FelicityBane

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  1. Quote:
    Originally Posted by Nethergoat View Post
    oh snap!~
    I think I like you, Nethergoat.
  2. Quote:
    Originally Posted by Paragon View Post
    What can $10 buy? A few examples.
    Oh, don't start tugging at that thread, darling. You'll unravel all MMOs if you pull hard enough.

    (In plain English: EVERYTHING WE PAY FOR ON HERE IS SILLY. Drawing the line HERE is an amazing kind of arbitrary.)
  3. Quote:
    Originally Posted by GMan3 View Post
    So on a discussion thread set up by the company making the product, you do not want us to fully discuss it and list the price we would have been willing to pay for it? In other words, you don't think we should provide definitive feedback from our perspective?
    Oh, you say what you want, but if it's stupid, you're going to get called out on it.
  4. Quote:
    Originally Posted by Zombie Man View Post
    Any hysterical claims of 'all the time' and 'constantly' will be laughed at. Also, they're optional.
    I admit, I am enjoying the histrionics surrounding the notion that the devs are making TOO MUCH STUFF. Who would have thought gamers would complain about a consistent schedule of new options and shinies?
  5. Quote:
    Originally Posted by seebs View Post
    Well, hmm. They just had some (small) layoffs, and they're now releasing more stuff that costs money. Maybe they are, in fact, hard-up for cash.
    Or, like every other company in the country, they seek to enhance profits and encourage growth every single quarter. The packs obviously work, so they're going to keep doing them. Why wouldn't they?

    Guys, we STILL get free costume pieces with darn near every single issue. (Or possibly EVERY issue, but I ain't got time to plow through ParagonWiki.) What is the issue with some extra stuff for a little bit of scratch?

    And if you are seriously sweating $10, you should maybe not be subscribed to a $15-a-month game... or just accept that you can't afford some things and stop worrying about it. I do not say that snarkily; this is advice for better mental health.
  6. Quote:
    Originally Posted by Acroyear2 View Post
    Few bought it because it was overpriced. This pack will suffer the same fate.
    [citation needed]
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    Either way, it's getting close to the holidays, the end of the year and also the end of my sub. I'll be voting with my wallet.
    Do you promise?
  8. Quote:
    Originally Posted by BigFish View Post
    Wouldn't that be due to the fact that Bob either wasn't putting in the effort or wasn't with the company long enough to garner any huge awards?

    Two words: Big deal
    Three more words: Not our business.

    We are not stakeholders, board members, fellow employees or management. It's not our concern. Sure, it's nice to know, but we don't have a RIGHT to know, and acting like this is 1984 because Paragon Studios is protecting itself AND its employees -- like any good company does -- is naive.
  9. Quote:
    Originally Posted by Knightfox View Post
    Yet another example of this company hiding from controversy. The attitude that is building over there is causing me a great deal concern. I'm already disgusted that we seem to have to pay for costume pieces from here on, and the stone wall is getting old quick.
    Keeping personnel matters within the company is SOP for any company you care to name; a lot of companies have employees sign NDAs to that effect. They are not "hiding from controversy," they're behaving like adults do.

    We are not owed direct access to the inner workings of their hirings, firings, dismissals and partings of way.
  10. Quote:
    Originally Posted by Johnny_Butane View Post
    I'm drawing a hard line and simply refusing to purchase any more packs or expansions, no matter what they contain, until the devs get their stuff together.
    I want to personally thank you for taking the difficult, brave stance in trying times like these. You are an inspiration to us all.

    Please keep us current on further developments in your personal purchasing decisions re: a computer game.
  11. Quote:
    Originally Posted by GlassGoblin View Post
    Weird. I guess because I wasn't offended by the Party Pack (just didn't buy it)
    Whoa, man, HOLD UP. Apparently you didn't get that this is a Very Serious conspiracy thread. No one asked for your reasonable responses to things you don't want.
  12. Quote:
    Originally Posted by Knightfox View Post
    The carefully chosen word "initiative" is glaringly evident of a booster pack in the wake of the illconceived party pack.
    [Citation needed]

    Quote:
    Originally Posted by Knightfox View Post
    It was also the very first thing that came to my mind upon reading the post. And it seems that others arrived at the same conclusion.
    That is definitely the same thing as hard evidence.

    You guys are hysterical.
  13. Cloak and Dagger at the Pocket D
    August 31, 2010

    By Claire Carter

    There's something strange going on, and I think everyone can feel it. It's like something, somewhere, was broken -- though it's too early yet to tell if that's a good or bad thing... or a total wash. Metahumans formerly thought of as villains now saving lives in Paragon; Paragon's edgier heroes robbing banks and executing criminals in the Rogue Isles. On top of all that, the refugees coming in from Praetorian Earth are no longer regular civilians. They're metahumans, too.

    Nowhere is this blend of uneasy alliances and total unknowns more apparent than the Pocket D night club. Thanks to some owed favors, I've been able to get myself a VIP membership to the Pocket D, which, if you don't know, is quite literally a massive night club suspended in what appears to be a pocket dimension. Everyone from our earth is welcome there, though the patrons tend toward the super: Back Alley Brawler can be seen there most weekends, and even Scirocco, fearsome lieutenant of Lord Recluse, can be seen there from time to time.

    It's neutral ground, so no fights break out -- the proprieter sees to that. And ever since the doors were opened to our dimension, it's been a haven for cross-faction alliances, discussions, and other, more secretive meetings. (The rumors about exclusive, by-the-hour rooms-for-rent are true.) The Pocket D is both perfect and terrible for covert information exchange; it's not unusual for anyone to talk to anyone, but quiet corners are hard to come by, and now there are rumors that there are spies sent there simply to spy on spies.

    And just when this wheels-within-wheels espionage game threatened to cripple the genuine night life of the place, the proprieters saw fit to open the doors to Praetorian Earth's metahuman population, Loyalist and Resistance alike.

    The nights have been pretty wild since then. I admit, whenever I'm not working evenings, I'm there; walking among a crowd of Praetorians is like being an American in Australia. Your cultures seem very similar, until you run up against the stuff that's very, very different.

    As our earth had "first dibs" on the place, our most notable heroes and villains are allowed to walk freely in the club; Praetorian Earth's Praetors, seen by almost everyone outside their dimension as antagonistic, are not allowed inside. The effect is freeing on even the most staunch Loyalist; one highly-ranked Praetorian Police Department officer now co-hosts a vigorous but peaceful roundtable with a Resistance sympathizer and whoever else feels like showing up.

    That's not to say cliques don't form. They most assuredly do. But their numbers are few, and the Pocket D's ground rules -- no fighting, have a good time -- are more liberating than you might imagine. Faction lines are crossed, enemies buy each other drinks, rivals share the dance floor and sometimes beds with each other. For its frequenters, the Pocket D may be the best club they've ever been to. Could it also be the place a new kind of peace and diplomacy--for our world and others--is born?
  14. Do it yourself
    August 19, 2010

    By Claire Carter

    If you've picked up this week's print edition of Paragon VICE, then you saw my cover story about the living conditions and future prospects for Praetorian refugees living in Skyway City's "Refugee Row." You can guess it's probably a grim picture, but that isn't all there is to it; this is a lively bunch, somehow made more vibrant by the hard life--and the family, friends and loved ones--they've left behind.

    This struck me most vividly in the music shared by the refugees: music from the home world, music they've created since coming here, and music from our world that they've appropriated for their own sensibilities. That kind of cultural spelunking wasn't within the purview of the cover story, but there was no way I was going to let it go.

    Most immediately interesting is our how music has been assimilated into their lives. One refugee, a Monica Ramirez, told me that vigilante-turned-hero Felicity Bane brought over a few CDs to share with them when she did what amounts to a USO show there years ago. Monica only knew about two of those CDs: The Clash's London Calling and M.I.A.'s Arular. She said the Clash's album was so tremendously influential that there is now a Resistance cell that calls itself "The Guns of Brixton," despite there being, to the best of her knowledge, no Brixton in Praetorian Earth. Their music formats and players were completely incompatible with ours, but piracy--like hope--always finds a way.

    The second album, Arular, was unfamiliar to me. But after listening to it and some of M.I.A.'s other tracks, I can see why she'd be such a big hit.

    Praetorian Earth's music is a strange thing, and not easy to categorize. Our music industry never met a pigeon it couldn't hole, though, and some of the on-the-ground record label scouts have taken to calling what they're hearing "technopunk." (I mentioned the "cyberpunk" label in jest to a few Praetorian musicians, and got only mystified stares in response. If they run with it, blame me.)

    And, sure, if you go to one of the live shows, you'll hear the sandpaper-dry bass lines and urgent, three-chord guitar riffs you heard in old-school punk along with an underlying groove more often associated with electronica. But there's more at work here: not just punk, not just electronica, but heavy doses of hip-hop and other, even more surprising genres have bled into the mix.

    Take the Tyrants. They number anywhere from four to twelve members, but their core membership of four people (two men, two women) has made some headway in the local club scene and have played to progressively larger crowds. Their wardrobes are a mix of familiar and exotic rebellious garb, though their haircuts are straight out of the early-'80s punk playbook.

    Their music is a sight to behold. Their keyboardist handles the drum beat. Their two singers--Keith Pile and Lizzie Gordon--play bass and guitar respectively, and yowl and growl and serenade and harmonize and rap. Their fourth member mixes beats and, I swear to god, even pulls out a trumpet for a few tracks to accent the music bridges with flourishes straight out of a spaghetti Western. The rest of the ensemble, if they decide to play a show, adds in everything from tamborines to bullhorns with sirens.

    It's a heady mix, helped by the fact that the Tyrants don't seem to know how good they are. They don't have an ounce of pretension between them and don't know how to be anything but who they are. Locals love them for their exotic flavor; Praetorians love them for bringing stories of their world to ours. Everyone loves them for their talent.

    The thing that appeals most to me about the Tyrants is their Do It Yourself aesthetic, which old fogies like me recognize from our youth. (Little did you know that your esteemed columnist's first foray into journalism was in 9th grade, xeroxing copies of a self-published 'Zine called Punk Snot Dead. This was in 1984.)

    How does Do It Yourself work? In my day it was bad hand-lettering and the most outrageous photo collages you could clip from magazines run through a Xerox machine. After you ran off a thousand of these you'd go from dusk till dawn papering your neighborhood: telephone poles, mailboxes, phone booths, transformers, you name it. The idea was to be so ubiquitous as to make future archaeologists think the power company was called by your band's name.

    The principle is the same now, and anyone who rides the PTA is noticing. The Tyrants have done the best job, plastering their Xerox'd and psychedelic flyers from Peregrine to Atlas and garnering a hell of a lot of attention in the process. Others have gone for more immediately visceral (and frankly hilarious) ploys; I think we all remember last week's humongous banners of --ah--men's private areas wearing Tyrant helmets for the Toxic Shock show. All of them are memorable, and measured by their one true gauge of success--getting your attention--they are total triumphs.

    It's not often in our lifetimes that a cultural identity is transplanted into ours to flower into something new, and after my experiences in the early '80s I can tell you it's the sort of thing people talk about for decades afterward. This is a singular moment in time, never to be duplicated again, anywhere, in any culture.

    You can read me talk about them. You can watch the news reports. You can listen to the superheroes about what's "really going on" in Praetoria, and how that affects us.

    Or you can spot a flyer, spend $5 at the door and hear the Praetorians tell you about it themselves. Listen to the songs, buy some merch, strike up a conversation with one of the refugees. You'll be changed by it.
  15. [As part of her duties in her new gig as a freelance writer for Paragon City's top alt-weekly newspaper, Paragon VICE, Claire Carter explores the larger ramifications of living among meta-humans.

    This is familiar territory to Carter, who, back before she accepted a buyout at the
    Paragon City Times, wrote a weekly Metro column about the cracks, fissures and grey areas between everyday life and "super" life -- often highlighting and ferreting out corrupt public officials, corporate entities and masked "heroes" who were abusing their positions and power.

    These days Claire writes for the
    VICE, is working on her investigator's license to begin full-time work at Crawford Investigations, and moonlights as an unlicensed, as-yet unnamed vigilante.

    She uses her post at the
    VICE blog to draw attention to issues that most people avoid or ignore; for instance, her series on "undocumented" vigilantes has gotten her awards, acclaim, and the hairy eyeball from the FBSA. Recently, her attention has turned toward the influx of refugees from Praetorian Earth. ]

    The Dawning of the Age of Praetoria
    August 15, 2010

    By Claire Carter

    If you've been reading the news lately, you too have noted the dramatic upswing in refugees from Upsilon Beta 9-6--known colloquially as "Praetorian Earth" or "Praetoria"--to our dimension. And while these refugees represent perhaps the defining humanitarian crisis of our time, their numbers and their stories point toward other, less obvious but no less groundbreaking changes in fields as diverse as sociology and game theory.

    And if you ever wonder why I got into metahuman journalism, readers, ledes like that one are why.

    The foremost thinkers and researchers at Portal Corporation, who got us into this situation in the first place, used to think Praetorian Earth was a "mirror universe" -- that its residents and basic historical events were symmetrical to our own, except everyone was an "opposite" version of themselves... and not in the Bizarro Superman way. It wasn't that your Praetorian self wore red all the time because you wear blue all the time, but that your Praetorian self still possessed some fundamental element of you that they then turned to a completely different end. Thus their Statesman was not a benevolent protector but rather a fascist dictator. Both possess the same powers and are called heroes; only one of them actually is.

    The "mirror universe" notion, backed up by a lot of circumstantial evidence and a natural inclination to think everything in the universe is about us, is certainly attractive, and it influenced much of our thinking about what other dimensions held and how they operated. Really, this is nothing new; paternalistic attitudes have been present every time a colonist population encountered a native one all throughout world history, with predictably catastrophic results.

    And, much as we (too late) discovered that native populations had their own way of living and weren't just "doing it wrong" all along, the latter-day refugee reports have led Portal Corporation's thinkers to acknowledge that Praetorian Earth is not just a mirror dimension, but rather a dimension with a very similar history to ours that branched sharply some fifty to a hundred years back. It's not a mirror universe but a twin one, sharing much of our genetic and historical stock while having its own life.

    Questions of our responsibility for this dimension raise their heads again. Politicians who try to spin the current in-world immigration problems with folksy (and useless) catchphrases and draconian (and equally useless) punishments don't even know where to begin with a problem of this scale. A few jaded politicians and pundits have fallen back on the simplistic and unhelpful "**** 'em" stance, but no one else wants to engage the problem.

    But that's a subject for another column. In the wake of this crisis other questions raise themselves, ranging from mathematical causality to geneaological science. If it's true, for instance, that Praetorian Earth was much like our own until about fifty years ago, why then is so much of their under-50 population identical to ours? The same parents would still have to meet, the same genes would still have to dominate or recess, and for the most part the nature/nurture combination of their rearing would have to be the same ... no mean feat for a world that was apparently on the edge of total annihilation at the hands of Doctor Hamidon while ours was enjoying the double-edged boom of the nuclear 1950s.

    Several prominent researchers, university departments and even the Mormon Church have stepped forward to tackle the conundrum, but the scale of it--which involves gathering geneaologies for both Praetorian Earth and our own--makes the task either monumental or simply impossible. Which people exist on both worlds? How did those people come to be under wildly different circumstances? Which people are unique? Comparison of "twin" psychologies would likely be immensely helpful to the science of psychiatry, but for now the task is almost too daunting to fully comprehend. All of which neatly sidesteps the fact that refugees are people, not test subjects.

    On a more personal scale, the tales the refugees are telling to anyone who will listen paint a pretty scary picture for our twin dimension. Their Statesman--called Emperor Cole officially, and Tyrant unofficially--did indeed beat back an apparently unstoppable Hamidon menace, only to then assume the mantle of absolute power. His empire is peaceful, or so they say, but at the cost of all privacy and trust. The propaganda that's made it to our side of the dimensional divide paints Praetorian Earth as a utopia; refugees call it a paranoid police state riddled with traitors and double agents.

    Some skeptics naturally respond, "well, political refugees would say that." True enough. But it's clear that something is going on there, something very wrong. Consider the regular rotation of earth-shattering peril we face on a yearly basis, and that our citizens still want to stay put. That's how dangerous Praetorian Earth apparently is. And all indications point to even more refugees in the future, in greater numbers... and not all of them will be everyday citizens.

    There's a lot to be learned here, if we're smart about it. We can learn so much about genetics, history, sociology, causality and probability if we know how to look, but the true test Praetoria presents to us is a test of our own moral fiber: not only if we're willing to care for the alien in our midst, but if we're able to shed the blinders of our own inborn superiority complex and see our twin world--and its people--for what it truly is. Will they be "good" or "evil"? Or will they be something else? And will we, so used to living in a binary world, be able to accept a new way of thinking? Will we attempt to learn about their world on their terms, or will we charge in blind, drunk on the idea of being the saviors of all worlds?

    History offers a grim answer, time and again. But the hope that we'll rise above what we once were never dies, not completely.
  16. Quote:
    Originally Posted by Kitsune9tails View Post
    I don't think there should be any all-new zones, blueside or redside, until the current zones fill up more.

    I think the work and time should be put into revamps of the older existing zones (both art and content-wise). Make those 'new' again.

    New zones attract people to the game, but they also split up the existing players so that the game feels 'empty', especially with all of the instancing.

    I think we have hit a point of diminishing returns on this.
    1,000,000% agreed with this.
  17. Quote:
    Originally Posted by Silver Gale View Post
    Glad we got that sorted out.
    aaahahahaha big ups, Gale.
  18. Quote:
    Originally Posted by Venture View Post
    We don't have a choice; if we want to use MA we have to do it through AE. The vast majority of players I've spoken with not only ignore the stupid backstory (really, I have no idea why anyone at PS thought that was a good idea) but treat MA stories as if they were "real" and not holodeck shennanigans.
    So I note that you have no problem rewriting the game's canon when you need to, which is a good and healthy approach. So why the sudden hangup?

    Quote:
    Originally Posted by Venture View Post
    Things like plutonium and alien technology are not just flat-screen TVs and iPods that can fall off a truck if the right people are paid off.
    Except APPARENTLY THEY ARE, given that I can get these things by beating up a random Freakshow.

    Quote:
    Originally Posted by Venture View Post
    At the end of the Crey storyline, the Countess is in jail and the company is circling the drain. Yes, I'm ignoring what Manticore (the former dev) said, on the grounds that a) it's not in game and b) if it was, it would be the final notification that superheroes in Paragon City need to quit, relocate or turn vigilante and start killing suspects. For that reason I double-dog dare the developers to actually implement a storyline post "The Evil Countess Crey" that actually says she beat the rap and it's back to business as usual. Good luck explaining how that happens without the PC being involunatarily flipped to at least vigilante, since proving your innocence in said arc requires proving the Countess' guilt.
    At the end of the one in Heroes, you mean, which was written before City of Villains and all ITS Crey storylines appeared. She and Crey are a persistent evil that can never be truly defeated, which is why they keep showing up in new zones and getting new storylines. Are you not familiar with the serial nature of superhero comics, or how villains are never truly vanquished once and for all? Just tell me you've heard of Lex Luthor, who has been openly responsible for crimes against humanity and was also the President.

    At this point, honestly, it's like you're being deliberately obtuse.

    Quote:
    Originally Posted by Venture View Post
    This argument is basically "the whole storyline is crap so who cares". Well, I do.
    1) No it isn't. My argument is "a shared universe written by a lot of people over a long span of time is going to have a ton of contradictions, so why act like that's not the case when you can just ignore what you want?" If you equate "contradictions" with "crap," well, we're at the root of the problem here.

    2) You didn't actually address my point. The game is FULL of fallacies (not to mention a high level of moral ambiguity, intentional and otherwise). Why is this one the end of the world?

    Quote:
    Originally Posted by Venture View Post
    No, they're not. They're great big buildings in four parts of the city where superhumans go to sell and buy things that make them more powerful. The idea that they're some kind of abstraction does not pass the smell test. If the market wasn't supposed to be concrete then it shouldn't have been implemented in this fashion.
    God, I'd love to see the regulatory body that oversees a store that freely sells enriched plutonium, devastating computer viruses and manifested shards of the fabric of reality to anyone who has enough money. I can't IMAGINE how there might be some corruption in an institution like that!
  19. Quote:
    Originally Posted by ShoeTattoo View Post
    There is no hope of having anything approximating good daily trading volume in more than a minor fraction of all the markets in existence, given the current ratio of players to markets. A market merger doesn't change this basic fact. And, if this key underlying cause of poor liquidity had been addressed earlier, then the markets would have already been functioning far better than they currently do, even if no other steps had been taken.
    This is only REALLY a problem if real retail considerations were present... storage, shipping, personnel and genuine scarcity of natural resources, to name a few.

    Given that this is computer code, none of that matters; there's no warehouse somewhere in California filled to the brim with chunks of brass. The devs threw out a ton of different kinds of possible loot to meet every possible desire or need. It's not all going to move. Honestly, who cares?
  20. Quote:
    Originally Posted by Smurch View Post
    The markets are not segregated by server. Right now the markets are Blue Side across ALL servers (one market, all servers), and red-side is one market across all servers. This will make it one market across all servers and each side, not one per server.

    Agree with the rest of your post, tho
    Oh hey, I didn't know that! Very cool.
  21. Quote:
    Originally Posted by ShoeTattoo View Post
    The markets have three problems. First, there are far too many markets to have a healthy level of liquidity in more than a small minority of the markets in existence. With tens of thousands of markets and 80,000+ subscribers, this amounts to nothing more than stating the obvious. The solution to this problem is also obvious, given that the number of subs is unlikely to increase 100-fold.
    Unless you're using some other definition of the term "market," as far as I can tell this reduces the number of markets to one per server. I have no idea where you're getting the "tens of thousands of markets" figure; I'm open to the idea that I'm misunderstanding you somewhere.

    Quote:
    Originally Posted by ShoeTattoo View Post
    Second, transparency is key to making markets strongly efficient, and providing only the "last five prices" will never be a good solution. The current limits on information provided lead to very high profits for those who stay regularly connected to the markets because they understand price movements far better than those who don't--essentially, some version of technical trading works, in the COX-verse, because historical information is only available to those who gather and remember it. Those who don't spend a lot of time at the markets end up operating at a strong disadvantage when trying to set their bid and ask prices. This leads to fairness issues, which irritates some players and drives them away from participating in the markets, and it lowers overall volume and liquidity. This is on the devs, though, as players can be counted on to do what is in their best interests and designing a system based on any other premise isn't going to work.
    What you're saying here is that people who game the market more will get more out of it. That's always been the case and without STRICT regulation will always be the case. It's also not a revelation to anyone.

    It also follows that people who game the market less (like, say, me) care way less about getting every last bit of Inf out of it they can, so they will continue not to care about the elaborate machinations of those who do. I see no net loss here.

    Quote:
    Originally Posted by ShoeTattoo View Post
    Third, the transaction system for the markets currently encourages players to spend a large percentage of their time at the markets handling low value items, which lowers their motivation to participate. More generally, players incur high hassle costs as the price of their involvement in the markets, which has depressed trading volume. Reducing the hassle costs of participating, and giving players ways of quickly putting low value items onto the markets (or into item sinks), so they can focus most of their attention on higher value items, would help players feel like their time at the markets is producing more "value" and they'd be more likely to want to participate. Ergo, participation would rise.
    There IS a way to quickly get rid of low-value items; you sell them at the vendors.

    Quote:
    Originally Posted by ShoeTattoo View Post
    Any RP way of presenting this is full of obvious holes. Its unthematic. Its doubly ironic that this change is being made when the game is being repositioned as being about moral choice, as moral choice on the items side of the game is essentially being written out of the game. It runs the risk of turning COX into a water cooler joke among those involved in the comic-verse. It runs the risk of having some percentage of players log on their heroes, not feel heroic after they finish supplying their and other villains, and decide they'd rather play other games instead.
    The GAME is full of obvious holes. Or am I expected to believe that my blaster is hauling around a dozen cybernetic limbs at any given point?

    As has been pointed out, the market is already a pretty thin RP veneer to represent a complex trade system, and throwing some story at it is, really, a courtesy from the devs. It's my humble opinion that people who care THAT MUCH about the moral quandary of the markets are 1) not paying attention to the rest of the game, apparently, and 2) taking it way too seriously.

    Regardless, "moral choice" has never been part of the markets, and I'd love to see a compelling reason (outside of making fun missions out of it) why it should be.

    Quote:
    Originally Posted by ShoeTattoo View Post
    It runs the risk of turning COX into a water cooler joke among those involved in the comic-verse.
    OK, you're going to have to show your work on this one, because standing alone this claim is stone-cold hilarious. "They were doing so well," says the shadowy Illuminati of the comic-verse (which is what? retailers? writers? fans? who?) "Until they merged their loot database to streamline the creation of character enhancements." And then THE LAUGHTER!

    I'm seeing a weird puritanical thread in claims like this one -- that unless motivation and action are one, and unless all actions by a character are completely transparent and reinforced by a failsafe assurance that what you are doing is always GOOD and JUST (or conversely EVIL and NASTY), then the game is somehow sullied and impure. And let's be real: that is silly.

    But let's run with the RP angle and consider the implications of Wentworth's somehow fronting a more sinister organization (which is only slightly less common than fire/kin controllers in the CoX-verse, but for whatever reason we're only taking issue with it now). What you're suggesting is that there's just no room for ambivalence or ambiguity in superhero storytelling, which is absolutely right so long as you ignore the entire history of superhero storytelling. Particularly the last 40 years of it.
  22. Quote:
    Originally Posted by EvilGeko View Post
    Basically Wentworth's is an arms dealer is what you're saying. Wentworth's the corporate entity would not be shut down. If some of its managers are dirty they will be fired, indicted and sent to prison for illegal arms sales. Wentworth's the company will be fined by the government and then get back to business.

    This is how it works with RL manufacturers of goods that can be used for/as weapons.

    So why can't we just assume that every once in awhile, Wentworth's has to clean house? A few people go to jail, they have to sign a corporate integrity agreement, and a few years down the line, it happens again and the process repeats.

    And you're assuming that just because people KNOW that some of Wentworth's goods are dirty that they can PROVE it. The devs just said that they can't. The lawyers aren't just going to stand by while you shut down a legitimate business because Sister Psyche said she read someone's thoughts.

    There is no provision in the Federal Rules of Evidence for the admissibility of telepathic evidence! Or evidence obtained via X-Ray vision. And even if there were, such evidence must be obtained legally or it would be inadmissible in any event. So there!
    Yeah, Venture's reasoning kind of blows my mind. It assumes that because something IS corrupt on some level, it will necessarily be brought down in total with a snap of the fingers. And that kind of belief, while touching, only works in fiction. Money goes a long, long way, and politicians are too busy chasing votes and pay days to go after big targets that would take longer than their term limits to take down. Again, if you've ever read the news or looked at the world for more than a few seconds, this should be obvious.

    There's Crey, of course, which is the biggest example that counters Venture's sudden discovery of standards. That is a massive international corporation FRONTED BY A SUPERVILLAIN and staffed apparently exclusively with amoral sociopaths, and yet it chugs along just fine. There's even several storylines where the Countess shunts blame off to "rogue elements" in her company. There are a billion and one dodges for a large well-funded corporation to avoid total shutdown, and they employ them all the time.

    There are so many contradictions in this game large and small and so many moronic fallacies that would make the whole thing fall apart if you took it literally. So you don't. You take what works, discard the rest, and find your stories in explaining the inconsistencies.

    And, most of all, RELAX. It's just a story, not an exam. There are no extra points for adhering to every little bit of canon.
  23. Quote:
    Originally Posted by Eva Destruction View Post
    This just in: the literal-minded and rigid-thinking may not be as good at RP as they think they are.
    I am pretty sure it is impossible to be more right than this post.

    Guys, for your RP: if something doesn't work, ignore it or rewrite it. The idea is to have FUN, you know.
  24. Quote:
    Originally Posted by Techbot Alpha View Post
    Hmn...maybe lack of sleep is making me slow.

    Your post is relevant how?
    Also, I chuckled at the comic.
    Because your line of reasoning goes thusly:

    Techbot, I heard you like to shoot puppies. I've never heard you deny this rumor (whether or not you'd ever heard it before is irrelevant), and you certainly haven't been as stridently anti-shooting-puppies as you COULD be... so I'm just going to have to conclude that it's reasonable to assume that you shoot puppies.

    Or, you're looking for persecution where there isn't any, and lack of evidence is actually being presented AS evidence.

    Good lord.
  25. Quote:
    Originally Posted by Techbot Alpha View Post
    Given he's never posted to debunk that opinion, and this is the first animal part addition in...well, since City of Villains came out (I think?) it's not particularly hard to see where it comes from as a rumour, even if it did turn out to not be true.
    http://www.mocktopus.com/2009/08/the...es-of-furries/

    Do you HEAR yourself?