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[QUOTE=Golden Girl;2889668]Quote:I agree with you on all points except the idea of making Galaxy city a complete warehouse district. One thing I imagine when I hear a name like Galaxy City is lots of Googie architecture themes. Anachronistic, honestly, but I think that Galaxy City also deserves a distinct unique look, like how Atlas might be changed to have lots of Neoclassical architecture or Colonial Revival, Galaxy should get a good treatment with a nice spacey theme to it too.[LIST][*]Make Galaxy City and Atlas Park more distictive from each other by keeping the urban warehouse district feel in Galaxy, and removing most of the warehouse areas in Atlas and replacing them with things like the Paragon City Museum and a shopping mall to bring the zone in line with its role as the heart of the city.
Perhaps also mix up the Googie look with Modern Industrial architecture.
As to why there would be buildings with Googie from the 60's that survived to present? The Rikti maybe thought that such silly looking buildings were not worth bombing the @#$% out of. -
Quote:Personally I'd like to see some Art Nouveau somewhere in the game.I don't know if this would look out of place in an American city, but I have always loved the Neo-Gothic (Gothic Revival, Victorian Gothic) style of architecture. It's my second favourite style after Art Deco. This style is often used for government buildings in the UK and Canada.
Some notable Neo-Gothic buildings include: The Palace of Westminster: http://upload.wikimedia.org/wikipedi...ter_palace.jpg
Parliament Hill: http://upload.wikimedia.org/wikipedi..._Parlement.jpg (I especially like the Library of Parliament: http://upload.wikimedia.org/wikipedi...Parliament.jpg )
Boston College: http://upload.wikimedia.org/wikipedi...on_skyline.jpg -
Quote:There's actually sort of an in-world explanation for this. A Wizard did it! Actually, a lot of wizards.Makes sense.
Remember, everything in Paragon is also built on top of ginormous sewer tunnels which are on top of ANOTHER set of ginormous sewers which are on top of a sunken city.
Not to mention all the caves.
Really, that anything over 2 floors is standing in Paragon is a monument to her civil engineers. Either that or they all hired Bloody Stupid Johnson.*
* - Which would not surprise me.
"The High Mages of Force deal with the primal forces that move the universe. In their sunken city they are responsible for preventing cave ins by siphoning off the Earth´s seismic energy into useful pursuits. In battle, they can sap the very strength from a foe´s limb and add it to their own."
This is also probably why they're not around for too long, the Circle realizes that they're running out of mages to keep Paragon and the Rogue Isles from collapsing on top of them so they stop sending out the Force Mages to the front lines. -
You'd implying Lord Recluse is intelligent enough to make his own things.
I'm pretty sure that while the heroes have analogues, the villains were designed with a bit more originality put into them so this thread's kind of a moot point for red side characters. -
Quote:I can see your points pretty well, Bill, and they're pretty justified.I'm - ambivalent about it.
Minor stretches for some groups, sure, just to extend writing possibilities - but I really don't see the Hellions and Skulls being a threat into the 30s. Their storylines do lend themselves to a "bleed over" into other groups. Filling out their stories? Sure. But a basic street gang (which, even with their powers, they are in Paragon) *should* fade away. (And running across a few Skulls in a later Malta mission, with them barely taking more than a Brawl or two to take down, gives a good feel that your character has really advanced.)
On the other hand, yeah, some groups just vanish way too fast. The Tsoo, for instance, have a *lot* going on internally that we don't get to see (all the boss types, etc.) But they just sort of go "poof." They shouldn't be a "still fighting at 50" threat, but they could use more exploration.
My main level-range beef, though, tends to be the Banished Pantheon. They vanish by the 30s, then suddenly come back up in the 40s. (Alternate dimension, sure, but still BP.) This really came to light in AE's release. There's a lot that could be done with them - they had the power to sacrifice a city zone, they're fighting the CoT (and their deities are as old, if not older,) but we don't really get to go in depth with them either.
To be honest the whole "Skulls at 30-34" thing was mostly because those expansions were based off of my AE arc idea which wads mostly meant to give closure on the Skulls story with also kind of a reminder to a hero that like villains, they end up stepping on people on their way up, and sometimes these stepping stones will try to make a comeback to remind you who they are.
I also can agree with you and Techbot about the Tsoo Ink Men, the whole Red and Blue Inkmen things are especially disappointing for a group that I feel has a good diversity.
First fix I would do is make the Red Ink Men have another trick besides kinetics, possibly give them full on stalker stealth striking abilities and let them be like the Black Ops group, or possible even radiation emission with AM. (Rad can be magical too, look at the spirit of sorrow!)
The second fix would be making it so that instead of each color fazing the previous one out, the new ones just get added.
This has a wonderful double edged sword of mitigating stacked debuffs (and Mezzes) with diversity, whereas it would also diversify the types of debuffs and mezzes you encounter.
So ideally, at level forty you should be fighting Yellow, Green, Red, and Blue Ink Men. -
So, randomly, here's a rough idea about some new additions and level range enhancements for a few of the villain groups and powers...
Skulls
Minions-
Gravedigger Ghoul (lvls 5-14): Pistol, Shadow Punch, Res: (Neg 20, En -20)
Death Head Buckshot (Lvls 30-34): Buckshot, Slug, Death Shroud, Res: (Neg 20, En -20)
Death Head Gunner (lvls 30-34): Burst, Heavy Burst, Death Shroud, Res: (Neg 20, En -20)
Death Head Pistoleer (lvls 30-34): Pistols, Dual Wield, Empty Clips, Death Shroud, Res: (Neg 20, En -20)
Lt.s-
Death Head Pistoleer (lvls 1-14): Pistols, Dual Wield, Res: (Neg 20, En -20)
Death Head Shade (lvls 5-14): Ghastly Blast, Res: (Neg 20, En -20, Undead)
Bone Daddy Lich (lvls 30-34): Zombie Horde, Gloom, Chill of the Night, Res: (Neg 20, En -20, Undead)
Ghost Daddy (lvls 30-34): Ghastly Blast, Dark Blast, Soul Drain, Siphon Life, Res: (Neg 20, En -20, undead)
Bosses-
Shadow Man (lvls 30-34): Tenebrous Tentacles, Ghastly Blast, Dark Pit, Siphon Life, Shadow Maul, Soul Transfer, Chill of the Night, Res: (Neg 20, En -20, undead)
This is all just a rough idea, and to be honest quite a few of these elements are things I'm planning to use in an AE arc myself. -
bumping this thread for great justice!
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I like these ideas, especially if the idea for second stories allows for higher ceiling heights to get closer to having the feeling of an outdoor room. (But I have a feeling such could not happen without some massive base coding rework that would result in massive loss of all our bases. Though it's hard to say if it would or would not be worth it considering my own efforts for second stories and so forth nearly result in making other people's system crash when they try to visit.
But as another note, I would like the ability to make entrance rooms larger or smaller.
I mean, what says: awesome place more than a huge, grandiose entrance? -
I've come to think the unofficial themes of City of Villains are:
Offspring's You're Gonna Go Far, Kid
I can almost see Lord Recluse singing the song to all the little villains as their growing bigger and bigger and getting ready to bring him and his cronies down.
And...
Cage the Elephant's There Ain't No Rest for the Wicked
A bit moreso for the softer core villains out there.
But that's about all I got. -
Quote:Bro, I'm in my base right now, it's so nicely decorated and it's got like a million items in one room. It's got a garden, a hot spring, and a freakin' sushi bar!This has been asked for time and time again. The devs keep /jrangering it because it seems no one really uses bases.
Ship was so cash! -
I don't think Black Scorpion is smart enough for his brain to count as vital in any way shape or form.
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I'll /sign this thread and just about everything in it!
But more than just level range extension, I'd like to see some more diversity in enemies per-level.
For example make Dual Pistol Hellion and Skulls Lieutenants, I mean their street gangs, why wouldn't they go Gangsta, homie?
Another big one would be to give Nemesis and Sky Raiders human bosses, and on the note of sky raiders, they should probably have like a non-humanoid flying drone, kind of like the Zenith hover bots and maybe an elite boss version of their Sky Skiff for some special arcs.
Next, there's the KoA, seriously, have less diversity than Hellions and Skulls with no special bosses, how sad is that. The lack of diversity is even more jarring when you consider that they're supposed to be "masters of a diverse number of weapons" but all I see are swords, wrist crossbows, shiruken, caltrops, and grenades. I would kind of imagine that maybe there'd be a few that, I dunno, used a gun?
Though I suppose it can't be helped when the KoA are being deliberately left under developed in story beyond being Malta's harem girls.
Going over to Malta I'd like to see their outdoor mobs change, I mean seriously, Malta's cover should have been blown by the first hour of their existence if they just tromp around Peregrine in broad daylight like that with their GIANT MECHA! And am I the only one who wonders why a spec ops group would be so utterly devoid of things like snipers?
But yeah, if Malta has to stay outside, then I'd like to see an outdoor spawn version that pretends to blend in with the common folk like Nemesis Automatons. -
Quote:Nah, I'd say they're more like [WARNING! WARNING! MAJOR SPOILER AHEAD!] Jack.I don't think they're a biotechnics company. They have a Crey Biotechnics branch, but I believe the company itself is called just Crey Industries, or possibly just Crey. Most of their research actually goes into technology, with the entirety of their generics research programme probably devoted to the Paragon Protectors via Project Revenant Hero.
On the flip side, "splicers" is pretty much what Paragon Protectors are, so I guess my argument is kind of moot.
Now, Paragon Protector Elite 308, would you kindly kill those heroes? -
On the random note of expanding on existing factions, shouldn't Crey have something like Bioshock Splicers in their ranks or something? I mean their a biotech company, it makes more sense than powered armors and such, right?
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Quote:On the second point, funny you should mention that, I've been working on an AE arc featuring a level 30-34 (custom) version of the skulls who are trying to make a comeback in a rather grim and dangerous way.What I am definitely AGAINST, however, is waking up one morning and seeing that the Hellions' long years of purse snatching have finally paid off and they've become a high-level demonic villain group while their old missions have been taken on by the Demonics, a group who look and act exactly like them but wear blue clothes and shoot blue fire, or that Malta have suddenly been exposed and broken up, removing Crimson and Indigo from the game who've moved on to other cases. These are the kind of large-scale storyline changes that do nothing but hurt the game.
*edit*
Speaking of change, why not abuse the level-centric timeline and do comebacks for old, defeated villains? For instance, Doc Vahzilok gets defeated 15-20, but why not have him make a comeback in the 40-50 range, using a new contingent of much more powerful, much less shambling zombies? You could easily borrow from games like Resident Evil and Parasite Eve to gather a good collection fast, hostile, deadly monsters for him to have stitched together and produced. Maybe even give him some cybernetics, too. No longer trying to just cure death, but also to improve on the human species, it'd be a cool storyline to have.
On the first point though, no I don't think that should happen either, though I would still like to see factions updated and expanded a little. Like Techbot points out here:
Quote:And yes, I do mean cheaty. The Hellions and Skull run as thus;
Minions: Run of the mill, suitable for levels 1-5
LTs: Single attack, higher damage, still suitable for 1-5
Bosses: Lol pwn u n00b. LOTS of attacks, all with high damage, fire and neg energy damage and DoT/other effects. A very steep upswing in the 'hard' factor for 1-5. -
Quote:I doubt that's what Sam meant at all.So when my wife is on her newly created level 1 character she is in 2004 Atlas talking to my current day level 50 character? Interesting concept, we don't even need some silly mailbox for us to communicate.
But it might be what the older devs did. -
Quote:Actually... You do fight the Petrovic brothers, they're generic bone daddies in the Bone Fire arc. I know, I was disappointed too.I would like to take a deeper look into Paragon City's Gang Lore.
Currently, the lore is set up so that there's this kind of... gang progression, I guess.
The Hellions got stuff from the Warriors, who are connected to the Circle of Thorns somehow.
The Skulls have a connection with the Family and Trolls, who has a connection with... I dunno. Who ever the Family is connected to.
But other than that, we never see the Petrovic Brothers (Who founded the Skulls). They don't even tell us who leads the Hellions, but at least they've got two unique bosses. The Skulls don't have a single one. -
Quote:Well that's fine and dandy, I think new additions and touch ups to old enemy groups should be made, but you can't have them constantly being buffed up beyond the normal leveling progression or else they get too hard for newbies.I meant guys like Lord Recluse and such. In universe there just... Can't be any sufficient explanation otherwise.
'Villains have killed all your highly trained men in base random number sir' "Post more guards, it wont happen for the sixteenth time in one day."
Cobra Commander continued to shovel out a Cobra trooper a day with all sorts of upgrades and enhancements for years. A.I.M. has developed hundreds of upgrades and items to help their troops (That do absolutely nothing to save them from death) Arachnos seems less... Evil and more like a cheap Empire... Arachnos troopers are just... Stormtroopers that can sometimes hit things with paper bullets and black spider themed armor.
...Actually. That's more of a pro towards playing, laughing at how awfully bad a 'super evil organization that's a threat to world peace' is. Bad cheap, not bad evil.
I mean I'm sure in a realistic scenario of City of, all heroes and villains would be genetically spliced demi-magical, spec ops, martial artist, magi in techno-magical powered armors that would be capable of out performing the Tzar Bomba in potential damage performance, take hits like Mount Everest, and move at light speeds while being able to turn at a 90 degree angle in over one inch of space.
But that doesn't exactly make for a good game. (And would clutter up the power tray like you wouldn't believe. -
I kind of agree with you, it would be nice to update some of the factions with new units and powers, like Hellions and Skulls Lieutenants with dual pistols, and it's always bugged me how despite being an arsonist group, only Hellion bosses have fire powers unless it's a Steel Canyon Fire Alarm event...
Also, Skulls do need some new development too, namely WHAT THE HELL ARE THEY? Are they using literal Dark Magic? Do they all have latent dark abilities and have shot themselves up on just enough superdyne to get by as a science? Are they all mutants? Maybe their dark powers are naturally fueled by their teenage emo angst? Seriously, what the hell?
Also, longbow could stand to follow examples from the PPD, Vanguard, Legacy Chain, hell, even various villain groups, they already (poorly) copied the sky skiffs with their chasers. (damned if the Chasers don't look sweet though, they need alternate paint job models for them though, and sexy men or woman painted on the side and names like "Lady Luck")
And all in all I can think of many others, like the Sky raiders needing a human boss, I actually started a thread a long time ago about updating enemy factions with new powers, never really took off.
But on the note of the Column vs. the Council's Mechmen, the the 5th's Mek Men technically outperform with more powers and about the same resistances. (Mech Men have the melee claw strike, a laser blast, and that's it. Mek Man possess Barrage, Whirling hand, and energy blast they might also have stun)
Also, the Column's significantly more powerful at lower levels where they possess more powerful units and bosses like the Krieger early on, and you rarely do encounter ascendants, and at higher levels, the two groups still seem matched, I'd give the overall victory until the leaders themselves step onto the battlefield field to the Column. (Besides, the robots, the super soldiers, it all makes more sense coming from a group of Nazi soldiers because that's what people would expect from them. But for a somewhat random paramilitary group like the Council? It gets a little narmish.) -
He's a mysterious and eccentric billionaire wrapped in a riddle, and then tied up in an enigma, and shipped to Wonder, Inquiry.
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Quote:So you're saying that more costume options are a BAD thing, and you're basically saying that people with fantasy concepts should not be allowed to explore their full concept? I am sorry, but I find myself giving you negative reputation for both your lack of understanding about what helps make this game great and attempting to force others to conform to your taste.I'm thinking because this is a Super Hero MMO and not a medievil MMO you wouldn't expect suits of armour running around fighting crime, and when you would see that you would get something like the roman armour, the valkarie armour, the warrior or anime armour.
Oh and we also have medievil helms and some body pieces would go nicely with that to make a nicely medievil look if you really want a suit of armour.
With a charcter customiser like we have we don't need any more suit of armour sets than we have IMHO -
My Main villain Redcoat is repurposing a Sonic Doomsday device to override every audio system in the world... To play Rick Astley's Never Gonna Give you Up, not exactly to Rick Roll the world, but he just likes the song that much.
Compare this to my insane DP/Rad corruptor who is effectively Xemnas from Kingdom Hearts II in terms of goals (trying to make herself whole again) and has gone so far as to harvest the souls of other people to sell them to a demon who's agreed to help.
Which of these do you think is more evil? -
My main SG on Pinnacle is The Crimson Wing, it's located in Southern Founders' Falls near the Eden Entrance and Indigo herself.
The place is publically open to people as a sushi bar and a Japanese style hotspring bath (open air), Agent Indigo and on rare occasions, Crimson stop by for something to eat or to relax after a days work, usually in disguise.*
*This last part is fan wank, but I figure the two surely eat once in a while and Indigo is often standing there waiting with info to foil the next malta plot.
My SG on Virtue is Fianna Eireann and is located in Western Talos in one of the old warehouses.