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Forgive the cruddy webcam. Had to show off my latest writing impliment, a Sonic Screwdriver pen!
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Quote:Very true. I'm not a powergamer nor are any of my RP characters 'uber godlike beings' who expect to faceroll every encounter they come across. I like a challenge and it's the nature of the game to be challenged at every level of power.Again you miss the point - nobody is saying "We're too uber..." We're saying this is a jarringly inconsistent and stupid plot device that simply doesn't work. That's not simply one voice - it's true for many of us judging by the voices in this thread.
A civillian with a rock is not a challenge. Even one with a team of psychics who can somehow cause my armour to feel very doubtful of itself. The only time I expect to be taken down by an office worker with a rock is somewhere before level 10 and even then, characters can take a shotgun blast to the face and walk away. The civillians in this trial should be a nuisance, nothing more.
People keep on bringing up comic book lore as an excuse for accepting these trials as they are but which of these scenarios really warrants a team of 24 Incarnates?
1) A mental institution with a host of armoured guards.
2) A military facility and a big guy with an energy drink.
3) A madman powered by three nuclear reactors.
4) A primal demigod of nature that's virtually conquered the planet.
5) A newsroom, a jumped up pistoleer and a horde of civillians with rocks.
6) Another mental institution with a number of powerful psychics.
Out of all of them, only Keyes and the Underground sound like scenarios where more than a small team would be needed. If we can't be expected to fight Galactus every day, then at least scale the teams needed to the apparent threat. Slapping a lame excuse on such as 'But they're Well empowered!' does not make them more epic.
The only time I see teams of 24 heroes fighting someone in comics tends to be for the real world ending type scenarios. Before Incarnates, the only time you really needed a huge team was for either a Hamidon Raid or more recently, the Cathedral of Pain. Both of which were against huge world threats.
I have to agree with the poster who pointed out that the monster in the new tutorial looks and sounds far more epic and threatening than anything in the Incarnate Trials so far (Underground perhaps excluded). It's a shame and I really hope to see a change soon because as I said, I want to like them. -
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The rocks sound silly because they are silly.
It's not that I don't understand it, it's that I think it makes no sense within the story (whatever is left of one by this point). If these telepathists are so damned powerful, that they can strip an Incarnate down to being defeated by a mob with rocks, why haven't they been sent against Primal Earth yet? Or built up to in some way as you would any really powerful threat that we've not faced yet: "Beware Incarnates, you may have faced Cole's Seers before but you've yet to face his dreaded Telepathists!" Plus the fact that the laser beams and other weapons don't leave us as greasy smears on the floor goes to show there's some terrible internal inconsistencies at play.
Add to that the 'Anti-Non-Incarnate' ray from the Apex and Tin Mage TFs that Cole seems to have mislaid somewhere and he could waltz all over Primal Earth forces.
To me, it seems painfully obvious that the mechanics of the trials are worked out first and then the lore twisted and abused to fit around it. And after six trials and two TFs, the Praetorian Invasion story has been so mangled by this that it has holes in it I could fly the Nostromo through. Just what will happen to Cole if we do change public opinion of him? What is the average citizen going to do? Pelt him with rocks?
Scarlet Shocker said it best, that the story telling aspect of CoX has taken a nose dive in recent years. Part of this is that Trials are an appalling way to communicate story and no, adding Prometheus to spout walls of text at us does not help, especially when it doesn't add up and looks like a giant Band Aid over the inconsistencies. Plus the multiple contradictions and inconsistencies demonstrate that the mechanics and 'I Win' gimmicks come first, lore somewhere way down the list and that really puts me off.
This isn't meant as a rant, I don't want an argument, I've never been a fan of the Trials and I've been hanging on, waiting for them to get better or feel epic. I want to like them, I want to embrace them as a new and exciting challenge in CoX but the abuse of lore and feeling lost and irrelevant in a team of 24 has pushed me further and further away from the Incarnate content. I'm just holding on for the revamped DA to see whether it's worth me continuing to subscribe. And if I don't, that will be a sad day for me after six years of fun and enjoyment.
Sorry for the wall of text. -
Quote:No, Villains can join in on Incarnate content but they're expected to abandon all pretences of being villainous to join up with the Heroes to defeat 'The Greater Threat'. Whatever that may be this week. This is a separate conversation that has come up in over threads but in effect, the Incarnate content is completely heroic. If there's an option to do evil things in them, I haven't seen it yet.Are the iTrials unavailable to villains completely (I wouldn't know since I don't ever play redside)? The Prometheus infodump states outright that the Coming Storm is something heroes and villains will have to join together to fight against. The war for survival against The Battalion is not winnable if traditional moral/battle lines remain drawn between humanity's superpowered elite. This suggests a full-on cooperative aspect to the Incarnate trials to come, making the distinction between Hero and Villain ultimately irrelevant.
In general, I don't have a problem with Villains having to team up with Heroes occasionally but IMHO, it's been overused in this game. I'm informed that the new Dark Astoria will have options for Villains but whether that's an actual separate story arc or just more options to kick puppies while doing essentially the same mission as Heroes remains to be seen. -
Quote:Alas, by the time they get to those kind of encounters, they could well have burnt through every last bit of goodwill I have left to give the game. The Dark Astoria revamp is really their last chance to retain my interest in anything Incarnate and potentially anything worth my subscription.I get the impression, from reading page after page of Prometheus' infodump text in Orobouros that the Incarnate trials that we've been given so far still only constitute Act One of the overall epic storyline. Act Two is another showdown with the Hamidon, and Act Three is the "Coming Storm" we've heard so much about for so long: the war against The Battalion.
If this impression is right, then the trials in which we will feel like, and be expected to fight like truly godlike beings comes in Act Three. Everything else is just prologue, in a sense. This isn't meant to excuse the lackluster feel of the current trials as much as put it in perspective and perhaps help orient expectations. This is very long-form storytelling, and it may turn out that the only real mistake Paragon has made is in not making it clear enough that our 50+3's are really still in their "Incarnate infancy" and that there is still a whole lot more to come.
Citizens with rocks is still full of fail though...
I've tried to enjoy the Incarnate content, I really have. But there's nothing there that makes me feel like a hero (or a villain for that matter, given that the Devs have abandoned villainous content for iTrials). When issues old, low level missions make me feel more like a hero or villain than the game's 'premier' content, there's something distinctly wrong. -
Quote:I recall when Hero 1 turned up on the EU Test server and was asked about the Coralax, he basically said that it was up to the players to tell their story (this was before AE went live). That sounded pretty much to me like the Devs had given up on that particular faction for whatever reasons, I don't know.There are so many... I don't even know where to begin. I wish to God the devs would hold a contest where players could submit ideas for story arcs that build on existing lore, and have them implemented in the game (within the realm of reason - for example, even though God knows HOW many people would love to see Brass Monday, they can't do it because of the sheer amount of art assets it would take to do it properly).
I'd love to see the Devs do that more often. To say, "we have no further plans for this group, go hog wild with your ideas" and then see some of the better arcs elevated as a Devs' Choice, the closest you can get to being enshrined in lore.
Of course, several years after the Coralax were supposedly abandoned, we have Mr Ross show up in Sharkhead to demonstrate how awesome the Well is by being behind the Coralax all along. *Sigh* -
Quote:Which just proves that they don't really understand the original complaint: that a god-like super-powerful being brought down by citizens throwing rocks just isn't 'epic' or 'cosmic' no matter how depressed the Seers make you.Not even. They defended the rocks. It's not that they can't fix the problem of demigods being slaughtered by citizens tossing stones, they don't agree there's a problem.
In other words...
Devs: "The customer is wrong."
They're cool with it and they even threw a little bit of "ur doin it wrong' and 'L2P' sentiment in as a reply to the complaints.
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Giant robots, Earth Avatars, Cosmic beings, Hellspawned Demons and Dimensional Entities... these are the things Incarnates of the well should be pitched against, not an office worker with a rock. -
Originally written by @Wolfram:
The Militia Academy - 21 December 2011
Quote:Observation Report, 21/12/11
For the attention of Militia Team Leaders and above only.
Summary of Activities
The Academy's activities today arose from a message given to new member Amy Martin by the Midnight Squad. The Squad had lost one of its top field researchers (guess who...) in Oranbega and was requesting a rescue effort. This was the first time in Oranbega for many of the team, and some were very excited about it. Despite that, they showed discipline in avoiding contact with the dangerous magical artifacts strewn around the area. We also unexpectedly encountered Lost and Nictus forces in the area. Once Mr. Winkley was retrieved, I advised a swift retreat.
Based on the presence of the Lost in Oranbega, the team began to investigate Lost activities elsewhere in Steel Canyon. We searched two safehouses in all, both connected to the Rikti tunnel network. I considered aborting the mission on discovering this, but judged the risks in doing so unaccepable and continued. In the first safehouse, we found several unsecured computers, from which Integro was able to download data. In the second, we found a captive Rikti Traditionalist and escorted him to the surface. According to protocol, all Rikti data and the hostage were handed over to Vanguard personnel.
Subsequently, the team received a request for assistance from a Dawn Patrol member, here incognito to pursue a research lead. We found the agent under attack by Circle of Thorns forces and assisted her in retrieving the artifact she had come for.
Observations
The Academy continues to work effectively, though they still seem to be used to operating in split teams. I suggest we need a way to emphasise working together as a complete group. Some of the injuries suffered today could have been avoided. However, the team showed they can react well to changing combat circumstances. In my judgement they should be considered for some more advanced tasks.
I have some concerns about James' behaviour. Maybe it's just the Warshade integration process but his attitude occasionally goes beyond being merely confrontational. I suggest he be assessed by someone more familiar with Kheldian psychology.
In general the team seems to have some lasting friction, but I don't think I'm qualified to judge how serious it is. They look out for one another when the fighting starts, but that might change if real hostility breaks out between members. Might be something to watch.
I'm concerned that the team was a little too reliant on me for leadership this evening. In the long term the team needs to develop its own internal leadership. Ally's absence is probably a factor.
Additional
We found nothing to link the presence of Lost agents in Oranbega with Lemkin's plot, but with the two coming so close together I suggest we keep an eye on the situation. The Lost showing an interest in magic again cannot be the start of anything good.
During the evening's action, the team came into contact with Lost and Rikti working together, including a Lost tunnel leading to a Rikti underground base. I wasn't asked any questions about this and I tried to avoid the subject, but I can't be sure they haven't learned more than they were meant to. I take full responsibility for any breach of clearance that occurred.
Jen. -
Quote:We're at the point when the Earth is farthest from the Sun, when the nights are at their longest and the days are at their shortest. Now the nights will begin to shorten and the days will lengthen.When did the Solstice become the "deepest part of the winter"?
In my tradition, it's to do with the light returning, nothing to do with the temperature. Typically, January and February can be much more bitter than Yule. -
Bright blessings to all those who celebrate the rebirth of the sun. May the coming year be full of joy and happiness.
Now it's time to break out the mead! -
Quote:*********************************************
Costume Slot
Get an additional costume slot to create an alternative look! Unlocks the slot for all characters on your account.
Market Location: Costumes > Tailor > Costume Slots
800 Paragon Points
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I'm a bit confused as to why these are featured. Isn't 800 points the normal price for costume slots?
A shame because if there's one thing guaranteed to get me to spend more points, it's a reduction in the cost of costume slots. *hint, hint* -
I'd take any of these over more Praetoria.
I had forgotten a lot of these which is a shame as one of the reasons I fell in love with CoX was because of its rich and detailed background. Unfortunately, I doubt we'll ever see many of these stories explored mostly due to the Lorekeepers behind them now having left Paragon. -
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Quote:From reading the dialogue from Ramiel's arc, it appears that it's the Well itself that possesses Recluse or Statesman, not the Sisters.What I was trying to get at was that (according to the book) the Furies gained their powers when they first opened the box, 4000 years previous. Wouldn't that sit them in the same "Fast Path to Incarnate" league as Recluse, Statesman etc? If so, how come they (I'm assuming it is them) can control Statesman, Recluse etc in game?
Now I know that they were allegedly spawned from the castration of Uranus by Cronos in Greek mythology, but we're talking CoH adaptation here. -
Two things.
First, I'm agreed on more IO sets. There are how many Targetted AoE powers in the game and about one decent non-purple IO set for them? Definitely would love to see more options for inventions outside of the ATIOs which I will not be touch with a 40 foot barge pole.
Secondly, and I know this may sound odd, I want to see more missions dealing with ordinary people. I've been playing through old low level arcs and enjoying freeing trapped citizens from the clutches of evil-doers. The new arcs in Atlas are a great start but I want more things that make me feel like a hero (or a villain) and not just a pawn in someone's game. -
I must admit, when the powers for the Incarnate system were revealed, I was a little disappointed at how much they blurred the lines of the ATs. We can already do this with Inventions but the Incarnate system takes it even further. Perhaps this is deliberate.
For me, I would have liked to have seen skills that took ATs to their 'next level'. So for example, AVs are hard to debuff as they have high resistance to debuffs. So for an Incarnate Defender (or any other AT who have debuffing abilities) I would have liked to see something that could overcome even the resistances of mighty AVs. Basically something that took their abilities further. Like a power that added a few extra feet or splash damage to melee attacks so that melee ATs could truly wade through hordes of enemies like a demigod should.
Or perhaps powers that helped close some of the gaps in ATs, leaving them less vulnerable. Now we do already have those with the Destiny buffs and the Alpha slot to some degree, so in some ways, job done. But I was thinking more along those subtle lines rather than big, flashy powers.
Of course, allowing those things would mean creating new challenges for players but then that's always going to be the problem with scaling power levels. The Devs might not have added another 10 levels to the game but already we see us fighting +6 level shifted foes so I consider that a bit of an illusion.
I will say I'm not enamoured with the Incarnate system but it's more to do with the crappy storyline, confusing salvage and iTrial heavy way of gaining the abilities rather than the powers themselves. Hence why I'm holding out on the revamped Dark Astoria before deciding whether to ignore the system completely. -
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*Big sigh*
Many moons ago, long before I was flashing security guards or dancing like an idiot with my pants on my head at NCSoft gatherings, I attended my first COX EU player meet in sunny old Brighton, around the corner from the NCSoft Europe offices.
On that day, a bright, happy and very tall young lady was going around making sure that everyone was comfortable and enjoying themselves. Nothing seemed to be too much trouble and out of all the mods there, she seemed unstressed and unphased by anything.
That's how I remember Avatea and even when she jumped the great pond, she's remained a constantly helpful and friendly member of the Paragon staff. She'll be greatly missed and not easily replaced.
Safe journeys Avatea and bright blessings for your future. -
Quote:For what it's worth, I'm mostly indifferent to the character. I never read the comics but the novels painted him in at least a good, if not amazing light. His throwdown with Recluse at the end of The Freedom Phalanx was still fun and showed he could throw a little light heartedness in too. I think a lot of people still either associate the character with Jack or dislike how belittled they feel because of his iconic status.The Devs ARE trying to emulate the attention and acclaim that has accompanied the deaths of DC and Marvel heroes. They do not care what that does to the quality of the story.
The main difference though is that he doesn't have the following like some of the iconic Marvel or DC characters. So when his death is announced, the reaction (judging from this thread and other places) seems to be a collective "Meh" or "Good Riddance". -
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Quote:Absolutely agreed. I may not care that much for States but I was enjoying the speculation and discussion. The only reason I can see that they have done this is because it mimics what some comics have done when trying to drum up interest by killing off a major character (only to bring them back later).The point of the spoiler complaint with this is that there was no reason to reveal this. Allow speculation and discussion and interest for ep 5 to continue for weeks.(particularly after the generally favaorable ep 4 response I've seen.)
Then allow the story to tell itself and let the community bubble and churn on its own when ep 5 hits live. For the life of me I cannot think of one good reason for this to have been revealed. At all.
The flaw here though is that where there are legions of people who love Superman or Captain America, I can't think of anyone who has ever said, "I love Statesman" or words to that effect. Ever. As far as I can tell, he's almost universally loathed so trying to emulate the death of a beloved comic character has done nothing more than annoy the section of the community who were enjoying the SSAs.
It's ironic when I recall the April Producer's letter that stated:
Quote:We view City of Heroes is as a storytelling medium. -