assume motivation. It's just a series of "go there, do that, here's what it accomplishes" but it never assumes why your character actually WANTS to do this. It's assume that's for the good of the people, but you can fill in that motivation box with almost anything and it would fit almost as well. Maybe you're being paid for your hero work, maybe you just want to kill mages (I have a hero like that), maybe you're just a daredevil out for kicks and giggles, maybe you're taking out technology-based villains to reverse-engineer their tech. The possibilities are as broad as your imagination, and most of them fit.

    Why not write the same way for villains, then? I get that the City of Villains writers went for much more personality in the contacts, but what if they'd gone for the same "Mission Terminal" approach? Just a series of missions which tell you that if you go there and beat up these particular people, you can acquire that particular item. Why do you want it? Who knows? Maybe you want to sell it, maybe you want to keep it, maybe you don't even want it and just need and excuse to beat people up. Whole story arcs can work like this - they start off with wanting a simple relic, then it turns out you're embroiled in a complex situation, then you find the right people to beat up and the right items to steal to walk away the victory.

    If anything, our writers are trying too damn hard to make a thrilling, cinematic story and so ending up with stories that are so specific they leave no room for interpretation. But if heroes can be written as simply wanting to help, then why can't villains be written as simply wanting "something?" This could plain money, it could be an artefact, it could be influence, it could be an excuse to kill people, it could be a challenge, it could be a huge number of things, all of them easily expressible by a wide variety of stories.

    I like how the Spoony One expresses this notion when arguing against the Vince Ruso booking of making matches needlessly complex: "Just tell a basic wrestling angle. Wrestler A has a title. Wrestler B wants that title. You don't have to make it so complicated!" Really, villainy doesn't NEED to be complicated. It's a fairly basic motivation which gains depth through context and characterisation, and with the tools provided, I believe we can handle both.

    Quote:
    Originally Posted by UnicyclePeon View Post
    Huh. All my villains are boring cop-outs that explain nothing.
    That's not what I meant. For me personally, madness is not a sufficient explanation, because "madness" is just another way of saying we don't know why a person does the things he does. Consider the very simple (and VERY repetitive) line from Assassin's Creed civilians when they see the protagonist doing Parkour: "He must be mad!" If a character does something that seems completely out of the ordinary and we have no explanation for it, we conclude he must be insane, and insane people just do weird inexplicable stuff.

    I'm not trying to judge, believe me. Character motivation is sacred to me, and whatever works for you, I can respect. I'm just sharing my view on the subject of madness and insanity.

    Quote:
    Originally Posted by Arcanaville View Post
    Actually, I don't even see most of my villainous characters as "villains." I see them as "outlaws." I think that best describes them. They disregard the law, the social rules, and the typical moral code that most people adhere to most of the time. Its not so much that they pursue evil, but rather that they refuse to live under the restrictions that good requires.

    I can't play a "straight villain" - someone who thinks its wrong, knows its wrong, but does it anyway. I can play an outlaw: everyone else thinks is wrong, but I don't, so I do it. And I can play completely crazy: everyone else thinks is wrong, but they don't count because their heads are upside down and they taste like ginger snaps. But its not generally in my nature to play evil for its own sake. I can be Magneto. I can't be Hannibal Lector.
    Interesting point. So, what you're saying is that you enjoy villains who don't have to deal with guilt, essentially? They don't feel they're doing something wrong, even when other people do, so they don't have to feel bad about it, and by extension you don't have to feel bad about having them do it... I honestly hadn't thought of that. Oh, and do correct me if I presume too much, I'm just musing for the moment. I do like this idea, though - it gives you a villain who can do some pretty evil things, but who's still free from the moral backlash of being evil to begin with. It's a villain that, on a visceral level, is pretty easy to feel good about. I'll have to try that.

    I think there's something to be said about "playing by different rules," though. When I say a villain recognises he's doing something evil but does it anyway, I don't mean that he does it BECAUSE he recognises it's evil. Often, my villains do evil deeds because they really don't care one way or the other. They know right from wrong, they just don't really mind doing the wrong thing if it suits their needs or, hell, even if it strikes their fancy.

    Consider the basic double standard. If I infiltrate your organisation, steal your secrets, blow up your generators and kill your scientists, then that's just aggressive business, so what are you crying about? If you infiltrate my organisation and do the same, then you *******! How dare you! You'll pay for this! In this case, it's not that I play by my own rules ("the rules only apply to other people" isn't a rule), but rather it's that I do whatever I want, rules be damned. If they suit my objective, then why not make use of them? If they're against my objective, then why not break them?

    In a way, villains who simply reject people's rules and play by their own are a lot more... Respectable? A lot easier to sympathise with, at least. That's how games like Saints Row, for instance, manage to be so easy to get into the spirit of even though you're running people over in the street, buying meth labs and running a prostitution ring. It's because the game sets up an alternate system of morality rules that, once you accept them, you can play by and still feel like you're doing the right thing, even though you're actually doing the wrong thing. Cops are bad, gang members are good, guns are lovely, that sort of thing.

    By contrast, a villain who's aware of his villainy is a lot more amoral and a lot more difficult to sympathise with. It's the sort of villain that you just can't shame. You can tell him all the ways in which his plan is evil and repugnant and selfish and he'll just reply with something like "Oh, cry me a river!" A person playing by his own rules still respects SOME system of rules. A person who simply doesn't care about other people's rules is playing by no rules at all, except what suits his needs and objectives. That's a LOT harder to justify.

    And yet... For some reason, these are the kind of villains I create the most and feel most comfortable playing. Part of it is precisely BECAUSE they don't feel the need to justify their objectives and their actions. They're simply strong enough to do what I want without needing anyone's approval. Just like heroes are a power fantasy in the sense that if I were one, I'd have the power to do the right thing, so villains are a power fantasy in the sense that if I were one, I'd have to power to not have to put up with other people's ********... So to speak. Not that I'm evil in real life, honest!

    I find heroes and villains to represent two different kinds of release, both representing different sides of feeling powerless. Heroes represent release from the frustration of being unable to live up to our aspirations while villains represent release from the frustration of having to kowtow to other people. If you have EVER felt like you wanted you put your hand through your screen and punch another person over the Internet, you'll know what I mean. That's exactly what many of my villains do. When they need to step on someone to get what they want, they will. It doesn't matter if it's right or wrong, moral or amoral, legal or illegal. The only thing that does matter is what my villains want.

    Quote:
    Originally Posted by Egos_Shadow View Post
    You can be a perfectly nice, even friendly person who is utterly committed to a villainous ideology, or an ideology that is regarded as villainous by the rest of the world. If there is no way of squaring the circle - of achieving the goal without requiring evil acts - then it may be impossible to redeem an Anti-Villain. The very fact that they're not totally evil becomes the flaw that keeps them an antagonist, as they won't surrender the quest for the greater good just because Captain Justice keeps punching them in the face or they had to eat a kitten or something.
    I think what you just described is essentially a higher ideals villain, and a pretty well justified one, at that. I actually have one of those, myself: Alexander believes that the world needs to be saved from evil and dreams of constructing a world where no-one has to fight to survive ever again. It's just that the way he goes about doing this is the way of a genocidal monster and unrelenting dictator, and his definition of "evil" is so loose as to include pretty much anyone he doesn't like. The man is polite, elegant and kind in his peaceful interactions. In his aggressive actions, however, he is a cold, calculating murderer with no sense of compassion, ethics or morality. If he deems you evil, you are nothing more than a piece of garbage.

    Granted, that's probably not what you meant, but I'm simply listing someone whose goals are superficially positive and whose personality is welcoming and inspirational, but who is nevertheless completely rotten on the inside. That's my way of marrying the two ideas, at least. If you're talking about a good, kind person who regrets having to do the evil deeds he does and really would like to find a better way... Then I just don't think I could work with this person as a villain. Maybe a rogue, at most, but again - to me, these are hero material more than anything else. In a sense, giving a person who really, really wants to be good some plot reason to be unable to stop doing evil just bugs me.

    I guess that's where I draw the line: My villains don't regret being villains. They may not always be happy with their lives, but it's not because they're really sorry about what they did. Usually, it's because they can't have what they want.

    Quote:
    Originally Posted by Arcanaville View Post
    I think when people talk about the proactive and reactive nature of heroes and villains, they are talking about two different, and almost opposite ends of the spectrum, things. First, in terms of how they relate to each other: villains commit crimes and heroes stop them. "Proactively" stopping villains from commiting crimes is not so much heroic, as anti-heroic. The Punisher is proactive. Conversely, its rare for villains to simply wait for heroes to do something and then act to stop them. Villainy is presumed to have an agenda besides stopping the heroes, although there are exceptions.
    Please understand that I say this with the utmost respect for you, Arcana, but this is a very simplisting way to look at heroes and villains. "Villains commit crimes and heroes stop them" may be the basis of super hero comics, but it's also hugely limited and largely uninspired. It's little more than a game of cops and robbers with set roles that you can put any hero or villain in and the story would work just as well. I happen to believe that villains aspire to do more than JUST commit crimes and heroes aspire to do more than JUST stop crimes.

    Oftentimes it's said you can't stop a crime before it happens. Ignoring the fact that you CAN (act on a death threat, find who sent it, put him under surveillance, catch him hiring a hitman), an other analogy I feel is better suited here: You can stop a fire before it happens. It's called fire prevention. There are more ways to help fight crime than actually stopping crimes in progress. Developing better security systems is one way, improving police response times is another, infiltrating known criminal organisation and arresting their members before they have a chance to commit more crimes than they already have is another still.

    Similarly, villains don't always have to be plotting crimes for heroes to stop. This is where my villains' greater plans and motivation come into play. Even though their ultimate objectives are something heroes would want to stop, the way to achieving those objectives isn't always done through committing direct crimes. Tyler, my cyborg villain, wants to destroy all humans and replace them with a race of sentient machines. The trouble is, he only has one truly sentient machine so far, and he's currently working on creating more. He's not really committing any crimes, he's just working on his science. Any crimes he commits to procure materials, steal research or take people's brains to use in his machines are only incidental to his greater goal.

    Quote:
    Originally Posted by Arcanaville View Post
    On a different level entirely, I believe that heroism is almost always associated with a certain amount of selflessness and service: a need to serve others. So in a grander sense, superheroes are always reacting to need. Others need help, they discover that need, and they try to serve it. Villainy, on the other hand, tends to be associated with selfishness: with seeing either one's goals, agenda, or personal preferences being superior to everyone else's. Villainy tends not to react to others but to react to their own needs and desires.
    This is an assertion that I really don't like. Ask Bill Z Bubba if his heroes are selfless Honestly, though, I almost never write heroes whose actual goals are fighting crime. To most of them, that's just incidental to their larger objectives, a side job, if you will. Yeah, it's the right thing to do, so if one of my heroes learned about a major crime about to be committed, then of course he'd jump at the chance and lend a hand. But they don't spend their time patrolling the streets or listening to the police radio waiting for crimes to happen in order to respond to them. On the contrary, they have their own lives, their own work, their own pursuits that they spend the most time engaged in.

    The Steel Rook runs a major corporation engaged in security technology, as well as a network of various science labs. He only intervenes in person when his security drones can't handle a situation just on their own AI. Inna is an ancient cosmic being heir to the very power of creation, so she spends most of her time training her body and mind to channel and collect that power, as well as tracking down Kragoss, the entity which seeks to usurp that power and bring an end to all created things. Yes, she helps people in need, but that's part of her training. Commander Tarara is a time traveller from over a million years into a perfect utopian future, trapped here with her squad when that utopian future disappeared when someone messed with the timeline. She helps people because she's a good person, but most of what she does is look for ways to restore her timeline and save her perfect world.

    To say that heroes are reacting to some kind of need of others is just limiting to their potential motivations. I really do prefer heroes who have some kind of project that they're pouring their energy into, rather than looking for needs to satisfy. There's nothing wrong with that, obviously, but I can only really have one or two heroes that do that before I want new things.

    Similarly, villains don't always have to be proactive, either. Granted, I'm sort of arguing against myself here, but villains can react to hero actions just as much as heroes can react to villain ones. Hell, practically the entire new Mercy Island storyline is a reactive one. Longbow have pushed into the Isles and occupied Fort Darwin. Villains need to react to this development and push them back. More abstractly, if the Steel Rook developed a full-proof security system that ensured bank vaults can never again be broken into, then villains would need to react to this and find new ways to break open those new vaults. In fact, a lot of my villains are children of circumstance. I mentioned Duriel, my insect hive queen, recently, and her only reason to be on Earth is she reacted to an opportunity given by her ally, who offered interstellar travel in return for military assistance.

    Now, granted, you can spin all of that to explain how heroes are finding some need and reacting to it while villains are manufacturing that need and taking opportunities to act on it, but what I'm saying is you don't HAVE to. It limits the story potential and pigeon-holes characters more than is strictly necessary.

    Quote:
    Originally Posted by Arcanaville View Post
    An individual act may be proactive or reactive, but the motivations most associated with heroism are reacting to others in need and villainy tends to be associated with serving one's own interests. We normally describe serving ones own interests as being proactive, while serving others interests as being reactive.
    And this is where things get muddy. Are you serving other people's interest or your own when you're getting paid to be a hero? Are you serving other people's interests if your reason isn't to help others, but as a way to feel better about yourself? Are you serving yourself or others when you're the devoted, loyal servant of a villain? Are you serving yourself when you truly believe that killing lots of people will make the world a better place? Again, you can spin that, but I honestly see no benefit to doing so. It imposes abstract rules based on semantics that force stories into a certain type of narrative without really contributing much to the quality of those stories.
  20. Quote:
    Originally Posted by Stone Daemon View Post
    While that fixes the headache problem, it now means that you'll be watching a 2D movie for the admission price of a 3D one.
    You know what? I don't mind that. I've always been willing to pay for comfort. If that means paying for a 3D movie and then paying to NOT see it in 3D, that's better than not seeing the movie at all because some ******* marketing exec decided to not run a single non-3D showing in the only decent cinema in town.
  21. Quote:
    Originally Posted by Hyperstrike View Post
    So now, because people are figuring out what a ***tastic gimmick 3D is, the studios are basically going to force it on us unless we want to just take half a day off work to see it in the middle of the day or go in over a weekend?
    And now you know why I'm violently opposed to 3D whenever it's suggested for City of Heroes. Well, part of the reason, anyway. I had the same experience with Kung Fu Panda 2 - the ONLY non-3D showing that day was scheduled to start half an hour before I even checked for tickets, and then my friend couldn't make the next day, so the thing fell through almost entirely.

    3D is a gimmick that I hope would just die already. It hurts my head, it's more expensive so it's butting out regular, non-3D stuff out of the spotlight and it really, REALLY doesn't add all that much to the experience. And now people are trying to sell me 3D TV sets and games that boast about having mandatory 3D, like that Green Lantern thing. "Now with double the headaches!"
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    It's because when the game launched, the stores weren't on the map at all.

    You could go from level 1 to level 50 and never stumble across them (especially the mutant origin store in Skyway).

    Your contacts were originally one of the only ways to acquire enhancements that you didn't have to stumbnle upon by sheer accident.

    The devs were much more concerned about money sinks back then, that's why contact bought enhancements are so expensive. It's just never been changed.
    And that's AFTER the change which let contacts sell enhancements in the first place. Back at Launch, they only sold inspirations. With stores not on the map, you'd be forgiven for thinking enhancements could only ever be gotten from drops. The only reason I even suspected that stores existed is I ran across the Science store in Steel Canyon, just because it's located in a place that newbies on foot would pass by frequently to get to the winding staircase.

    Funny story here. The stores were not on the in-game map, but they WERE on the paper map that came in the game's box, as fairly large dots on a fairly small-scale map of the city. I went around looking for them, comparing the in-game map to the paper map, and eventually found all of them. Since they weren't on the map, I had to memorise their locations so I wouldn't have to bring out the fold-out paper map every time, and thereafter spent half my time on a team directing people to the specific origin store in the specific zone we were in. And even THEN, that only helped me up until level 30, because the 30+ vendors are not in stores and their locations are not on the paper map. I had to as on the forums for those, but by the time I really needed them, I'd already found VidiotMaps.

    So, yeah - if anyone finds it odd that I know the layout of Paragon City by heart to the point of never having to open a map, that's why - because I had to deal with a map with nary a third of the markers on it that we have now.
  23. Quote:
    Originally Posted by OneFrigidWitch View Post
    ACK that is disturbing. I don't think men who look like that are any better looking either.
    To each his own, and that's not really the point. Not all women have shoulders narrower than their hips. Lisa Cross is hardly the only "big" woman out there, she's just the only one I could think to name by name.
  24. Quote:
    Originally Posted by Arcanaville View Post
    Not exactly, although you have to read carefully.
    I don't know the genders of the developers off-hand, especially those of new names on the forums. If I got the gender wrong, then I apologise. It won't happen again.

    Either way, what Dink did is awesome regardless.

    *edit*
    Also, fixed.
  25. If I had a wider pool to choose from, I would. But when I've done, say, four Tip missions for that day and my inventory can only hold one, I don't exactly have the luxury, unless I want to dismiss the contact, go killing stuff and hoping for a drop, only to get another one I don't like.

    That said, I DO cherry-pick my Tip missions so that they at least somewhat match the character running them. I dismissed the mission that had Stardiver speak with the Scrapyarder strikers just because Stardiver can't speak.