Captain-Electric

Mentor
  • Posts

    1112
  • Joined

  1. Captain-Electric

    The Lore Wiki

    Quote:
    Originally Posted by Durakken View Post
    if they were going to put that in the game i'd like to see how they do it in Mass Effect.

    Personally I think there is a lot of information that would be stupid for the heroes/villains not have on hand. They are licensed and trained by an organization that has files on a bunch of these people...are you telling me they aren't going to provide you with a dossier of strengths, weaknesses, background, or anything else that may help yuo solve the case?
    Or worse, digging through oodles of forum posts, comics, novels and other material to find a simple historical fact that any average purse-losing-citizen would know from grade school. Oh wait...that must be how you feel right now

    Edit: Oh and somebody should make a cool banner for our sigs.
  2. Captain-Electric

    The Lore Wiki

    Cityoflore.com is a darn cool name.

    I get how some people feel wiki'd out. But it's not really "another wiki to keep up with for the same stuff". The resource it's providing wasn't available anywhere else to begin with. Paragon Wiki can't function without breaking the fourth wall into a million little pieces. This is why Paragon Wiki wouldn't function well as a lore resource. Tony seems to acknowledge that in an above post.

    Really, an encyclopedic resource like this should have been a job for Paragon Studios, on their official website. And the best "lorepedia" would be one that accumulates in-game as you make new discoveries and achieve certain victories. Sort of like the way you accumulate souvenirs from story-arcs, just in a more cohesive, illustrated format. I don't think we're likely to see these things, but they would be nice (any devs reading this can file it as a suggestion). The last update to the official website's history page is from 2002, SIX years ago, when the Omega Team took the plunge. A lot has happened since then!
  3. Quote:
    Originally Posted by DarkGob View Post
    ...Nothing? I don't get what you're implying here. So I'm wrong. Not the end of the world.

    But I don't see how I can be wrong. MMOs have fluctuating populations during their lifetimes. At some point an MMO will reach its peak population. It may continue to fluctuate up and down beyond that, but by definition it will never return to its peak. That's why it's a peak. Because it's a peak.

    Do I need to draw you a graph?
    Think again, DARKGOB!

    (Sorry, just felt like a very heroic thing to say.)

    Anyway. Seriously. It's worth considering Paragon Studio's sleeve. And not just their sleeve, but the ace they have up their sleeve. Which would be popular culture. Super heroes in popular culture are rising up in the collective consciousness again, just like they have every time there was war, the threat of war or the threat of an arms race, or an economic slump (and right now we seem to have everything all over the place). Just ask the distributors, they'll back me up!

    Much like Captain America came along in World War II to save the comics from one of their slumps, Statesman will come along to save super-powered MMOs from their slump. Okay (hahaha), maybe not Statesman. Positron. Let's say Positron. And War Witch. And if DC and Marvel provide the sort of "competition" that Champions Online has (LOLOLOLOL), I think we'll be getting the brunt of that MMO-subscribing collective consciousness.
  4. Quote:
    Originally Posted by Red Valkyrja View Post
    Thank you, Ghost Falcon. Didn't have a problem for the rest of the evening.
    Yep, things went flawlessly for the rest of the evening. Thanks.
  5. Captain-Electric

    Oranbega...

    Better if they don't say too much about the place of Atlantis in CoH lore anyway. If the devs ever decided to create new content (including zones) themed around Atlantis, they'd have free reign to create supporting material without being tied down to existing lore.

    People want it, so maybe it should happen eventually. I don't know. On the other hand, Atlantis has been done to death in other comic book universes. City of Heroes started something different with Oranbega, which is awesome. Imagine an Oranbega-themed expansion on the level of City of Villains or Going Rogue. Or imagine zones on other planets, space-stations or ships. Or zones that take you back to the 1930s. Or zones that are wrapped around other zones and then sprinkled generously on top of a donut. Huh time for bed.
  6. Quote:
    Originally Posted by SilverAgeFan View Post
    Sir, what server do you play on? Your character creation philosophy is delightfully close to how I've approached this game from day one.

    Might be fun to try teaming some time...
    My global name is @Captain-Electric, on the Virtue server. And I'd love to team up!

    And, um, for those fearing my wall of text a few posts up (sorry about that), there's really not much OCD about it. My philosophy covers all the bases you'd see covered in various comic book story-lines. Sure, it takes some paragraphs to explain. But it doesn't require me to track or maintain anything at all. Read it once, and then go play.

    For me, City of Heroes is a comic book presented through an RPG-- not the other way around. Statistics aren't for me. And since I'm just here to save (or destroy) the world, probably the biggest two factors in my creation philosophy are (1) fun and (2) continuum.

    Meaning, (1) it's more important to have fun than to maintain rules or lists; and (2) heroes and villains should always be evolving, only becoming static in death...perhaps (excluding Golden-Age-style heroes and their uncompromising moral compasses).
  7. Quote:
    Originally Posted by Kiana Wolf View Post
    In short, I'm a reclusive gamer living in the middle of no where, so my opinion may not matter to some, but it matters to me. This is the greatest game I've ever played and I'm glad I'll be here to watch it grow.
    Welcome home, sums up my feelings too.
  8. A few tips from a random passer-by (albeit one with super powers and good looks).

    Want to know how to make Altitis an irrelevant concern? You can get bogged down treating Altitis, or you can redefine what your roster of heroes and villains means to you. The following tips aren't just ideas that sound nice to me. They're guidelines that evolved throughout my first year in City of Heroes, and following them closely has greatly improved my enjoyment of the game. These aren't role-playing tips, as inviting as they may feel to that group. They're ways to learn to relate to your characters, the same way you form brief connections with characters in books and movies.

    (1) THE LIST - None of my heroes and villains are alts; they're all main characters. Sound like pure semantics? Think again! From the beginning, I took a tip from the comics (where else?), and have sought to view my characters on an A-list, B-list, C-list scale. They're all important to me, but a few of them have definitely affected local (or even worldwide) events on a larger scale than the others (see "The Time" below).

    (2) THE WELL - In the 1960s, Spider-Man had few fans among Marvel's editorial board. He was almost cut before they realized he had struck a unique chord among their readership, who finally had a hero with average life problems they could all relate with. There are all sorts of ways to create a character, but few heroes and villains are memorable for their power sets alone. So why start there when creating one? Start at the beginning, with their life and the circumstances that led to their origin as a hero or villain. This may involve taking out a notepad or sketchpad, or it may just take a bit of day-dreaming before going straight into the Character Creator. You will not want to delete a persona who feels more substantial to you, who is worth exploring and enriching through in-game experiences. After a while, these won't be "toons", and you won't think of them as your "Fire/Kin" or "Troller". As their personalities take shape, you'll begin to think of them by their names. Give the well of your sub-consciousness some breathing room, here. Like Spider-Man's first audience, you may end up liking a character you may not have expected yourself to make. (And if you created heroes and villains as a child, they're still living in your sub-consciousness. It can be very satisfying to breath life into these within the game.)

    (3) TIME - After a year of playing, my highest-level character is level 43 (that's the only time I'll mention that often useless barometer). Out of 15 heroes and villains on my home server, four of them are A-listers. As expected, they get more attention from the fictional world they inhabit. They hob-nob with patron heroes more often, go on more task-forces, have arch-villains after them, and they get their origin stories told through AE and through Virtueverse.com. And naturally, more "real" people know them, because an A-lister might get a straight week or two of play-time; they're simply around more often. B-listers and C-listers will get days or even just hours of play-time between those longer stretches. I decide how much play-time a persona is getting before I revisit them, and then I stick to that decision. The first few times I did this, I misjudged the amount of time I would enjoy playing some characters. But now, it's a natural gut decision born out of experience, no spread sheets or complex formulas required (LOL).

    (4) THE STORY - Planning the time I spend with a character may seem OCD, but in this case, it's actually just another tip I took from the comics. The average comic book runs around 20 or 30-something pages. Comic writers have a certain amount of space and time to work with, to push their characters stories forward. And most comic book heroes don't even have their own comic books. There are a lot of supporting members of comic-book super-groups who don't say much or make many decisions compared to more famous heroes, even though they may do a lot to keep their teammates alive. I have several C-listers in this category. In comics, B-listers often get their own series, while A-listers get wide-ranging story arcs and get to affect crossover events. Planning gives me a goal, and a time frame during which to push my own characters stories forward, no matter how small (i.e. PUGs) or large (i.e. TFs, major arcs, SG or AE events) that story may be. And it ensures I'm more focused on characters who deserve more focus.

    EDIT - Thought I'd mention, after creating several characters, I now only allow myself to create a new one every 1 - 3 months. This is because the characters I already have should never be "finished". When I write bios for my characters, I archive their screenshots and later update them (every month or so, or whenever I feel like they've had enough new experiences to warrant it). Advancing my characters stories might include costume changes, or even spin-off characters (these can be VERY fun to create, because they start off with some history already set up for them).

    Finally (a more advanced tip here), I don't keep all of my characters separated by a vacuum of space and time; I have intermingled some of their stories when writing or updating bios, and created a duo among my own roster of characters (working on a concept for a super-team). One of my B-listers is side-kicked to one of my A-listers, and two of my villains are the arch-enemies of two of my heroes. None of this is terribly silly. With AE, it's possible to fight alongside (or against) your own characters, so anything's doable now.

    THE GUIDELINES ABOVE are the most natural way to handle "Altitis" that I've found. I've discovered for myself that Altitis isn't the problem. After all, most comic-book universes exist in a permanent state of Altitis, with all the personalities and story-lines they expect their readers (and writers) to keep up with. Your roster of heroes and villains can either be a flat list of video game toons, or it can be the jumping-off point to your corner of a substantial fictional universe. Unfortunately, there isn't a universe that we know of where time management isn't an issue.
  9. One unavoidable factor is right under our noses: Cultural demographics. Since the 1930s and moreso since World War II, the United States in particular has had a fierce and long-standing love affair with super-heroes. Some of its oldest still fondly remember Captain-America punching you-know-who in the face. People have especially turned to them for entertainment (and comfort) during times of war and economic upheaval, when the U.S. has historically seen comic-book sales and related film-sales skyrocket. When Captain-America was assassinated several years back, the event made for bold, front-page headlines across the nation's newspapers. Serious business, know what I mean?

    Really, with little to no European advertising coming down the pipe from NCSoft, the responsibility for community building necessarily falls on the community itself. Your paying customer base is dwindling, so what can you do? Well, always remember, like Spider-Man (didn't) say: With Great Problem comes Great Responsibility! Download the fan site kit and start building more interest in your game. Don't ask what NCSoft can do for you, because it's too late in the game for that strategy. Instead, do something for your publisher. Bring them numbers, and they will bring your funding.

    Last but not least-- For those European players who are thinking of moving to the Freedom server, I'd also like to add that the Virtue server (NA's "Officially Unofficial Role-playing Server") often goes toe-to-toe with Freedom's concurrent population count, has more comic-book geeks, super-groups for role-players, and events for role-players than you could shake a, well, role-player at, and even has its own community-run website (Virtueverse.com).
  10. Quote:
    Originally Posted by VileTerror View Post
    Well, it is effectively canon that pretty much all villain factions, even the simple gangs, have access to medical care of some sort. Whether hi-jacked medi-ports, homemade medi-ports, or Zig medi-ports, virtually all villain groups using living human recruits have some sort of contingency plan to survive death (at least on the blue-side. Not sure how all those Hellions and Skulls survive in the Rogue Isles).
    Right. As long as we're discussing this seriously (I love the mental exercise that comic-based fiction allows); It's important to remember that in this universe, some things are more advanced, partly (if not wholly) because of a MUCH higher number of super geniuses and inventors existing in the world after the incident with Pandora's Box (an effect not unlike the ancient Celestials' tampering caused in the Marvel universe).

    As a result, people have better medical technology at their immediate disposal, and they die less often.

    Also remember, unlike the Marvel universe, where time ticks by slooowly (almost 20 "years" have passed since the 1960s!), time in CoH ticks by quickly. A "day" in Paragon City passes by every hour (I believe it's 30 minutes of daylight, 30 minutes of nighttime?), and we can assume our "perspective" of our alter-egos simply filters out boring details like dinner, house chores, paying bills, and trips to the bathroom.

    So it's actually taking DAYS for our heroes to arrest/kill lots of bad guys, even though it happens in mere hours for us. Half an hour spent chatting under Atlas is a day spent idling away the hours for our heroes (but everyone needs some time off!). And given the always-on nature of the game, "weeks" easily pass by when we're not even watching our characters lives.

    As for the moral dilemmas highlighted in earlier posts (Might as well say SOMETHING on topic here)... I think Going Rogue will provide game mechanics that help make those dilemmas even more tangible, but they were always present for my characters. The majority of my heroes would never attack a group of Hellions just for loitering. I've seen many teammates abuse their power with abandon, but I've also met lots of heroes who wait to see evidence of a crime (I play on the Virtue server).

    On the other hand, I have one character (soon-to-be vigilante) whose wife and parents were all murdered by the street thugs, and he's not so nice to the loiterers!

    So no. Paragon City isn't evil. But the branches within the FBSA might want to consider some reform in its registration process.
  11. Ahem. On a lighter note. From one of those players who spends so much time heroing (it's a word now) around that we rarely pop into the forums (we exist).

    THANK YOU FOR THIS. And not just for Dual Pistols.

    April will mark my ninth month subscribing. That may not seem like much to many of you, but I have made friends and developed heroes that are uniquely my creations, and they mean more to me than any character in any of the MMORPGs I've played over the past decade. Through City of Heroes I've had a hand in producing personalities and stories and histories and allies and enemies that make for very substantial fiction, and it's well worth the money for the subscription and various item packs I've bought. I also bought the series of comics from my local comic book store and have enjoyed those.

    Now. Where's my Natural Defender's damn grappling hook gun, fellas? GET TO WORK ON THAT.
  12. Operating System: Windows XP

    Browser: Firefox 3.0.13, Firefox 3.5.2

    Forum: All

    Bug Description: Cannot log in at all with Firefox 3.0.13 (the latest edition of the non-upgraded FF3).

    This is not insignificant, as FF3.0 is still receiving updates from Mozilla, which of course means it is still considered a supported browser.

    I can log in now that I've upgraded to FF3.5. If you're reading this, having problems, and you're using FF3.0, try upgrading. It is quick and painless, and your browser and accompanying features (like bookmarks and history) will work much, much faster.