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Quote:Then as fair warning, First Ward will make you feel nothing like a big damn hero. Far from it I'm afraid. And it's lack of villain content will also fail to make you feel villainous too. I ran it once and left feeling unsatisfied and miserable.I've been playing the Faultline arcs lately because they're good at making you feel like a big damn hero.
I keep hoping that game writing will return to form at some point. Arcs that aren't crammed full of pointless gimmicks, that don't require walls of text and pointless running back and forth between contacts and actually make you feel like a hero or a villain for a change rather than just adding a morally shady choice to placate villain players.
Alas until we get our *** out of Praetoria and back into our own dimension, I'm not hopeful of seeing that.
(Please, please, please don't screw up Dark Astoria!) -
Quote:I've liked Nolan's work ever since Memento, hell even since Following. His only wobble has been Insomnia so far and even that wasn't bad. So I trust him to deliver a solid, if not awesome movie.I really liked inception too, and frankly, I'll see anything Nolan does at this point up until he starts missing.
The second picture is better and although I'm still not keen on the look, I think once moving, it'll look just fine. -
Quote:I can wish. Maybe if I wish really hard and click my shoes together three times, the Devs will let me be a villain for once! There's no place like Grandville, there's no place like Grandville!The redesign looks awesome. I'm really eagerly looking forward to it. Here's hoping that there's two contact chains, though... one for heroes, one for villains, like in Cimerora.
Quote:The way Devs have talked about it, there may only be one contact chain but you'll have choices to do good/bad things. -
I might be alone in this, but I think the costume looks daft. And I love the lore around Rularuu. If they made it available for players, I'd likely not buy it.
Still, if other people like it and want it, I think it should be available to them. So another /signed from me. -
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Quote:Or their -recharge. That kills me every time but I still like the challenge. I think the point is though, Praetoria is Ambush City with almost every other mission containing a chaining ambush when you don't have the tools to deal with them. I liked early Praetoria, it can be challenging if a bit frustrating. It's just the stupid ambushes and cruddy ending at level 20 that puts me off.And just ask some people here what they think of Vahzilok -Regen.
And I wish they'd remove the stupid gating on Apex and Tin Mage too. The 'Anti-Non-Incarnate' ray is potentially the dumbest tool I've ever had to suffer in this game's lore.
Anyway, we're way off topic by now. So I'll just say I hope the revamped Dark Astoria is a return to form. I'm still preparing my hat for eating if it surpasses my somewhat jaded expectations. -
Quote:It's this tendancy that has made me wonder just how well the Devs know their player base. The revamp of DA is more in line with what we've come to expect from new issues and I welcome it even if I think it should have been there right from the launch of the Incarnate system.Except that in less than a month, the vast majority of people that like that kind of thing are going to be far, far away from here.
Tossing out your core group of subscribers by changing the fundamental design goals of your game to chase the White Old Whale has killed more than one game over the past 10 years.
CoH is a niche game with a niche market. It will never be anything else. It will never have millions of subs, or even 10s of millions people playing for free.
The people that have stuck with the game for 7 years have specific things that they like about it. Adding in new things that they may or may not like is fine...as long as you're also adding in new varieties of the things they already like. But to only add in the new without giving the players any more of the things that you know they're interested in is a good way to kill off the game altogether.
The obsession with trials and the new CCG style 'Super Packs' suggest to me that the Devs are trying to appeal to players outside of the CoX community, such as chasing refugees from the 'Waste of Wonga'. While I can understand the reasons for doing this, I do feel that it shouldn't be done at the expense of their loyal players. Had a solo/small team path been in place when the Trials first launched, I wouldn't have been anywhere near as critical of their 'new direction'. As it is, the requests for a solo path seems to have surprised them, leading me to the above conclusion. -
I would take part in this thread but I remember what happened when we started badgering the Devs for Circle of Thorns robes...
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Having seen some of the shots of new Dark Astoria, I do think it looks good. However I still stand by my opinion of the fog.
Old DA always felt scary as trying to navigate around the zone without bumping into zombie hordes there was a challenge. More than a few times, I would try to make my way to a mission based in there, doing my best to avoid the shuffling, glowing shapes in the darkness. I always hungered for a time when we would have more missions in DA so that I could run from contact to mission without being jumped on by the Pantheon.
I've heard DA called the Silent Hill of CoX and I agree with that description. The fact that for once, navigation through the zone was a challenge meant that I couldn't just fly up and set run on auto. I had to work to get to my destination, particularly if I was using Superspeed or Teleport, doubly so if I was mid 20s and the mobs were still a threat to me. The few occasions I had to go into DA for a mission, it was a thrilling challenge. With the fog gone in the new zone and old DA banished to Ouroboros with all its missions moved to the new one, that's an experience I'm going to miss. If they keep the Exploration badges in old DA, well that's something I suppose but otherwise it will be a place I miss once the new one goes live.
I've always run under the impression that others liked the fog but clearly I'm wrong. So maybe, if possible, we could have just one area of the zone with a fog like effect in it? The screenshots from the revamp do look good, even if I am expecting to see Meat Loaf performing in the graveyard. I think I will miss the fog though. It made the place a challenge and made it unlike anywhere else in game. I guess I'll form a more solid opinion once it hits Beta. -
I think the last time villains got to be a big threat to anyone was in the LRSF. Correct me if I'm wrong but everything else at level 50 since seems to be either co-op or clearing up our own mess (Barracuda for example).
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Quote:I would jump for joy (as would all of my villains) if any or all of these were introduced to the game.IMHO, although it would be extra effort, it would be relatively simple:
Have an extra, villain-only arc where the player villains can optionally attempt to either help the main threat or impair the heroes' efforts to fight it. By the end of this arc, the main threat is either targeting you or has betrayed you most foully, but in any case makes it clear they will no longer even pretend to work with you. From there, you may join the main storyline.
This could work for both villains ("How dare you betray me first!") and rogues ("Paid in lead? Aw sh-"), and in some case, vigilantes ("But you said you were going to help me destroy Doctor Naughty!").
If the hero only players complain (and they will), add an extra hero-only or co-op mission where they get to turn a minor minion good, or punch an extra villain in the face or something.
In fact, something like this could (and in some cases, definitely should) be retrofitted into existing zones and arcs.
- In Cimemora, you start off helping Romulus and desstroy one of Daedalus' inventions for him. Then you realize he's working with Nazis. Because even villains hate Nazis.
- In the Incarnate storyline, you start off pledging Loyalty to Cole and reporting on the activities of the Primals. Then you turn against him when you realize he attempts to kill you (if Primal) or capture you and surgically remove your identity (if Praetorian).
- In First Ward, you start off working for Master Midnight and defeat one of the First Ward Signature heroes for him. Then you catch him agreeing to sell you out to his True Love.
- In Dark Astoria, you could start off working with Diabolique, planning on stealing the power of Death Incarnate from her when she reveals how to get it. You steal an artifact for her, and then she tries to murder you (surprise surprise).
...
In addition or as an alternative, many co-op missions could spawn an extra villain-only objective. This could do nothing but let you feel villainous, but it could also give some minor reward such as an Inspiration, some xp, or a temp power.
Examples:
- You click a glowy to steal loot related to the storyline.
- You kidnap an npc while nobody's looking.
- You kill a defeated npc to make sure he isn't a future threat.
...etc
Even something as simple as having the villain side Contact be someone you threaten, blackmail, or bribe into allowing you into the storyline could work.
Villains are difficult because of how the contact system works. In one way or another, we end up working for someone. However, recent arcs such as Dean McArthur or Leonard have actually allowed us a bit more freedom to feel villainous, even if the story is railroaded. Those contacts actually respect us for a change, rather than making us out to be some kind of hired grunt. Co-op contacts don't even have the decency to offer us payment sometimes. -
I like it but am I the only person who can spot three Miss Piggys in there?
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I love this thread. I'm particularly pleased that it's resurfaced just as my daughter turns three. She's already interested in what I'm doing and likes to watch as I fly or fight although as hardly any of my characters wear pink, she's not that interested yet. Although I may have to make something for her, just so she can watch and help press the keys occasionally.
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Quote:My number one problem with all co-op content, bolded emphasis mine. The Devs have become lazy with this kind of content, using the 'greater threat' over and over again.Trouble is, that's the excuse every time. Why? Because it's easy to write a hero story arc, and then tag on an "oh, and villains also want to stop this so they get to be heroes again". Diabolique isn't worried about the end of world. She's trying to take Mot's power for herself. Why, hello villain angle.
This means that when they finally DO introduce a credible galactic-scale threat that we all should care about (Ruularu? The Comming Storm?) the reaction will be more like "gah, we have to save the day again". Villains being forced into doing the right thing should be special and rare, or it loses all significance.
The only thing these "stop the real villain" TFs accomplishes, is to drive home the fact that I'm not the real villain. At level 5, I'm a 'global threat'. At level 45, I save the world (literally). At level 50+ I save the world again and again and again?
Screw the world.
It was fun with the Rikti
It was frustrating with Cimerora
It got worn out with Incarnates
It was a dead horse by First Ward
The Devs really need a new excuse for this kind of thing. Or, heavens forbid, they might actually create some co-op content that has a more villainous bent to it that heroes grudgingly go along with for the 'greater good'. *sigh* -
Quote:Strangely, I have no problem with this. Then we can just lock it off like we did to the Rikti. Problem solved!And they also hinted that killing Emperor Cole might not be the end of the Praetorian story, which makes sense since Praetorian Hamidon is still out there just waiting to cave in the sonic walls and crush the last vestige of humanity on Praetoria.
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Quote:We've never figured that one out either. Or been offered any kind of explanation for it either. In the end, I think we just chalked it up to another weird discrepancy between NA and US accounts.It threw me for a loop that Europeans don't have the 12 month subscription option (why is that, anyway?), so the holiday bonus time looked weird. But I guess it makes sense!
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Quote:For me, this is very similar to the Circle of Thorns revamp which has left a bad taste in my mouth.So I'm kinda confused, now. A lot of people wanted the devs to revamp the old instead of make new because of things like good lore, old graphics, dead zones, etc. But now that they're actually revamping Dark Astoria with better graphics, actual storylines which, as I understand it, have to do with the dark gods there and is tied to DA lore, and possibly zone events, everyone's complaining.
So which is it? Do we want the old updated or not? And can we at least wait 'til we see more of what the new DA has to offer before condemning it?
Both the CoT and DA needed updating. They both needed new textures and DA needed some actual content. But their core concept, the things that made them great, be it long robes or fog didn't need touching. So it's one thing to update the look or add some content but another thing to rip up the group or zone by its roots and change everything.
The fact that the fog is gone leads me to believe that the Devs are heading more in the latter direction and I feel that when we see the new DA, it won't have any of the things in it that made it so great. I'm happy to be proved wrong (hat still on standby).
However, you are correct in that we should wait before passing judgement. The new Faultline is excellent compared to its predecessor and if the Devs can make DA look as good as First Ward but still keep with DA's dark, oppressive feel, then I will be content. But as I said, the fact that the fog is gone does not fill me with hope. -
There'll probably be some really technical answers to this question so I'm just going to give my reasons why I love my Plant/Storm/Stone.
1) Theme
I dislike breaking theme and the above combo allows you to soft cap your S/L easily without breaking that theme. Plus with Stone, you get a self heal, something I always like to have handy.
2) Great power synergies
Steamy Mist lets you get close to use Seeds on a whole spawn.
Roots and later Storm pets have high damage, Freezing Rain debuffs Resistance and Defence.
Tornado blows everything all over the place, Roots keeps them locked down.
Plant's pet is squishy, Storm has a ranged heal.
Carrion Creepers and Freezing Rain.
3) Jack of All Trades
I can Control, Debuff, Heal, even Tank occasionally if the situation is right.
4) Soloing before level 20.
I normally hate Controllers because of their late blooming nature but I could solo with mine fine early on. And on teams, he brings a lot with him.
5) Variety and Chaos Control
There's so many ways to control a spawn, you'll be spoiled for choice.
6) It Looks Damned Impressive
Noise, vines, creepers and lightning storms, Plant/Storm is a spectacle to watch in action.
Anyway, those are my reasons.
EDIT: Oh and my build is softcapped to S/L with good defences (approx 30%) to Ranged with a reasonable recharge too. As said, Controllers don't 'need' to be softcapped so you may wish to lean more towards more Recharge. Just be aware that, as you said, this combo can be hell on Endurance so make sure you've got some good Recovery bonuses before piling on the Recharge. -
I don't consider the CoT make over to be a 'win'. A few minor adjustments were made but the whole damn mess still went live, not that I ever thought it wouldn't. The end result being that we lost a group with a great look for a bunch of Gwar rejects.
There have also been other trends in mission and zone design such as overly long dialogue trees, enemies suddenly going intangible to spout dialogue, tossing out established lore in favour of the new shiny... All things that have lessened my faith in the Dev team. Despite First Ward being a beautiful zone, I have no desire to go back there now.
So although I am overjoyed at seeing solo and small team Incarnate content at last, please forgive me if my enthusiasm for the new DA is somewhat guarded. -
Not possible.
It doesn't matter which you choose of the four alignments, you get railroaded into wanting to stop Cole's invasion no matter what. Still one of the worst parts of Going Rogue IMHO and the reason I don't bother rolling alts in Praetoria anymore.
If there was ever an option to support him as a Loyalist, I'd be all over it in a heartbeat. -
I'm cautiously optimistic although anything with the word 'incarnate' attached to it tends to make me very skeptical. The god-modding tool that is the Well is annoying and frustrating. The less I see of it in new DA, the better.
1) Not happy about the fog. I love the fog. It makes DA scary and dangerous. A DA without fog will not be a real DA IMHO. It will lose something that makes DA special.
2) Urk, Co-op. Enough with the Co-op. Maybe for a mini-trial or TF or something but no more. Please let villains have proper mission content for a change. Less 'vaguely heroic' missions, more real villainy.
3) Same for Praetoria. I'm so sick of that place by now.
In short, please, please, please... don't **** up one of the most atmospheric, beautiful and scary zones in the game. -
I have the sudden urge to quote Brodie Bruce from Mallrats but it'd probably get moderated for it.