Ammon

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  1. Ammon

    An Update

    So, we essentially have 2 sides to this debate:

    (1) Those with Brian Clayton's contact details who talk to him, and... (2) Those who do not, but enjoy mass-debating.
  2. Not seen anyone else making the complaint, but I'm going to humbly voice my own, whatever minority it may be.

    The Team Transport power is an epic idea, so close to something people have been wanting for as long as I have been reading the forums (vehicles). However, I feel this epic idea was absolutely ruined by offering heroes what is obviously a fighter craft (room for one passenger maybe) rather than a transport.

    What on earth was the thinking here other than "Let's use the one hero vehicle we already have animations for, even if it obviously couldn't hold a whole team and is not at all an appropriate vehicle for the power"?

    If the Vehicle had been a GMC van, a chinook helicopter, a blackhawk chopper, or any of the Vanguard or Longbow choppers used to enter missions in RWZ, or the STF, then the power would have been great.

    I don't care that the vehicle isn't customizable with colours, although that would have been smart thinking, automatically using the SG colours if any (the kind of care and thinking that makes people HAPPY to pay for new powers). But that so little thought or care for appearance has been given is massively dissappointing. I would rather hope that the art dept are nodding in agreement, and ashamed of the corner-cutting shown in this power.
  3. The level and extent of analysis given through this thread is far beyond 'commendable', and firmly into the 'astounding' levels. Thank you for it.

    I do have one question though that I didn't see addressed and wondered as to your thoughts about:

    How do you feel about 'late bloom' powersets, and do you believe there is a place for certain powersets that are weaker, trickier or otherwise less than steallar performers at lower-levels, to become more powerful than 'easier' option sets without this being detrimental to game balance?

    In other words, would it not be an acceptable imbalance and overal 'a good thing' (TM) for a powerset to be the most powerful at 50 because it was one that required somewhat more thought and determination to get there? (The controller effect?)

    In particular, I think that some of the powers of Dark Armour come quite late, and the need to gain Knockback protection from another power or from IOs and bonuses may justify it being more rewarding at the top end.

    It might be quite fascinating to look at how the various armours work with only the powers available at level 20, and with only DO level enhances. I think here we'd see SR be far more comparable and perhaps ahead of other sets, while seeing DA a fair bit behind the curve when a large part of its mitigation (a heal that must hit accurately) is both weaker and less accurate. Of course, I think this would only serve again to emphasize much of the superiority of Regeneration in general use.
  4. Quote:
    Originally Posted by Fleeting Whisper View Post
    It should be noted that while the commandos are effectively immune to most mezzes and to slows, they seem to have no special protection from KB/KU. I've seen them get knocked down by pistols and I've seen them slip around on an Oil Slick.

    I haven't seen anyone on a BAF using Force Bubble or Hurricane, so I don't know how they respond to repel.
    Tsumiju Zero's early runs at getting the MO used bubblers and such for the KB. As I recall, that was purely for the minions, but you could ask him.

    I've used a Stormy a lot, but always turn Hurricane off to make better use of my AoE debuffs, and get the spawns down faster, in the escapee phase. Commandos can and will run around obstacles though, and are quite adept at evadin Bonfires etc.
  5. Aye, so if you need teammates to do a run just for mapping out the turrets, you can count on me.
  6. Thanks Tsumiju Zero. If you want to test for all safe-spots again, or get a map of the radius of the turrets, and need team-members, count me in.

    I have found that Seige's hanger is safe from turret-fire, and the doorway of the hanger at the reinforcement spawn is also shielded from turret fire. I haven't yet found a really reliable safe-spot at Nightstar's spawn, despite many attempts.

    I've played almost exclusively support-toons (squishies) on the Trials so far, so I really do notice getting hit.
  7. Thanks Tsumiju Zero. Who tested for tht map and when? I know from experience I have been killed in three supposedly hidden positions within that safe area, purely from turret fire, though that was before the last update.

    What I haven't tested is whether its that the turrets targeted me before I got into position, and then were able to keep hitting me regardless, or whether Nightstar can act as a 'spotter' for artillery fire to arc high.
  8. If you really want to even out the rewards as far as possible, you can actually rotate the reinforcement spawn teams as well as have each other team send their best AoE-er.

    I have the Seige team cover the adds for the Nightstar fight, the Nightstar team cover for the first Seige fight, and then the third team relieve the Nightstar team for the finale. Every team gets a turn on the 'sweet spot', plus every team gets a share of the other turns through their AoE-er nominee.

    I worried this instruction would be too complex, but oddly enough, when its about rewards, people appreciate it and its gone smoothly. I think more people get in the right place than when I have just one dedicated Adds team.
  9. Good point, Master Zaprobo, it is only the final putdown where the no living reinforcements matter, although just as you guessed, I like to control the reinforcement spawn point for all of the AV fights for 3 reasons:
    1. It makes the instructions a little simpler if we treat that job as a constant.
    2. It makes for fairer IXP for all if each team gets a turn at the reinforce spawns.
    3. It gives 2 goes of 'practice' so that you can get the damage and kill-time right.


    I'll see what I can do to make it clearer in the OP. Thanks.


    Quote:
    Originally Posted by Global_DJB View Post
    At 5% I ask for all pets to be dismissed, they are - at that point - more hassle than they are worth.
    Really good point. I think I'll add a mention of that to the Guide. When I'm running these, I tend to be putting the MMs on the reinforce spawn point because the pets make a big difference there.



    Quote:
    Originally Posted by Global_DJB View Post
    Anyways still a huge increase in success rate (even with folks new to the run) since we shifted to your tactics the other night, so thanks for that!
    Quote:
    Originally Posted by MarvelatMee View Post
    Great Guide Ammon. Have all the badges now except the ones where you defeat the AVs at their spawn points.
    Great to hear.


    Thanks for all the feedback.
  10. Quote:
    Originally Posted by Lifewind View Post
    Can you kill them with reinforcements alive but away and still get badge? I was under assumption that you need to kill all reinforcements...
    Kill all.

    The 'far enough away' part refers to time to next spawn, not distance.

    You only have a 30 second window between one spawn arriving and the next. If it were taking 20 seconds to kill each spawn, you'd only have 10 seconds between killing the last mob, and the next mob arriving. That would be very tight timing for the AV teams but still possible. That's why I suggest you want to be killing each spawn in under 15 seconds.

    Of course, the reinforcement team could save a bunch of judgement powers ready for the final spawn, using those to kill that mob within 5 seconds, and so giving the AV teams a far bigger window of 25 seconds to finish the last 2% health on both AVs.
  11. Strong and Pretty is for killing all the reinforcement spawns. Its that final tricky bit in the wal of text instructions.

    You have to time killing the dual AVs for a moment when there are also no living reinforcement spawns.

    The basic tactic for that specific badge is in three parts:
    (a) hold the damage on both AVs at about 2%.
    (b) ensure that the reinforcement spawn team are typically killing each spawn in under 15 seconds.
    (c) reinforcement team leader gives the shout when to finish off the last 2% on AVs, timing it so that it coincides with the last spawn being dead, and the next spawn being far enough away that you can put down the AVs in that time.

    Its great if several of your league have already unlocked and slotted the Judgement incarnate slot at this point, because they can all save those for this last critical moment to help ensure perfect syncronicity.

    However, as long as the Reinforcement spawn team are killing the spawns fast enough with plenty of AoE damage, there's a decent chance of getting the badge without timing the AVs specially.

    A spawn of reinforcements every 30 seconds, and a team that kills them in 10, means there's no spawn alive for 20 seconds of every 30, and a 2 in 3 raw chance for the badge.

    Timing gets that chance much higher, but errors happen, and it may take a couple of tries.
  12. Ammon

    Guide to Guides

    I have a Mission: Incarnate Trials: BAF Trial guide, that's actually all about getting the MO badges easily and reliably too.

    BAF Incarnate Trial with MO Badges
  13. The following is a wall of text, I know, but it is the copy paste text I use for a full briefing. It may seem way too much, and perhaps over time it will get more concise, especially as more people have more experience and better incarnate powers, but for now this really does help enough to be worthwhile.

    Quote:
    OK, here's a quick rundown of the tactics and strategies for a successful BAF with as many of the MO badges as possible.

    I'll spell out exactly which team is doing which tasks AFTER, so its the freshest thing in people's minds. But first the whole strategy so we all know all the roles.

    Before talking about any of the phases, first: Touch No Glowies! Do not touch glowies or disable turrets. Mo Badge needs the turrets left alone.

    On zoning, wait. Let others zone. I find crashes more common if people zone into cutscene, so give people a moment to zone before moving on.

    The first Phase of the Trial is really simple. Kill mobs. Try to take a path towards the tennis courts (North East) as it will bring us to where we need to be in phase 2.

    After we've smacked about 4 mobs, Nightstar will spawn in the North East. I'll allocate teams after, for now, know what all teams are doing as you may be sent to support.

    The Siege team will move to the Helipad, staying on the south edge to avoid the worst turret fire, and will kill all reinforcements at their spawn point.

    The other two teams will each send one team member with good AoE damage or control to the Reinforcement spawn point for XP sharing across the teams. Then engage Nightstar.

    Fight Nightstar from between the 2 barracks building to help limit some of the fire from turrets, but one turret still has Line of Sight. Squshies can 'hide' against projections on buildings.

    Do not disable any turrets or touch glowies in this Trial, I reapeat: Toucheth ye not the glowies!

    Do NOT pull Nightstar from her spawn point area. There's a badge for the MO for not pulling them away from those areas.

    Phase 3 is the escape bit and is the hardest part to get right. Nightstar team will take a position on the North edge of the tennis courts and let nothing past.

    The other two teams will take position on the South side of the tennis court, level with the -central- of the three hangers.

    Here's a link to a picture showing the escape points and routes, and where our forces are holding: http://www.flickr.com/photos/brightonian/5598313896/

    (You have time to look, I'm only halfway through briefing, just catch up after with scroll)

    Minions are easily held, slowed, stunned, immobilized and killed so you can almost forget about those. The Lts are Commandos and are immune to pretty much all mez.

    ALL damage dealers must focus entirely on killing the Commandos as priority. They are runners that NOTHING but damage can stop. None must escape your teams.

    A macro to target the commandos easily is: /macro Com target_custom_next alive Commando

    If you prefer a bind, try: /bind o target_custom_next alive Commando

    No escapees getting away gives us the hardest badge for the MO, and pretty much assures an MO badge. Pets help. Its 5 mins of concentration, but easily done if you stay to plan.

    Phase 4 is Siege spawning at the building in the North West. Its the same tactics as the Nightstar fight.

    Nightstar team will immediately move to the helipad and destroy all the reinforcement spawns before they can support AV.

    The other two teams will each send one person (with good AoE) to support the reinforce spawn team and share the XP across the teams. The rest engage Siege.

    When Siege falls, he'll respawn, and Nightstar will also respawn, but this time BOTH have to fall within 10 seconds of each other.

    The Reinforcement team will move to the helipad to deal with all spawns, relieving the Nightstar team to fight Nightstar.

    Nightstar team will stay at the Helipad until the Reinforcement team take over, then move to Nightstar.

    Throughout the phase you get a popup window that shows both the AVs health bars, so pay attention and don't let one team get too far ahead. Try to stay within 5%.

    If One AV is 10 percent or more lower than the other, the team leader on the more damaged AV may send one member to help beat the other AV and get things back on track.

    The turrets are live, but we still don't want to move the AVs from their spawn points, so Siege team use inside building for cover. Nightstar use between barracks.

    The final badge for the MO is another tricky one - all reinforcements must be down when AVs fall.

    For this reason, the reinforcement team, and the support from the other teams need to be killing those spawns fast. Make sure there's enough AoE damage that reinforcement

    spawns die within around 15 seconds or less reliably.

    Reinforcement team leader will call for more AoE if the mobs are taking too long to die. If so, take that request seriously.

    There's a new spawn every 30 seconds, so even killing mobs in 15 leaves it to 50-50 chance.

    To help further, both AV bashing teams should try to halt their damage on AVs at around 2% and wait for Reinforcement team leader to give the Okay to finish them.

    It is tricky, as you have to balance the speed of dealing with mobs against the speed of finishing the last 2% on AVs, but we'll all give it our best.

    Thanks for bearing with me through this. Now, I'll cover the team allocations. (Team Leaders, use team chat to help your team know which is theirs at times).

    ... is Siege Team. You will cover the heliport in the first Nightstar fight and cover the South chokepoint on the Escapee phase.

    ... is Nightstar Team. You take the North chokepoint of tennis court, and then move to heliport while we fight Siege the first time.

    ... is Reinforcement team. You will assist on the first smackdown of Nightstar and Siege and take the South side of tennis courts.

    Team leaders, it will be your job to send a person to the Reinforce point for team XP, to make sure your teams are in positions, and to shout if youneed extra support in a task.

    Thanks everyone for your time in listening. Good luck, and lets have FUN
  14. I've added just a few refinements to this Strategy that in testing have worked well and improved things.

    Firstly I give a huge step by step briefing via copy and paste from a text file I made up. It makes a big difference. The briefing lets everyone know all the jobs, not just blindly follow their leader, and helps a lot with all the swapping of support this Trial can use.

    Secondly, I now alternate the Reinforcement Spawn team for all three AV fights. This gives the most fair and even spread of the IXP and rewards throughout the trial.

    Now the Seige team cover the helipad area to kill reinforcement spawns during the first Nightstar fight, with a support AoE type from each other team.

    The Nightstar team cover the reinforcement spawns at the helipad during the first battle with Siege, and hold there until relieved by the Reinforcement team at the finale.

    The Reinforcement team cover the reinforcement spawn point for the final showdown with both AVs together. They have to make sure they have enough AoE damage to kill the reinforcement spawns quickly (15 seconds or better) reliably, and thus give the very best chance of having no spawns on the map when the AVs drop.


    I'll update the OP with this tactic when I have the time later (am still changing my briefing text files right now).
  15. Thanks CatAstrophe. I did notice you on those runs today, and you were superb in tracking and killing even the most slippery of Commandos.

    That's a good point you make, and indeed, I ended the day with 4 successes of 6 (where I was leading) on those 'Master Of B.A.F' runs. Both failures were down to plain simple human error where one or more players ignored commands (once where to be, and once not to touch something).

    I take that as a positive proof of the strategy though, because using this guide, only blatant human error can seemingly result in a failure, and even those are only failed on one of the badges, and usually by the narrowest of margins.

    The best run of the day for me was the last one. We had several players who'd not done the BAF Trial at all before, one of whom hadn't yet done any of the trials or found out how to use the league window, etc. And those players walked away from their first ever attempt with a clear success and a load of badges. I like that.
  16. We have this down to an art now, with the only slightly questionable badge really being the Not On My Watch badge for not letting a single Mindwashed Escape, and that works every time too if you can just get the teams into the right places.

    5 Runs today, 4 of them successful "Master Of" runs with all of the badges.

    The other (the failed MO) was really close, but had 2 escapees due to one of the south chokepoint teams failing to setup in the right place, and thinking they needed to spread out. Then not moving into position once prompted, presumably due to scrapperlock on a team basis.

    I think the BAF is now my favourite piece of short event content in the game, as once you have the strategy down, its a real blast, with MOs for all first-timers.

    It's all in the briefing.
  17. Soul Storm, @Ly (aka Evils on the forums) is having the exact same problem, if you want to compare notes.

    Tsumiju, thanks for the updated notes on Lambda. That's one I have still to succeed on yet, but have been more focused on the BAF so far. Damz was kind enough to let me run the first test of my 2 choke-point method of controlling the escapees, (on the BAF) and since then no more failed runs at that point. In fact, the clean sweep and badge look to be a cinch now.
  18. Ammon

    Successful BAF

    Hey Tsumiju,

    yes, a guide is up with pictures, using the 3 team method needed for the badges (one team taking the reinforcements). I use a different strategy for the Escapee phase (3) though which is simpler to coordinate, just using 2 choke-points. One team on the North chokepoint (North-center of Tennis Court), 2 teams on the south chokepoint (South Center of tennis court outside central hanger) and things go very smoothly.

    Of course, the server's don't always play ball, and today I crashed right before we would have gotten the badge for no escapees, (and the MO on that toon). C'est la vie.

    Running the Trial to this plan today has been a sheer joy every time. I just look forward to when I have a bit more time for runs, and when I can get that 'Not on my Watch' badge on my poor troller who dc'd today.
  19. Okay, still the new shiney, but actually almost as easy as Apex to get the MO, if you know what to do and get on with it.

    First, the map:

    BAF incarnate trial map

    Make sure to remember the key marked places. Alright, you'll work out the hospital anyway when you come out of it, but the tennis courts and the spawn points are important to know.

    The Trial takes 12-24 players in a league. Until you've unlocked Destiny slots for the big ol' buffs, its safest to go for the maximum, especially given the escapee phase.

    Try to balance out 3 teams, with each having some control, some AoE damage, and some single-target damage. Its best if there are 2 people who can taunt in at least 2 of the teams so that they can each save the other from being Sequestered, but if not, you can still do it.

    Warn people to wait for everyone to zone before touching the first door. The first person through the door triggers the cut-scene, and I find that people zoning seem a little more prone to crashing if they zone into the middle of the cutscene than if zoning in before it starts. Hopefully this issue will be fixed soon, but for now, another few seconds of patience is never a bad thing.

    Phase 1: Kill Mobs
    You enter the map via a small door that puts you at the Starting Point (also the Hospital Exit point) marked on the map. There are Warworks mobs to kill. Its a straight forward bit of slaughter, but it doesn't take long to be moved into phase 2. Try to move toward Nightstar's spawn point and the Reinforcement spawn point, as those will be your areas for the next phase.



    Okay, time for the next map illustration:



    This map shows the spawn points for both AVs, and for the Reinforcements that are spawned on a timer throughout the fight. When one AV spawns, in Phase 2 and Phase 4 you ignore the other AV spawn point and focus on putting your teams on the other two orange circles I added.

    Phase 2: Nightstar Spawns
    A big message flashing on screen tells you when Nightstar comes out to play. 2 teams should move to take Nightstar out while a third, a team with lots of AoE and Control should move straight to the Reinforcement Spawn Point and kill all reinforcements there, long before they reach Nightstar.

    Now you don't actually need to kill all the reinforcements in the single-AV fights to get the "Strong and Pretty" badge, but having a team getting those reinforcements gives 'practice', and helps you to balance out the AoE damage that is going to be needed there for the final fight where time will be tight and you only get one shot. I recommend covering the reinforcement spawns for every AV fight. I give the Seige team this first turn on the reinforcement spawns for fairest sharing of IXP.

    There is a badge is for not moving any AV away from their spawn point, so all through, kill the AVs where they spawn, no pulling across the map.

    Moving between the two barracks buildings to fight Nightstar may limit the ability of several turrets to target the team members here, but there is always one with a direcly LOS (Line of Sight) at the top-end of the barracks buildings. At least there seem to be less turrets in range around Nightstar than around Siege...

    Phase 3: Escapee Phase
    Once Nightstar is defeated, you have just a few moments to get into your next positions and the mindwashed prisoners are released. The Minions can be held, slept, immobilised, and very easily killed so are not your main worry. The Commandos are effectively immune to all mez effects, including, well, everything except damage. You must focus on killing the Commandos. The Controllers can lockdown the minions, and AoE damage will kill them fast, so its the commandos that are important.

    This Macro adds a button to your tray that selects just the nearest commando.
    Code:
    /macro Com target_custom_next alive Commando
    Every damage-dealing toon in the League should have this, or the bind.
    Code:
    /bind o target_custom_next alive Commando
    The Commandos will not stop running, so you only have a short time to kill them before they are either out of range of where you are supposed to be guarding, or even are off to the exit. For the MO, one of the badges is for none of the mindwashed to escape.

    Luckily, all six escape routes run past just 2 easy to locate choke-points.



    The coloured lines show the various escape routes used, and the two red circles show where the teams need to be. Twice as many escape routes (thus twice as many escapees) run through the south circle as the north one, so put 2 teams on the south of the center of the tennis court, and one on the north side, and you have everything covered.

    The Controllers can lockdown the minions passing through those chokepoints, and AoE damage will wreak slaughter, but the commandos will often get through, so the single-target damage dealers must focus non-stop on killing the commandos and letting NOTHING get away from the choke points alive.

    There seems to be a natural tendancy for players to feel they need to spread out to cover more area. In truth though, I find the teams that stay more tightly bunched, with just a couple of 'chasers' following up and returning again do best. This is partly due to more of the team benefitting from buffs like Assault when closely bunched, and thus considerably boosting damage. Definitely, spreading too far lowers the chances of success. The entire point of those choke-points is that every mob comes to you, right through your kill-zone. Just make sure none leave it.

    Watch out for that orange escape route just to the bottom left of the lower choke point, between 2 of those hangers. Its worth having an extra couple of damage-dishers aware of that and killing fast any commandos or mobs that slip past, because the exit is close, and so you won't have much time to shoot the running lieutenants there before they are out. Quick death to anything heading that way. Quick death to anything making it away from a choke-point.

    The two choke-points do work, as long as everyone is vigilant for the Commandos, and makes sure none escape. No escapers gives you the badge for the MO. But as long as no more than 20 get out, you still win the phase, get merits, and go to phase 4.

    Phase 4: Siege spawns
    Once the escapees are all done, Siege comes out at his marked spawn-point. The tactic is about the same as for Nightstar, with one team killing all reinforcements at the Reinforcement spawn point, while the others rip Siege apart where he spawns. Again, remember the badge for killing the AVs where they spawn.

    The reinforcement spawns are still not essential at this point, but its the last practice before killing them fast and right becomes essential to the entire league's success of failure in the MO badge. I usually give the Nightstar team a turn on the reinforcement spawns for this first takedown of Seige to help share the XP.

    It is worth noting that Siege seems to be supported by more turrets in range than Nightstar is, and so the Seige fight will generally be the harder of the two AVs. Moving inside the warehouse/hanger thing to fight seige out of LOS of the turrets may help, but sometimes that confinement is even more deadly to the squishies.

    The fight is much much easier when none of the reinforcements get to arrive and gank the party.

    Here's that map again:




    Phase 5: Nightstar and Siege together
    The final phase of the BAF, and while tough, its not that bad as long as all of the reinforcement spawns are slaughtered at their spawn point. Of course, you do still have to take down both AVs within ten seconds of each other, or the fallen one gets up again with full HP. Steady and careful is the key.

    You need all three teams working together, but on different jobs to get this done smoothly and get the MO badges.
    You must lockdown and destroy the reinforcement spawns at their spawn-point for the badge, and to make things much much easier for the teams fighting the AVs.

    This time, controlling the Reinforcement spawn point is vital to the badges. Hopefully you had your teams on the point earlier for some practice, and to help the AV team leaders know who is their best AoE-person to send now.

    The AV fighting teams should each send a high-AoE toon to the Reinforcement spawn team to help with the lockdown and killing of the reinforcement spawns. Heavy AoE damage is best here. If necessary, swap any additional single-target oriented characters from the Reinforce team for more AoE from an AV team.

    Each AV team sending that one AoE effective member of their team to the reinforcement team means their team will get some of that juicy incarnate XP for all the slaughter there. Remember that League put teams together, but that XP is still divided by teams, not across the entire league. At least, that's what I've been told, and I haven't wanted to skip all incarnate XP to test it out.

    The on-screen popup window in this final phase is something everyone should pay attention to. It shows the health of both AVs, and it also shows the time until the next reinforcement spawn. The final badge for the MO is for dropping the AVs at a moment when there are no reinforcement mobs anywhere on the map.

    The easiest current tactics for this still require some focus on timing, and just a teensy bit of luck in regard to AV health regeneration. The AV teams should both be aware before the fight begins, and reminded at stages during the takedowns to pause damaging the AVs when they are down to 2% health. Then let the Reinforcement team leader make the final call for when to finish them off. The reinforcement team leader needs to time it so that the AVs are dropped right after one spawn is finished, and before the next lot of reinforcements spawn.

    A really good tip added in the posts below suggest instructing the AV teams to dismiss the pets at about 5% health to better control the damage, and thus drop, of the AV. Certainly, when holding the AVs at 2% health any MM pets should be on passive (not bodyguard) and any controllers or dominators fighting the AVs should dismiss all pets.

    It is easier when the Reinforcement team are reliably killing the spawns in under 15 seconds. Under 10 is better still. The reinforcement spawn leader should call for extra damage if he needs it. However, there's still a tiny element of luck involved, (as in bad luck can get you), because one AV may suddenly have a regenerative spurt, or knockback suddenly splits the last mob, or several people miss at once... It may still take more than one shot to get this last badge. However, luck aside, the tactics and strategies given do make it fairly controllable.


    This post, like this strategy, has been made possible by a great deal of other players, not only those who provided and published the original maps I have marked up, and the macro used above, but also the scores of players on the Union server who've been willing to test and try tactics. Any usefulnes to this guide depends on all of those people as much as to I who merely added words and formatting. Thanks
  20. It can be a mixed bag - RPers use of Lore that is. Lots of people fudge Lore, and more than a few make up their own, sometimes completely unaware of the official Lore and what it may contradict.

    Also, there are several inconsistencies in the game cannon, particularly in regards to magic. Some inconsistencies might merely be perceptual, while others are most probably redactions, revisions and changes from our Devs.

    The first and foremost piece of magic Lore I encountered was one of the bits on the Official site which seems to have vanished in the past year or so. A 'Paragon Times' piece on the official CoH site that featured an in-depth look at Azuria and MAGI. Copies of this can still be found elsewhere.
    http://www.cityoflore.com/wiki/Paragon_Times/20050615
    http://paragonwiki.com/wiki/Paragon_Times/20050615

    That piece however was prior to the introduction of Croatoa and the Rogue Isles, and the storylines of both touch quite a lot on Magic, and the Mu legacy. However, the backstory of Hequat, Ermeeth, Lughbu, and Teilekku have remained in general.

    You'll find deeper detail in most plots and stories relating to Oranbega.
    http://paragonwiki.com/wiki/Oranbega

    One of the perhaps perceptual contradictions is over timelines. Originally cannon on the official site made it clear that it was Cole and Richter that restarted the whole age of Heroes and Supers in discovering the Well of the Furies. This tended to heavily suggest that there were no heroes before that point, except back in pre-history, before it was closed off.

    However, game cannon also has Lady Grey as a hero who is older than Statesman, and a lot of magical artifacts of all sorts retaining power through the ages between the ancient times and the opening of the Well. Plus we have Nemesis who was active in the American Civil War, and the whole issue with the Fae backstories.

    There is certainly plenty of room to argue and assume that magic was the one major super-power available throughout the ages, merely secretive and largely forgotten.

    Hope that all helps a little.
  21. Quote:
    Originally Posted by CactusBrawler View Post
    It's more deciding what things from the storylines have happened by now.

    I'd argue that ...

    I'd also argue that ...

    I'd argue that all the level 50 stuff is currently ongoing in universe at the moment.
    Its no surprise that what we can mostly discover is that you'd argue a lot, CB

    None of us have the right to unilaterally decide anything about a shared, consensual reality. We attempt to reach a collective consensus, which is a massive undertaking in itself and the reason that some of these hard rules seem to smack people in the faces at times.

    I mean, which of us have the right to dictate that a newly arrived roleplayer tomorrow can't possibly have fought Frostfire in the Hollows because he's already reformed at the stage where players have reached level 50? That is one of the trickiest examples, of course, not least because it is such a hard to miss changing event that is at all stages of the change at once in game-mechanics.

    Generally this comes down to the time-fudge method of letting it slide. Frostfire was arrested many times before reforming. New roleplayer is either part of that past event, or is fighting some copycat mutant using the name Frostfire to make himself a bigger deal to the Outcasts. It won't even matter unless that player tries to make it a current event others should react to. Generally, there's lots of ways to let it slide and get along with a shared reality with a shared 'now'.

    Where there is a will to get along and find wriggle-room, there is always a way.

    Generally the safest thing is to provide your own plots, villains, and locations, or use non-cannon ones that others have created and given permission to use (depending on whether it is important that others can react/share the reality).

    Noone is going to object to you taking out the notorious Outcast leader ChillBurn, FrostBurn, or Freezerburn, and it won't upset their reality in which they just worked with Frostfire the reformed villain and signature character of Going Rogue.

    Likewise, we accept that it is technically cannon that Agincourt gets blown up at a certain point, but that that certain point is always in the vague past and/or future, so that we are not stopping the RP of anyone who is just about to blow it up, or save it, or simply refer to being there, which it is.

    Where there is a will, there is a way.

    The whole point is to try to not leave just small amounts of wriggle-room (e.g. All your characters must have missed what's been on the news all day and all week), but lots and lots of it (my event barely made the papers, due to lack of eyewitnesses or pictures), and better yet, leave the wide vistas of the game as totally open as possible.

    The ultimate aim is to create your own reality that is open to all, rather than that forcibly gropes everyone elses. One where those who want to can find a hook to join in, but that the hook isn't catching on everyone around you and tearing holes in their stories.
  22. Quote:
    Originally Posted by Omega_Chief View Post
    Only trouble is, with that kinda plot there is that if anyone has any form of interaction with States at that point or refers to him at all, you're pretty much godmoding "Oh no actually you talked to a stand in".
    Quote:
    Originally Posted by Ammon View Post
    We can have in our reality (not the wider Unionverse) that there is a stand-in doing all Statesman's public appearances to prevent panic.
    Note the bit about subjective realities, thus alternate universe type stuff, and specifically that this would NOT be brought to the Unionverse.

    Quote:
    Originally Posted by Omega_Chief View Post
    Wouldn't a much more reasonable solution to acknolwedge that the plotline you're doing happened a while back?
    Quote:
    Originally Posted by Ammon View Post
    We can also have our timelines crossed, so we consider this event to be out of the now, and actually somewhere in the past. "We once lost Statesman. Oh, he's back now, and thanks to a stand-in, noone who wasn't involved ever noticed it".
    Yes, as suggested.
  23. Quote:
    Originally Posted by CactusBrawler View Post
    At 50 it does become quite the cluster **** for sure, prior to that it's okay. The level 20 stuff happens time line wise before the level 30 stuff and so on.

    But at 50 we have people being controlled by the well, while at the same time being kidnapped, assaulted by Arachnos soldiers and iniating a team to take down a rival all supposedly taking time in the same time period.
    This didn't get properly answered in all the stuff about dirty bombs and landmarks generally.

    It is again, entirely missing the point of the Unionverse as a continuity for all. While you are level 20, scores of other characters are level 30. The timeline based on level does not work for a shared, consensual 'now' and so has to be discarded. If level 20 character and level 50 character can see person X then he can't also be abducted, imprisoned, etc. Nor can building Y, which they are currently at, have just been blown up, no matter what your in-game mission may say.

    This is the point at which, if it is important for you character to have actually kidnapped person X, e.g. Blue Steel, then you'll have done so in an alternate universe, the old Onionverse, while in Unionverse, the hundreds of other players continue to see Blue Steel going about his business as usual.

    To share a Universe, we have to share a consensus on what is now, and generally, if any character you couldn't contact can see that thing, then at no point can that thing be actually missing now.

    Quick example: The Militia have recently been doing the newly revamped Maria Jenkins arc in-character. We got to that bit where one minute Statesman is on the mission with you and then, Oooops we lost him! Statesman is kidnapped. At the moment, the Militia's reality is that the world famous Statesman is missing, and they lost him.

    But that would never be brought to the wider RP community or Unionverse as a current event. We fudge around it, and there are many ways to do so. We can have in our reality (not the wider Unionverse) that there is a stand-in doing all Statesman's public appearances to prevent panic. That sorts out our side of how others are currently still dealing with a man who is missing. We can also have our timelines crossed, so we consider this event to be out of the now, and actually somewhere in the past. "We once lost Statesman. Oh, he's back now, and thanks to a stand-in, noone who wasn't involved ever noticed it". The one thing we cannot reasonably do, ever, is try to force the plot that Statesman is missing on the entire community.

    If we were so stupid to even attempt it, everyone else would obviously either decide we were crazy, or else that it was us that had been fooled by a stand-in. We'd likely be put on ignore at the same time.
  24. I believe that the Krimson Guard RPVG are missing from the RPVG list, so those should be added.
  25. Quote:
    Originally Posted by Pyrox Saberdon View Post
    EU has the smaller player count so you guys get the short end on this.
    Yup. We get shafted regularly and on everything. Why expect any care or rebalancing now?

    I have 6 years of Veteran rewards, paid at the EU prices, and for that get less support, no official events in my country, and have server maintenance timed for the middle of my day. Why should I not also be losing my global name of those 6 years to some American who already gets all the advantages?

    There's a reason that Europe, which massively outnumbers the raw human population of the US has a much smaller in-game population on US based games and it is nothing to do with server issues.