DustyFarrell

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  1. There's a wallpaper of Desdemona featuring a woman with purple hair. I ran several forum searches but came up empty.

    Who is this stranger with purple hair? Obviously she's a new Signature character, but I can't seem to locate her story. Could someone point me in the right direction?
  2. Quote:
    Originally Posted by Egos_Shadow View Post
    I ran into one that was all Necromancy/Dark Miasma, seeded with AV/EB Necromancy/Energy Melee encounters.

    Defeat all. Outdoors.
    roflmao!!!!!!!!!!!!!

    Somebody set out to create the ultimate AE nightmare and succeeded! (^_^)V

    (Nope! Wasn't me!)
  3. I'm a writer. It's my addiction. One of the aspects of City of Heroes that I love best is the creative freedom that starts right at the character creation screen and never really stops. You can play the game however you like, you can redesign your character on a whim, and you can build a base even if there is only one person in your SG.

    Back in the day, I wrote one of the original suggestions for more player-controlled content. There were about three of us who wrote up long suggestions for mission editors, map editors, enemy editors, etc. The final result of three years of campaigning for more player-controlled content was the Architect Edition which I pre-ordered the day it was announced.

    I don't play MA missions everyday. Truth be told, I only indulge in MA missions every couple of months. Like many people, the sheer volume of farms annoys me, but by the same token, that is a necessary freedom to have in place. For some players making the perfect farming mission is a form of creative expression. For others, it gives them the freedom to pick and choose a favored enemy group.

    Personally, I love the Mission Architect. It is one of the most innovative and original features that City of Heroes offers. It is so innovative I often wish they'd spend a bit more time and money featuring it in their advertising because I have found nothing else out there that even comes close.

    If anyone is curious, the two missions I currently have up are

    345127 "All the wrong places"
    345128 "A Tale of Four Wizards"

    I am currently in the middle of developing a third original storyarc, which is what brought into the forum in the first place. I was curious to see what's fashionable nowadays.
  4. Interesting...

    I only have two missions up, both are old. I haven't tested either in about a year. However, when I created them I tested them both with a level 50 MM, a level 26 Dom, a level 40 scrapper, and a level 18 Stalker. For the curious the missions are:

    345127 "All the wrong places"
    345128 "A Tale of Four Wizards"

    Neither one would be suitable for farming. Both are intended as extended storyarcs with multiple complications (patrols, ambushes, rescues, allies, etc.) as the story unfolds. The reason I'm skimming through the forum today is I'm in the middle of making a third extended storyarc that is completely unrelated to the first two and I was curious what was fashionable in the MA world these days.
  5. Hmm...

    There are days when I would love to do nothing but one mission, story-rich AE fodder. For better or worse, those days are few and far between. I like longer story arcs, but only if the story arc is well-developed and has some underlying purpose to it. Five outdoor map "kill all" missions with an intro and epilogue do not a story make, eh?

    One of the most fun MA story arcs I ever ran (this was shortly after it first came out) was four missions, all on huge maps. There were ambushes, patrols, unexpected clickable items, mid-map destructible items, a very unique fairy tale based enemy group, and a story about a young child trapped in a dream. One of the worse I ever ran was a single mission with an Eden map filled with Elite Bosses. (Hey, it had a great description, a fascinating intro, and an amusing epilogue, unfotunately the mission itself was really nothing but a boss farm for exp.)

    I enter an MA storyarc the same way I start a book. The author has about thirty seconds to catch my interest. If they don't, the book goes back on the shelf or I bail the mission. There are thousands of missions in the MA database now. Why would I waste time on a mission that doesn't capture my interest right away?

    But maybe that's just me.
  6. Both of my arcs are story arcs. One is canon (with a few surprises) and one is non-canon. I favor original enemies, and I fill out every last box in MA (even the ones you'll never see because you can't "fail" missions in my arcs).

    The two I have at the moment are:

    345127 "All the wrong places"
    345128 "A Tale of Four Wizards"

    A caveat, I haven't run through either arc in close to a year, so if there have been deep changes in the MA system that introduced errors, please let me know! I tried to keep them free of things that might cause problems later on (dramatic map redesigns, changes in canon enemy groups, etc.). If you find a problem, let me know and I'll get in there and fix it!
  7. As a player and customer, I was never much impressed with Marcus Cole/Statesman. Even his character in the novel and comics was shallow and grandiose at the same time. When the Praetorian Tyrant showed up on the scene, that seemed a far more realistic presentation of the result of Cole's narcissistic and inflamed sense of self-righteousness. Manticore and his bumbling drive to compete above his natural level was always a much stronger character in my mind.

    Now, with that out of the way, Positron's eulogy is compassionate and respectful. It is well-composed and well thought out. A very fine eulogy for a character that never felt quite real. Nicely done, Positron, capturing his strenths, extolling his achievements, careful sidestepping his flaws.

    Dusty Enalios has a eulogy of her own to offer,

    "Good grief and good riddance!"

    Well, she is a powerful villainess, after all, you can't really expect her to mourn.
  8. Nice little mission. Is that a new map? I don't remember seeing it before.

    One little question: why limit it to 8-20? Was that limitation the result of using Luddites? I seldom use the native enemy groups because I prefer to make my own, so I almost never bump into the situation where the enemy group limits the level range of the mission.

    Anyway, gave it four stars. Not a bad little mission for a collaborative effort. What's that saying about committees and design? Yeah, it applies here as well.
  9. Quote:
    Originally Posted by Steampunkette View Post
    There are no true "Heroes" in Praetoria. The Responsible Loyalists commit just as many infractions as the Wardens, they just affect a different number of people with their actions.

    -Rachel-
    Er,...that's kinda what I like about it. There are no clear villains or heroes, only shades of gray. Praetor Tilman scares me half to death (as she is designed to do) but her Seers keep the city relatively free of crime, at least in the area around Magisterium Park. The PPD are a bunch of thugs, but they generally focus that thuggery on violent criminals or those suspected of supporting violent criminals. Calvin Scott is the everyman thrust into leading a rebellion against an oppressive tyrant, but then he ends up being perfectly content with destroying the city's water supply to make his point. Shades of gray, endless shades of gray.

    With missions in Paragon City the main theme is always, "our attitudes are holy and righteous and without blame and these enemies are mindless, faceless lowlifes who don't deserve to share our city". In Praetoria that is the line taken by the run of the mill PPD, but not by anybody else. And if you run both Resistance and Loyalist story arcs, then there is nothing at all "mindless" or "faceless" about the Resistance. Granted, the Destroyers and whatnot are still anonymous nobodies, but it would take way too much programming to change that for every single NPC enemy group in the virtual world.

    In the Rogue Isles the main theme is generally, "Hey, it ain't pretty, but here's a way to make some fast cash!" Except for those newspaper missions that have you beat up some NPC tough guy just because he's a tough guy. Unless I have no choice, I avoid those kind of missions because it's a theme I find completely repulsive. Even the mission that has you destroying school supplies and stealing medicines is more rational than, "Thug So-and-So thinks he's hot, maybe you should show him otherwise."

    Praetorian missions that I've run are less clear cut. At least from my perspective. When it came time to either arrest Cleopatra or take out Inspector Washington I didn't hesitate for a second. Washington's loyalty to the status quo was way too cut and dried. He reminded me of all those contacts in Paragon City that start with, "I'm just a run of the mill so-and-so and there is a great evil threatening our beautiful city that only you can defend against," right before they send you running across three zones to go into a warehouse door that magically leads to the sewers. On the other hand, as you point out, he is a good cop who does his job with high ethical and moral standards. Is he more deserving of respect than Cleopatra? That is the choice every player gets to make at the end of the mission. It is as it should be, an individual choice with a genuine consequence for both the player and the two NPCs.

    I only encountered one mission in Praetoria where the door and the map were not synchronized. A warehouse door led to sewers that eventually opened into a small plaza. I sent in a bug report on it. There really is no excuse for having such mismatches occur. It's nothing more than lazy programming.

    But the point is, I genuinely enjoy the moral ambiguity of Praetoria and the in-your-face self-centeredness of CoV. I first played CoH back in Issue 3 and one of the things that never, ever appealed to me was the self-righteous narcissism of the storylines. It only took a few weeks before I started shopping around for another game, then they announced CoV and I liked it so much I've been here ever since. I read every story box, long or short. For me, the story is everything. I never play FPS games because their stories are always irrelevant to the gameplay. Without a good story, I have no reason to play.

    Praetoria has some of the best storytelling the team has ever created. That is why I would very much like to see it expanded into a full asset comparable to CoV. Personally, I see absolutely no reason why it cannot be given the same kind of story depth and same diversity of material. It would take time, naturally, but in the end the franchise would have three parallel storylines, each with a unique fictional world, unique theme, and unique cast of characters. How could that ever be a bad thing?
  10. Quote:
    Originally Posted by BlackArachnia View Post
    How do you report to Scott/Marchand? I was given the suggestion, but when I tried, he kept trying to give me a mission. Mrs. Arachnia had the same issue.


    Edit: Let me be more precise. Everytime the option to call either has come up, they tried to send us to meet a new contact. I am hoping there is more to the "call them at this time" than that idea.
    With the dialogue box still open that says, "True loyalists might want to call Marchand", I open my contacts list, click on Marchand. Usually there are three options, that basically mean, "new contact, report this, leave". The center one is usually the one that has some kind of text related to the current story arc. Click on that. Marchand comes back, "whaddya want?" Then there is again "report this, leave" and I choose, "report this". He comes back with some kind of response along the lines of, "do as you're supposed to do and we'll handle the details to make it come out the way we want." Although, on rare occasions it is "arrest this guy, arrest him now!" and if you choose to arrest the person in question they go into combat mode and become targetable.

    I found the system relatively flawless and easy to use once I learned how to put myself undercover to begin with. The real chore is getting yourself undercover. The easiest way I found to so was to do the Loyalist Responsibility storyline until you get to Cleopatra and then choose to support Cleopatra and defeat the Inspector. That puts you into the Resistance and gives you both Marchand and Scott as contacts. From that point on, when the option arises you can report to either or neither as you see fit.
  11. Quote:
    Originally Posted by Steampunkette View Post
    The Wardens are, perhaps, the least tarnished, but they're willing to ally with absolute villains who bomb hospitals and sentence all of Praetoria to months of sickness and death to protect them from the mind-control drinks that are bottled at the water treatment plant.
    Hmm...

    Apparently I misunderstood something somewhere. My Warden helped Cleopatra stop the hospital bombing and later stopped the threat against the water treatment plant. Granted, in the end that meant he switched from Responsible Loyalist serving undercover as a Warden back into a Responsible Loyalist, but by then it was time to head off to Primal Earth anyway.

    As I said, I may be confused about what's what. I have run four characters through Praetoria from 1-20. Three of them ran the complete Warden/Responsibility storylines in parallel. Two of three reported to Marchand at every opportunity while the third reported to Scott. The fourth character, which was the first one I made, ran primarily the Warden storyline except for a couple of times where he stumbled into the Responsibility storylines quite by accident. He never switched between Resistance and Loyalist and as a result was never able to "report" his activities to one side or the other, but only because he never had Marchand available as a contact.

    One of my Undercover loyalists stumbled into Mother's little ditty of a story. That woman completely freaked me out, which was, of course, the clear intent. They had just finished helping free the Seers, too, which made the whole experience even more awkward.

    Beautiful writing, Paragon Studios. Absolutely beautiful. You have carried the franchise into literary heights that Cryptic never would have dared attempt.
  12. Hmm.

    First off, you're grossly mistaken in one assumption: human behavior is unnatural

    The human animal is, first, foremost, and always, an animal. Like any animal, we carry certain instinctive behaviors that are impossible to ignore. If there is any single difference between the human and other animals it would be the ability to recognize an instinctive behavior for what it is and then consciously modify that behavior. For example, procreation is an instinctive animal behavior. To a great extent even homosexuality is nothing more than a variation on the basic instinct. True, it subjects that instinct to a pleasure focus rather than a reproductive focus, but the instinct is still the same.

    Humans, however, can go a step further and transform that basic instinct into a diverse set of conscious behaviors. The individual can then choose between those behaviors, thus consciously modifying the basic instinct into a different behavior entirely. A prime example of this would be sex in advertising. Consider the two poster children for Going Rogue: one of them is a scantily clad female who is always portrayed in a sexually enticing manner while the other is a faceless man in a bulky uniform who is most often portrayed pointing a gun at the viewer. Both of these represent variations on the reproductive scheme that are instantly recognizable independent of human culture and will produce an intense, visceral reaction in any viewer. Even if that viewer hates the images, their reaction is instinctive and is directly related to their own individual relationship to the image in terms of threat or suitability. We remain, first and foremost, natural animals with a whole host of natural behaviors.

    The second mistaken assumption, and by far the most dangerous, is the assumption that somehow humanity is independent of the natural world. We are not. We are completely and intimately bound up in our environment. True, much damage has been done, but the result of that damage is a generation of humans (especially in the most heavily industrialized nations) that enjoys longer, more comfortable, healthier lives than any generation that has come before. If the sales of pornography and Viagra are any indication, then reproductive behavior is also at an all-time high despite the declining birth ratios in those same nations. Human animals are still exercising their instinct, and are still modifying it in ways they deem individually beneficial.

    So you might side with Hamidon, but of the two, humanity is far and away the more natural, so the core foundation of your argument is, unfortunately, quite false. By siding with Hamidon you are in fact siding against nature and the natural world.
  13. My apologies if this has been mentioned before. I ran several searches of the forum and came up empty, so here goes:

    I was playing around with the Architect Edition mission interface the other day. I ran a couple of different searches based on my character's level and the length of the mission arc I preferred to tackle. That was when it struck me that a lot of popular missions keep being run over and over again simply because they get preference in the search engine, not necessarily because they are exceptional or unique. Granted, many of them are, and I ran many of the top-rated, dev choice, and such missions.

    After awhile what I really wanted was some way to find the hidden gems that get buried, especially those missions that people spend days working on and are desperate to hear some kind of feedback about but their mission never gets run because people like me never find it.

    So, we need some easy way to search the available missions on the basis of the mission status as assigned by the author:

    Work in progress
    Looking for feedback
    Final

    Either link the status to the key word function or add an additional drop-down box linked to the mission status. It might even be possible to add status links to the two available drop-down boxes. Better yet, perhaps this search functionality is already in place and I just don't know how to access it. If so, please reply here with a quick explanation.

    Thanks!

  14. All hail the divine gods of NCNC and give thanks for their bountiful blessings!
  15. [ QUOTE ]


    -r0y

    (seriously, who isn't on vent, TS, skype, etc. by now?)

    [/ QUOTE ]

    I'm not, and I don't want to be.

    I know millions will raise their hands in praise and glory, but I'm just hoping it'll be easy to opt out of.
  16. [ QUOTE ]
    [ QUOTE ]

    [u]Most Popular Archetypes[u]
    Hero: Blaster
    Villain: Mastermind


    [/ QUOTE ]

    Newly announced for Issue 15: Trading Places, a new Archtype available to both Heroes and Villains...the BLASTERMIND!

    [/ QUOTE ]

    It's called "Robotics"
  17. [ QUOTE ]
    ... one of the things I can talk about is a feature that we are planning. Similar in concept to our character creator, it allows you, the players, to create missions and story arcs for your characters and others to participate in. You’ll be able to pick the map, villain group, and objectives, as well as write the dialog and any clues needed for the missions. When you are satisfied with it, you can upload it and have other players across all servers play it and rate it.

    [/ QUOTE ]

    Thank-you!

    Step one is complete. Player-created zones next, please!

  18. <QR>

    So, um, Blasters, one of the strongest PvP classes in the game, now gets the strongest PvP attack set. One more reason for me not to PvP.

    /Storm MMs? Maybe...

    Electric/Storm Corruptors? Finally!

    Earth/* Dominator sounds interesting. Hmm... /Ice, maybe? I'll have to think on this one for awhile.


    The other stuff is kinda, "meh, whatevah!"
  19. [ QUOTE ]
    [ QUOTE ]
    Find the marketing guy who forced the ad for the wedding pack into the comic and toss him from the roof. Other than that not a hafl bad comic.

    [/ QUOTE ]

    To be fair, the devs didn't give me any pressure to stick any product placement in there.

    I tried to cover as much of the "features" tied to the event as I could, regardless of whether its' a paid pack or not (like the I10 guide). Since emotes are... well... moving... I figured I'd need multiple panels to catch them at enough stages to really communicate what they looked like in a static picture. I opted for the fashion show because I didn't see many appropriate places during the actual event to direct focus away from the bride & groom.

    All that had to be laid out long before I actually got to see or shoot anything, so I overcompensated with more space rather than less. By the time I realized that I could have used less space to cover that... well... it was a VERY tight schedule...

    [/ QUOTE ]

    As always, Chase, a masterpiece! The blending of seriousness and parody is exactly the kind of thing that gives CoX it's unique community.

    Superb!

  20. <QR>

    Alright all you naysayers, let me translate the corporate jingoism for you:

    [ QUOTE ]

    We're going to make major changes and issue at least two for-pay expansions over the next 18 months. Some of you will hate this, some of you will love this, and most of you will say, "Meh, whatevah!" and continue playing this great game which we love the profit from and you seem to love playing!


    [/ QUOTE ]

    That clear it up for ya'll?
  21. [ QUOTE ]
    Here is my footage from the wedding of Manticore and Sister Psyche. The footage looks much better before uploading to youtube (hate them). I could e-mail copies to people who can't read the dialog. It was very touching.

    http://www.youtube.com/watch?v=RM0FC6wZPwg

    [/ QUOTE ]

    Not the best video I've ever seen, but the best of the wedding so far!

    Thank-you!
  22. [ QUOTE ]
    [ QUOTE ]
    However, please keep in mind that Sean Fish and his wife Jen will actually be at the keyboards running Manticore and Sister Psyche respectively. Matt "Positron" Miller will actually be playing Positron in the event, as will all the rest of the dev team. ing. More details will follow. Thanks in advance for your understanding.

    [/ QUOTE ]

    OoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOoOo

    *** ACTUALLY *** at their keyboards?

    What in the heck. Are we supposed to swoon like these are rock stars or something? We know they are going to be firing off macros or slamming in scripted text. It isn't like there will be meaningful RP or anything actually interesting happening.

    Watching two strangers get married is about as special as watching paint dry. Foisting this on us like it is "special" is insulting to our intelligence.

    [/ QUOTE ]

    Although Cambios is entitled both to his opinions and the free right to express those opinions, I'd like to go on record as saying I completely and totally disagree with everything he has stated in this thread.

    The volume of free content over the past year has been staggering, and it took place during what were no doubt intense negotiations that eventually led to the transfer of full ownership of the intellectual property to the publisher. Anyone who imagines that the past year has been easy or simple for either the folks at Cryptic or those at NC Soft has no real knowledge of how the world of business works. It has been a brutal year for both teams, but now it's over, and the future looks very bright indeed.

    The content of the wedding pack is completely non-essential to gameplay. It has no bearing on anything that would normally be associated with how the game world functions. It is all pure fluff. Yes, if it had been free that certainly would have been nicer, but to claim loss of value as a subscribing customer because the company provides a 100% non-essential option to anyone willing to pay for it is, at the very least, disingenious.

    Provided the content of future for-pay micropackages remains 100% non-essential to game play, I applaud and salute NC Soft for coming up with a brilliant means to increase revenue in a time when the industry as a whole has been suffering record losses across the board (largely due to the bloated, unreasonable monolith that World of Warcraft has become). I hope we see more of them, as many as two or three per year. I, for one, will buy as many of them as I can justify.

    As for the ingame wedding of Manticore and Sister Psyche...

    It's disappointing that I will not be able to attend. I understand the limits of the event and I agree that they are reasonable and realistic. I hope someone (better yet, a lot of someones!) takes the time and goes to the extra effort to produce some truly stunning videos.

    Whatever else you do, make sure Samuraiko is there! Even if you have to make a special place for her!
  23. <QR>

    Paid my $10 for the marriage pack and I must say, it looks good! I've always wanted a tux for my MM, and now I have a choice of two! Well worth the cost of lunch! Keeping true to the costume designer theme and breaking the components down to allow mixing and matching was a godsend.

    I am happy as happy can be!

    Oh, yeah. And congrats to the happy heroes. Now how do I crash the party?
  24. [ QUOTE ]
    I'm mostly objecting to it being used as any kind of metric. I'm not offering a judgement on its gameplay, but using "Guild Wars Has X Sales or Subscribers", to clarify.

    It may be a stellar game and the best thing since sliced bread, but its "subscription" numbers are, in my opinion, best left out of any honest discussion with subscription-based MMOs.

    [/ QUOTE ]

    I concur!


    Guess I didn't make that aspect clear enough.
  25. [ QUOTE ]
    [ QUOTE ]
    Guild Wars, a PvP focused game, had an increase of 57%

    [/ QUOTE ]

    Guild Wars is not a good metric to use, due to its using ANYONE WHO EVER BUYS A BOX EVEN IF THEY ONLY PLAY FOR 10 MINUTES in its numbers.

    Just making sure that gets its mention.

    [/ QUOTE ]


    The key to Guild Wars success is not as simple as "it's a PvP game, it has succeeded, therefore PvP is necessary to succeed". Not even close.

    For starters, calling Guild Wars a "PvP focused game" is even less true than calling CoX a "PvE focused game". Guild Wars was designed from the ground up as a two-part game with both parts permanently separated. There are features which exist that intice people to experiment with the half they do not prefer, but the separation itself is never breached. It is two games in one with zero subscription fee. The cornerstone to its profit model is massive box sales. If those sales ever slide, either Guild Wars will go away or another system (such as retail sales of weapons, armor and skills) will be put in place.

    The vast majority of loyal players who log in every day are not PvPers. In fact, most PvPers leave after only a few weeks. The core body of their population is the PvE "roleplaying" side of the game which is why every single expansion adds massive extensions to the PvE side while making only minimal improvements to the PvP side. Roleplaying is what sells all those millions of boxes, not PvP.

    Granted, originally the design concept was for PvP to be the cornerstone of marketing with the PvE portion used to train up all those "carebears" enough to give them the confidence to play PvP. For better or worse, that is NOT how things worked out. Much to the surprise of everyone (except perhaps me), subscriptionless PvE became the cornerstone to their success.

    This is one reason why I keep pointing to Guild Wars as the future of PvP. It allows the PvP player exactly what they want, while also providing the tools necessary to create a lasting PvE community and keep the game alive.

    Human_Being's suggestion, unlike the one I myself have repeatedly made on these boards, is quite possibly the only realistic alternative to curing what ails the PvP component of CoX. In many ways, I like his suggestion much better than my own. (If you want to read mine use Search, please.) None of the PvP fans in CoX like my suggestion. However, many of them have popped in here to say they like Human_Being's suggestion.

    Naysayers are still bountiful, of course. There are always those who resist change, especially when they have a vested interest in the current system.