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Quote:I seem to recall reading (or hearing in the YouTube videos) that your choices during the Praetorian tutorial level determine your starting contact, not the AT you pick.I got the impression that you'd be able to select loyalist or resistance and that would determine which AT's you got to choose (hero AT's for resistance and villain AT's for loyalist). Then once you got to 20 you could choose hero vs villain for your new home base, thus allowing a resistance blaster to go to the rogue isles and continue leading a life of crime or a loyalist brute to go to Paragon City to continue a life of crime fighting... so to speak.
From there, even if you start down one path, you generally have the option to switch between Loyalists and Resistance as you like, until you get to level 20 and leave Praetoria for Paragon Earth. And despite any choices you've made up to that point, you get to outright pick Hero or Villain... so you could play a hardcore Loyalist from 1-20 but then hop over to Paragon City instead of becoming a Villain (as the Loyalist path implies). -
Quote:You'll be able to pick any of the ten standard Hero or Villain ATs (Blaster, Controller, Defender, Scrapper, Tank, Brute, Corruptor, Dominator, Mastermind or Stalker) when starting a new character in Praetoria. Epic ATs (Kheldians and Soldiers of Arachnos) are not able to start in Praetoria.So, what I'm curious about, after watching the spread at Hero-con again.... They said you would be able to start in Praetoria neither as a hero, nor a villian. During the tutorial you make a choice of which side to start aligning with... So, if I'm creating a toon, and I can't pick hero or villian, what are my power choices going to be? Will I be able to pick Brute stats and powers, or Tank stats and powers? Or Corrupters vs Defenders/Blasters? Just something that made me start going "hmmmmmm" after watching.
From there, the way you play your character decides whether you will become a Hero or a Villain. You can make a Brute that fights the tyranny of Emperor Cole and works to return freedom to the common people, thus making you a Hero. You could also make a Blaster that works as an enforcer within Cole's regime, subjugating the weak civilian populace and halting the efforts of the Resistance as a Villain.
If I recall correctly, a redname mentioned that once you've chosen your AT and powersets and are ready to start the game, a box pops up asking whether you want to go to Paragon/the Rogue Isles or Praetoria, similar to the way the game currently asks if you want to skip the tutorial. -
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The question is, why do you care what other people think? Play the game how you want, but, as others have mentioned, keep anything that isn't appropriate for the 17-and-under audience in private chat.
And you calling people who don't approve of what you're doing a prude is making yourself out to be just as "high and mighty" as you're accusing them of acting. The best thing you can do is ask them to leave you alone, and move to a different location if they refuse.
Let's face it, if you're getting busy in Pocket D and someone comes along and overhears you, you are in a public place. If you go to a real life club and act that way in public, you're going to attract an audience and attention--some assuredly negative--as well. Maybe that's what you want, if you're an exhibitionist, but remember that real life clubs don't let kids under 18 through the door. And just as someone is within their rights to call the police if you whip your junk out on the dance floor in a real club, a player is within their rights to report inappropriate behavior to the GMs. -
Quote:Nah, it's only standard procedure if someone posts they're leaving in a whiny, <bleep>y way.Sorry, I've seen that so much after someone posting they are leaving that I think it's required posting procedure.
Or if they post the same thing in every open topic on the subject, which is against the forum rules and grounds for modsmacking, but hey, he's taking his ball and going home anyway, so why should he care? -
I know Zombie doesn't put things the nicest way... well, pretty much ever... but I generally always agree with what he's saying, if not how he says it. This is no exception. The game is not "hemmorhaging" players.
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Interjection: oh snap!
Humanity: doomed. Earth: DOOOOOOOOOOMED!!!1one: one
Base: yours, in posession: Rikti. You: chance to survive = zero. Your time: make. -
Quote:I never got why there was so much Patron Power hate (other than the fact that you couldn't switch pools in a respec until fairly recently). I find that Soul Mastery really rounds out and completes my Stalker in a way that none of the Hero Ancillary Power Pools do.Pointless on a softcapped stalker. The only folks who get use out of it are those who dont use defense sets, and you really should not be doing that in the first place you want to be the best stalker you can be. Personally I have always seen the patron powers as a huge waste. In all of the sets from all the villain ATs there is only one power in the whole thing worth getting and thats Mu guardian for doms. Which isnt available to stalkers so to hell with patron powers.
Of course, there are definite throw-away powers in both groups. Moonbeam from Soul Mastery--while it may look awesome--takes up a ton of endurance, has a ridiculously long (and interruptable) cast time, and doesn't do much more damage than Dark Blast... which sucks because you can cast Dark Blast twice in the amount of time it takes to use Moonbeam.
But things like Soul Storm? A decent hold power on a melee class? Friggin' awesome. And Shadow Meld makes a great "OH <bleep!>" button in a pinch when I'm suddenly getting my butt handed to me and Elude isn't up. Alternatively, I can throw Ingrid (my Night Widow pet) out to take the fall if I've bitten off more than I can chew.
I suppose I could just get rid of all the fun powers and softcap my Stalker like everyone else does, but then I'd be just like everyone else. Even if it means I'm going to fail, dammit, I'm going to do it my own way and I'm going to do it spectacularly. -
Quote:Not really a discussion for this thread, but the greater number of villains again boils down to mostly the weak one-shot characters that are effectively NPCs. That was a point I intended to make that got diffused by my responding to so many different lines at once, and I admit it could have been developed more. Do you think people would want to play something that gets no more powerful that what is effectively represented in the game by a lieutenant-class enemy? Would you want to play one?So, no. In most superhero comic book worlds, villains vastly outnumber heroes. That one is well established. Sorry.
But really, for every big nasty Magneto in the comic universe, you've got ten Shockers running around. Sure, The Shocker is effective against the general populace and isn't going to have much trouble robbing a bank or going up against a non-powered police force, but when Spider-Man shows up he's only barely a threat. Magneto, on the other hand, outclasses Spidey so hard that he needs most of the X-Men or the Fantastic Four to go against him.
Unless of course he receives the Cosmic Powers again. -
Quote:First and foremost, this is a role playing game. There are many people that focus more on the last word of that title (game) and just play to do as much content or blow through it as easily as the possibly can, but the developers' focus has always been more on letting you create a unique character the way you want and then to play within the game world the way you want.I just have to ask... will there be villains and heroes any more? It seems that being firmly good or evil will accomplish nothing but to harshly restrict the zones you can play in. With the smattering of zones they have, why would ANY villain stay a villain?
I ask the powers that be to think about this from a mechanical, non-storyline viewpoint.
In essence, there is no way to separate the mechanical from the storyline in the developers' eyes. They know full well that many players who purchase Going Rogue are going to move their characters to the middle of the road so they have more chance to find teams and experience the content, and that many are doing so simply to to check off the accomplishments that they haven't yet completed or finished with other characters.
But the bottom line is, nobody is being forced to switch sides or go grey. There are plenty of players who won't do either for their own characters' story purposes.
Personally, my main character will become a Vigilante specifically to do the redside content. For him, I'm only interested in completion and badge collecting, and there's very little story behind why he'd hit up the Rogue Isles at all (the story being that he and my main Villain had their minds swapped... lame, but it gets the job done). Aside from that, I have one Controller who will almost certainly become a Vigilante and a Brute who will go Rogue, then go Hero, and then go Vigilante, just because that's what fits those characters best.
Quote:Look at the server populations, as an example. People aggregate on the servers with higher populations for the purely statistical advantage it has for getting a team. Now extend that to red and blue sides. With the majority of zones and majority of players blue side, staying "bad" is absurdly punative. Fewer zone options than any other "alignment" and no way to get to where most of the players are?
Seriously, when's the last time you started in Galaxy City, then moved on to King's Row and Perez Park for 6-12 (without doing radio missions)? When's the last time you went to Skyway to level up to 20? Independance Port to get up to 30? Founder's Falls instead of Brickstown to take you to 40? When's the last time you spent any appreciable amount of time in Boomtown, Dark Astoria, Eden or the Shadow Shard?
Also, don't forget that they're adding a whole new world for us to explore as we either fight or defend the dictatorship of Praetoria. There's going to be a big hit to both the red and blue zones as everybody rushes to discover the new shinies and fight the new enemies.
Quote:Unless there is some SERIOUS benefit for villains staying villainous, Quote:I expect a flood to the rogue side of things at least. More likely to the Vigilante side, as they will default to the most populated side, yet retain their ability to go back to the Isles should they get the urge.
The path goes Hero -> Vigilante -> Villain -> Rogue -> Hero, by the way.
Quote:Get ready for City of Vigilantes. I acknowledge that the MMO can't mimic the comicbook genre realities as well as some would like, but one of the BIG norms is the large number of villains compared to heroes. CoX has already deviated stongly from this, but get ready for the willing suspension of disbelief to totally crash... there may soon be only one side: the murky blue one that can still go anywhere and do anything content-wise.
Yes, this may be pessimistic, but I cannot think of a reason given yet that could explain why it would not happen within weeks of GR's release.
Is there a solution? Any ideas?
What we have in CoX is more like the X-Men versus the Brotherhood of Evil Mutants, or the Justice League versus the Legion of Doom, with equal but opposite characters on each side of the fence. Or at least, that's what we should have... but there's a large player bias towards playing Heroes (that I'm convinced has nothing to do with the number of zones available to them). I'm sure someone could run a serious psychological experiment using the CoX character creator as a medium, but all I can do is report second-hand suppositions: people generally believe that they are good, and when you put them in a game where they can choose to be good or evil, most will pick good to start.
Moving on... no, I don't think you're being a pessimist at all. I'd hazard to say that for a few months after Going Rogue is released, just about everybody will be starting new characters in Praetoria, switching sides with their existing characters to check out things on the other side of the fence, and generally experimenting with the new options that are available to them.
Just like when Issue 16 launched, everybody spent a few hours at the tailor, changing their power options. And when Issue 15 launched, with everybody rushing to run the new Task and Strike Forces. And when Issue 14 launched, when everybody went into the Architect Engineering buildings and only came out to level up and check the markets.
It's what happen when new content is introduced. By the time the issue following Going Rogue is in beta testing, most players will have settled into the role they're most comfortable with. Many will be fully blue or red, and yes, it's very reasonable to assume that a great number of players might choose to go and stay in the grey, possibly even a majority.
BUT, there are going to be rewards for playing a pure ("exceptional" was the term used in the announcement) Hero or Villain. The developers are adding a system in Going Rogue that allows you to further power-up level 50 characters that are only available to characters who are fully on one side or the other. (They have mentioned that switching completely from one side to the other won't preclude you from earning these rewards, but it will slow down or possibly even reset your progress in earning them.)
As a final note, don't worry so much about what other people are going to do. Play the game the way you want to play it. For every Villain that jumps ship, there will very likely be two Heroes that become Vigilantes who would love to join you on that Strike Force you're trying to get started. -
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You could have a glowie in the back of the mission tied to a boss summon near the front with the boss immediately running at 100% health.
However, you might want to rethink causing a player to automatically fail a mission. Even if you feel it's crucial to the story, it's going to cause some form of grief to the player, which will likely be reflected in your ratings, which are then further going to cause people to bypass your arc when looking for something to play.
I'd go with Wishbone's suggestion above and give the player the means to succeed gameplay-wise, but not necessarily story-wise. -
Quote:Two colors per costume piece. Except capes, of course, which offer two front and two back colors.How'd you add a third colour? It only gives two colour options on character creation!
Viv didn't mean you could put a third color in a costume piece, she just meant that a general way that costumes are created is to make the majority of the costume two colors with a third color used for accenting. Simply bi-colored is boring, and adding too many colors makes the costume too busy... both of which are okay, if that's what you're going for.
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And Tal, don't feel bad for not winning costume contests. The main reason you're not winning is that you're not dressed up like a schoolgirl/catgirl/both with tons of cleavage showing. -
They just added a specific developer to be in charge of the Mission Architect back in what, September?
No, this isn't the "final version" of the Mission Architect. They've already stated a few of the changes that they'll be making to it alongside the release of Going Rogue (double the storage size! 200K instead of 100K, meaning at the very least that you can include several more custom NPCs!) and stated that there are plans to upgrade the system reaching pretty much as far as they've got planned for future issues currently, with even more ideas of things they'd like to do "eventually" on top of that.
And yes, the Architect Entertainment building was absolutely 100% intended to give players an alternate levelling method to developer content, but it was never once said that the two were supposed to be equivalent. Custom NPCs are always going to be more dangerous than a similar dev-created NPC unless they break down and let us customize their exact strengths and weaknesses... which will then of course lead to more exploitation and further reduction of rewards to counterbalance the repeat onset of farmers.
Not that I'm saying this to you Rabid, but just in general... I'm really sick of people complaining about the state of the Mission Architect and saying it's the developers' faults when players so willfully abused what they were given at the start.
Anyway, I certainly wouldn't say that player-created content is the "ugly stepdaughter" these days. For the year between the launch of Issue 12 and Issue 14, and even up until Issue 16, the Mission Architect has been getting the lion's share of the developers' attention. They may have had to leave her for a while in a state where she's without her makeup, but it's borderline foolish to assume that they're not going to gussy her up a little after the upcoming expansion has gotten its kinks worked out.
(Okay, I'm done with the girly metaphors. And now my head kinda hurts.)
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The fact that Outcasts are so limited in availability red-side was mentioned when the devs were looking at changing badge requirements in the Issue 16 beta. They decided against making them more available, on the grounds that Villains have several badge-giving groups that aren't available to Heroes at all (Snakes, Scrapyarders, Cage Consortium, Marcone Family, Cap au Diable Gremlins), whereas Heroes only have a couple of the Croatoa groups still completely unavailable to Villains.
(Note that the last statement doesn't include that the Circle of Thorns' Hellfrosts, Succubi and Hordeling Lashers are only available to Heroes during the Valentine's Day event, and Croatoa Red Caps and Tuatha are only available to Villains during events as well.)
It was also noted that, when Going Rogue goes live, it will be ridiculously easy for a Rogue to pop over to Steel Canyon or The Hollows to smack down a few of the abundant Outcast bosses.
There are quite a few defeat X badges that are easily available to one side and only earnable through concentrated farming on the other. Aside from the aforementioned limitations above, Heroes only have access to Tsoo Blue Ink Men in the Talos Safeguard mission and Siren's Call. Villains only have access to the Trolls in the Skyway City Mayhem mission and in paper missions, and the Warriors in Siren's Call and paper missions. -
Cien, not saying I disagree that this event was a little stale coming out of the gate, but they told us a few months ago not to expect anything big. Both this winter event and the Halloween event were put together by a very few developers who managed to squeeze out a little bit of spare time in between their Going Rogue responsibilities.
I don't know who worked on the winter event, but I know the Halloween event was almost completely designed by War Witch (a.k.a. the zone map designer) with a small amount of help from the art department to create the banners and a little bit of borrowed programming time. They simply didn't have time to create new enemy creatures, even though I'm sure they wish they could have.
As for the new winter raid, I actually really like it, but it's hard to get a large enough group of people together to complete it in the very limited timespan we're given. I have yet to complete it on my badging Villain, and every time I try I get fewer and fewer volunteers. -
I use HeroStats (which reports to Badge-Hunter.com) for badge tracking and also things like inf earned over a play session when farming.
Other than that, I use Mids' Hero & Villain Designer to plan out new characters and decide what powers/roles I want to focus on at various stages of their career.
And before they added the ability to check how much credit you have towards badges, I was using Excel to count the number of inventions I'd crafted towards Fabricator. -
Gratz Nericus! I'm just over a week into my final Hero Day Job and about half way through my final Villain Day Job (both are "working" towards the Gladiator badge).
After that, it's farming in the damage mines for me. -
There's also the very real possibility that features that are currently planned and in development to be part of Going Rogue might not work correctly and have to be changed or even removed completely.
If they tell us we're getting X, but then two months from now they tell us, "Sorry, you're getting Y instead," then that's going to tick off a vocal group on the boards and in the game who will then sour the experience for others and it'll just become one big mess.
Since nothing is set in stone until it's been thoroughly tested by QA and beta players, they've opted to keep silent about these other features.
It's understandable that you want more information -- hell, I want it just as bad as you do -- but you're just going to have to continue to be patient. Beta should be starting up in the next few weeks, and they're sure to reveal some more info then. -
It's true that you can't earn rep for fighting the same person until the timer is up (though I seem to recall they shortened that timer to 5 min, but don't quote me on that... it was certainly a 10 minute timer when I farmed my rep badges in 2007).
The best way I've found is to get a friend or two (or an alternate account) and take turns cycling through characters high enough to enter your chosen PVP zone round-robin.
When I did the badges, I used Warburg, and just fought against the zone wall straight south of the Hero boat. I stocked my Villains with Awakens. When a character was defeated, I'd log out with them still unconscious. When it was their turn to get beaten up again, I'd log back in and use a wakey (if they were a Villain) or hit the hospital and run back before my health had regenerated fully (if they were a Hero), making for some quick and easy kills.
I managed to get one character on my account and one on my then-girlfriend's account to 400 Rep in about 2 weeks of very casual farming, but it can be done in a single weekend with no problem if you just want to spend the whole time grinding, or if you have many friends who don't mind letting you beat up their characters. -
Dude, if you're THAT worried about it, and it's a supergroup for just you, make an alt (Butlertron 5000?), invite a friend to your SG momentarily, have him/her invite your alt, then kick your friend from the SG.
If you get kicked from your SG for switching sides, and Butlertron 5000 (your alt) is the only other person in the SG, he'll become the new leader.
When you're ready to come back, invite your friend to the SG again, have him/her invite your main character, and then kick the friend again. Quit out of the SG with Butlertron 5000, and your main character will be the leader again.
Quote:You should totally "GO rouge." It'll bring out the color in your eyes.this is exactly what im trying to find out if i "GO rouge" am i kicked from my own sg?
i understand all of what your saying i just want to knwo if the traditional game mechanics will apply
And if you understand what everyone is saying, then why are you still asking? People are saying this: we don't know yet! -
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It's nice to see a new player coming to post on the boards, but two things you should know:
1) Yes, this gets suggested all the time.
2) There's a forum a little lower called "Suggestions and Ideas." That's where you're supposed to post these ideas.
I'm going to assume you're a fairly new player, so my advice is to play through the game some. You'll probably find, as many do, that vehicles really don't fit into the game as it's currently designed. Given that nearly all the content is located inside instanced missions, and that there's quite a bit of jumping involved in moving around the cities on the ground, they'd actually be more of a burden than a blessing compared to the other travels at worst, and a roleplayer's tool at best.
Welcome to the game, though, Aaron! Let us know if you have any questions about how the game works! -
Quote:Sorry, was going by the server list on Badge-Hunter.com. Since there's a Paragon server listed there, and we certainly don't have it on the US server list, I assumed it was an EU server.Uh... when did the Euro servers get a server named "Paragon"?
Is that their name for their training room server??
Cos Union, Defiant, Vigilance, and Zukunft are the only ones I knew of.
I have made an *** out of u and me, and for that, I apologize. -
It has been asked, in virtually every Going Rogue thread out there. You are completely correct in your assumption that we don't know how it will work yet, and are probably right that it won't be until it's in beta before we find out.