InfamousBrad

Legend
  • Posts

    768
  • Joined

  1. InfamousBrad

    New zone?!

    Quote:
    Originally Posted by Clouded View Post
    I'm excited for a new zone but I don't have any aspirations of the zone being anything other than another cityscape.
    Agree. And probably another expletive-deleted co-op zone.
  2. InfamousBrad

    DING! Seven!

    So does that "ding" mean that you're ... taking it to the next level? ;-)
  3. Quote:
    Originally Posted by SpittingTrashcan View Post
    Or: Arachnos is right. It's not that they actively hate their unexceptional citizens; they're just not important enough to matter, and unlike in Paragon City, they don't bother to pretend otherwise. You can phrase it callously, as Arachnos does - we're not going to help you because it's not important to do so - or you can phrase it diplomatically, as Paragon does - we're not handing out mediporters to everyone, because they're a limited resource, and saving heroes so they can continue to protect citizens saves more lives than using those resources to help citizens directly - but the upshot is more or less the same. All men are not created equal, and that has practical consequences.
    I've dabbled in pro-Arachnos propaganda before, and it's not all that hard for me to do, and I'll tell you why; it's also why I actually find Emperor Marcus "Tyrant" Cole to be a sympathetic figure and why I'm so bitterly disappointed that the Loyalist Path of Responsibility bluntly terminates at level 20. Arachnos, and the Praetorians, are both struggling something that would have to be done, HAVE to be done, in a world that's had supers in it for two whole generations, going on a third: integrating supers into the political system.

    The City of Heroes canon suffers from what TV Tropes calls "Reed Richards is Useless." (And this time I mean the word "suffers" literally, as in it's a major and painful constraint on the canon.) In order to make the game world recognizable, in order to minimize the amount of explanation needed before new subscribers can jump into the game and understand what's going on around them, the back story for CoH has to assume that even though there have always been supers, and even though supers have been ubiquitous since the 1930s, the world isn't significantly different from the one that the players live in: WWII and Korea and Vietnam and the Gulf War still happened, the economy went through the same boom and bust cycles, the tech that non-supers use still looks mostly the same.

    The way they did that in the CoH canon makes story-telling sense if you accept that constraint, but if you think about it too much, it's monstrous. Trading on his prestige as the man who saved America from Nemesis on Brass Monday, Marcus "Statesman" Cole struck a bargain that, frankly, would have ruined America permanently: in exchange for staying out of politics and messing with ordinary peoples' lives as little as possible, in exchange for spending all of their super-powers only on fighting super villains, super heroes are above an awful lot of the law. Thank Prime for the Morality Missions system, it's finally acknowledging some of the ways in which that would go horrifically wrong.

    What Arachnos did looks awful, and in places, it is awful, but it's a lot more long-term viable than what Statesman did to the rest of America. Lord Recluse, in the name of Social Darwinism, has told the supers of the break-away nation of the Etoile Islands that they can seize as much power as they are capable of seizing, defending, and governing -- but that if they do, they're responsible, before him and before the time-traveling all powerful Arbiter Corps and the future-seeing mind-reading Fortunata Corps, for actually keeping it governed. (I've been waiting for a while for this to affect the game world; by now, Kirk Cage should be in HUGE trouble with the Arbiters for his failure to end the Scrapyarder strike and deal with the Ghost of Scrapyard.) At its best, it produces startling prosperity and progress, like in Aeon City and New Haven, because it creates conditions for stable (and born to be 'shipped) triangles like Aeon/Brass/Vines: radical Aeon providing the super powers that keep pushing things forward, conservative Brass being there to keep Aeon from destroying the planet, Vines to serve as the non-super nagging conscience for them both. It's a more stable, more likely to be successful governing structure than the entirely vestigial, entirely pointless, effectively invisible civilian government of "Primal America." (So pointless, so vestigial, that after seven years they still haven't even bothered giving us canonical names for the fictional mayor of Paragon City, governor of Rhode Island, and president of the US.)

    And Emperor Cole? Cole is the perfect metaphor for something that's horribly dysfunctional about modern politics in the real world: the awfulness that happens when you hold someone responsible for things that they cannot possibly achieve. After the Hamidon War, a terrified and grateful public begged Marcus "Tyrant" Cole to rebuild society for them in such a way that there will never be another world-threatening super-villain like Praetorian Hamidon ever again. And even if Primal Earth didn't exist, he cannot possibly deliver that. Now that Primal Earth is attacking his homeworld, he's got to be shaking in his shoes; because Primal Earth never had a Hamidon War, even given the lesser devastation of the First Rikti War, its super population (and its conventional military, for that matter) is probably every bit of 100 times what the surviving super population of Praetorian Earth is, maybe more. And one guy has been told, "do whatever you have to, just keep us safe!" Any guy put in that position is going to do just that: whatever he thinks he has to do. And if that guy was an art thief, tomb robber, and amateur classics scholar, who has only even thought about how to govern the world for a few years, who never even thought about politics and government and political science before that? Most of the things he thinks to try will be bad ideas.

    Marcus "Tyrant" Cole is something far scarier than an all-powerful vengeful god-emperor. He's an all-powerful vengeful god who's an amateur emperor. Given that? I think he's actually doing remarkably well.
  4. Is this "Dr. Rebecca Colston" anybody that we've seen before? ParagonWiki has nothing.
  5. Quote:
    Originally Posted by SirFrederick View Post
    (Incidentally, you can meet him and his Dickensian sidekick, The Chimneysweep, in AE Arc "The Steaming of the Punks.")
    Fetch me my fighting trousers.
  6. Quote:
    Originally Posted by Beastyle View Post
    But I'm 50+8...am I not entitled to my hubris?
    Fascinating question, isn't it?

    In the first mission of the Mender Ramiel arc, our characters are powered-up to a degree that can only be called "omnipotent," to the point where even a mastermind's minions are immune to damage from multiple incarnates at once.

    What would the morality of beings who lived like that, and who mostly only lived around other people who were like that, be like? A world where if you stole all of somebody's stuff, maimed them, and left them stranded on a frozen hillside so that it took them days and days of misery before they got to safety, it would all be a rollicking good joke, and if they complained, people would tell them to stop being a big baby about it, it's not like you don't have tens of thousands or millions of years to get over it and learn to appreciate the humor?

    And what would it be like to live alongside those beings, during a collapse of civilization, knowing that they were the only hope of civilization being rebuilt, the only ones restoring the technological infrastructure of civilization, the only ones imposing law of any kind? Especially if you knew, in most places, that they insisted that their help for you was conditional on accepting their divine/human descendants, and those descendants' descendants, as our hereditary rulers for all time, because somehow that one drop of ichor in their blood, that one trace of divine DNA in there hypothetically somehow, made them better suited to rule us than we could possibly be? That's what it was like living among gods; and I think that at times, like in the issue 19 Ray Cooling arc "Bad People, Good Intentions," City of Heroes comes close to portraying that.

    Let's face it: a world with superheroes and supervillains in it would REALLY BITE if you weren't one of them.
  7. Quote:
    Originally Posted by Zortel View Post
    "I'm going to teleport around in a way that no power in the verse can stop me, oh hey, you've almost caught up with me? BYE! Hey I'm over here you're coming over here you're almost here no you're not BYE! I'm over here now oh look airstrikes they're here they're there they're everywhere with convenient arrows but LULZ you thought you were clear but you're not and BYE! I'm over here now look at me here look at me here you're coming here you got a hit on me BYE! And now I'm out of range so you lose your targeting on me and by the time you're here where I am right now right now right now here you are BYE! I'm over here!"
    Yeah. I did that TF once with a mastermind, and never again. I never thought they'd come up with a task force that screws masterminds harder than "The Beast Under the Mountain" and "Pirates of the Sky" do, but they managed it. We did not have enough control on the team to lock him down, which meant that my minions never got within combat range of him the whole fight, while they got one-shot erased any time they wandered through an air-strike patch. I might as well have not even shown up for that fight.

    The earlier ship-to-ship fight, at the flotilla, was just as bad, because highly mobile fights and mastermind minions do not match. The rest of the team flies or superjumps past a gazillion minions to get to the next (timed!) objective that matters. I have two choices: dismiss my minions, join them, resummon my minions (and have the fight be over before I'm done), or put the minions on passive/follow, fly along with them, and get (rightly!) blamed for all the aggro that follows them to us ... if, in fact, any of them survive the trip, which mostly they don't.

    Yeah, no. That's a badge that none of the rest of my mastermind characters will ever have.
  8. Why courtyard before turrets? Isn't it easier to do it in the other order?
  9. Quote:
    Originally Posted by Golden Girl View Post
    That "defiance of the gods" thing is funny when you look at it in the context of what Tyrant says - like he's kinda implying that defying him is defying the gods
    Frankly, he kind of is.

    (Mods, feel free to delete this message entirely if it bothers you. As a Hellenic Reconstructionist, I'm prone to going overboard on this subject. I'll try to keep it under control, but if I inadvertently stray across the line, just delete the post.)

    One of the fundamental problems in post-Socratic philosophy was wrestling with the fact that the Greek gods who were responsible for rewarding virtue and punishing vice were, themselves, legendarily not very nice people, people who engaged in lives of horrific public vice. The conclusion the post-Socratics came to was that this was per-se prima facie proof that the gods were "the lies of the poets," that nothing like the gods ever really existed, and this was part and parcel of the general drift towards monotheism at the time.

    Now, here's what this has to do with hubris: the operational definition of hubris, the crime against the gods that the gods punished the most consistently and most cruelly, was claiming to be as good as any god, or better than any god, at anything. Get caught doing it even once, and the god who caught you doing it would kill you if you were lucky, make you suffer for a lifetime in all probability, and if they were feeling especially cranky, make you suffer for all eternity. Why? Because you are not a god. Blood, not ichor, runs in your veins; you do not daily dine on ambrosia and drink nectar. Why does this matter? Your actions have consequences that don't apply to the gods, because you don't regenerate from any wound, you aren't immune to any disease, you will freeze and starve and die if deprived of all of your property -- and, more importantly, that's true of the people around you. If you get the people around you sick, they'll die; if you cripple them, they're crippled for life; if you rob them, they may never recover. That's why there are different moral codes for how gods behave among themselves than how humans behave among themselves, and the gods were on eternal vigilance to keep humans from thinking it would be okay for them to act like the gods do.

    What's this got to do with City of Heroes: Going Rogue? Simple: Tyrant, like Statesman, and Lord Recluse, and a handful of others are not beings like us, and Tyrant worries quite a bit that because he's lent them some of the Well's power, mere 50(+4) superheroes are starting to think of themselves as gods like him. And they're not, at least not as far as he's concerned, and as an amateur classics scholar (that is, after all, how he found The Well of the Furies), he worries that humans who start thinking of themselves as gods but who aren't, really, fully divine, are likely to wreck themselves, wreck society around them. So he, like his divine predecessors, thinks that hubris is the worst sin imaginable.
  10. Quote:
    Originally Posted by Inazuma View Post
    It's got a great view of Talos Island, doesn't it?
    The second time I ran that TF, I immediately ran over to the window while the leader was talking to Odysseus. I was curious to know where, in Talos Island, his office really was?
  11. My first and foremost love is the tier 9 in every mastermind primary, but especially the one in Robotics. The level of difference in game-play that one power makes is awe-inspiring, and so are some of the animations, like the glowing skulls of demon summoning, or the rocket-launcher backpack on the assault-bot, or the suddenly amazingly stylish clothes for the thugs.

    I feel about Hide, Superior Invisibility, Invisibility, and/or Superspeed with a +stealth proc the way most people feel about their travel power: it's the power I can't feel super without. To me, it's absolutely essential that I get to start the fight when I want and on my terms. (*mumble mumble Rikti drones and Nemesis snipers mumble mumble*)

    I'm also extraordinarily fond of Darkest Night, but that's just because it's just barely this side of the line marked "completely overpowered."

    And I love Freezing Rain so much that I've described Storm Summoning as "Freezing Rain plus a couple of utility powers."
  12. Quote:
    Originally Posted by Arcanaville View Post
    ... That puts me in the position of saying I don't think I know what it does, but I'm reasonably sure it does not do what forum consensus thinks it does. Which is not unfamiliar territory. ...
    Here's what I know reliably: the devs should have learned, from the intricate dance you did with Castle years ago, the one that resulted in you reverse-engineering the bugs in his combat-balancing spreadsheet sight unseen, that you are the one player they absolutely should show the exact participation formula to. You are uniquely qualified to debug it.
  13. Quote:
    When we first started, we were very “mad lib” with our mission and world population approach so that we could produce a lot of content. We had to. We had a ton of zones built and very little time to get them populated.

    Over time, lessons had been learned and we couldn’t just slap a zone together and toss in some missions and hopefully they’d somehow come together. We began asking key questions: why did this zone exist, who’s telling the story, how is the world supporting that story, and what are we doing differently in our missions to tell it? Striga Isle was a turning point for us. Ever since, our entire methodology became about cohesion and lore.
    Yes. Exactly.

    Although I'd set the turning point earlier than that; you can see it, in game, even in the original issue 0 content. With most MMOs, you can spot the point at which the money ran out, and it's almost always in the highest-level zones: art becomes really repetitive, and story disappears, because the zone designers are slapping stuff together as fast as they can to catch up with the shipping schedule.

    In City of Heroes, it obviously went the exact opposite direction. Atlas Park, Galaxy City, King's Row, Perez Park, Steel Canyon, Skyway City, Boomtown, and Faultline were obviously put together during the time period War Witch is talking about. When the zone designers got to the point where they were designing Talos Island and Independence Port and Dark Astoria, the world design still is random patchwork, like the earlier zones, but there's this sudden and obvious improvement in the writing ... which leads me to conclude that this is the point in the history of the game's development where they realized that they needed to go beyond the Ultima Online and Everquest 1 model of "never mind why, just wander around killing people and taking their stuff" and include more of the elements of single-player roleplaying computer game storytelling, to give people something to look forward to other than "gaining new powers" and "getting more stuff," namely, "finding out how this story ends."

    And (as I know by now the developers are tired of my saying) almost all of those old, slapped-together zones are still there, and people still enter them, and still conclude, in their first month after buying the game, while making up their minds whether to subscribe or not, that the game's story-telling sucks. Unless they luck into choosing The Hollows for all of their level 5-15 experience and Faultline for all of their level 15-20 experience, who'd blame them? By War Witch's own admission, if they do any of the other content (not counting Praetoria, obviously), they're right.

    City of Heroes desperately needs two things. The single most important thing it needs is a development tools upgrade of some kind, so it doesn't take so many hundreds or thousands of work-hours to redesign a zone and write its content. And then, once they have those tools, the first thing they need to do with them is to yank out the not-yet-redone level 5-20 zones by the roots and bring them up to modern CoH standards.
  14. Do we have a start and projected end time for this Wednesday maintenance, yet?
  15. Quote:
    Originally Posted by Zyphoid View Post
    No, get with the program Brad. 2XP is the old way, the new way should be x2 threads.
    We may have to agree to disagree; in my case, Leagues taught me that I really wasn't going to enjoy playing my previous main character in the end game. 2XP would let me get a couple of new builds into the endgame in days, not weeks or months. Since none of my 50s are things that I want to grind raids with, 2X threads this weekend would do exactly nothing for me.
  16. Quote:
    Originally Posted by MentalMaden View Post
    And, I for one, do not need a zone event this weekend as a makeup for the extended downtime.
    Hear, hear. 2XP, on the other hand ...
  17. Yep, down again. Hey, Zwillinger? Any chance of you showing up on Ustream to let us know what's the score?
  18. Can we get some word as to why this morning's downtime is running long, how much longer it's expected to run, and what this morning's unannounced patch was, please?
  19. Quote:
    Originally Posted by Irish Fury View Post
    I am still somewhat new to the game so please correct me if I am wrong, but it seems that prior to issue 19 there was no endgame to speak of. A lot of people are complaining that two consecutive issues (and quite likely the two after these) are focusing entirely on end game. To me it seems that after 6 or so years of nada, it was due a few issues. The people who wanted endgame waited 18 issues for their turn. I say let them have a few, the game the rest of us love is still here, and still expanding.
    I've been here since issue 4, and I don't think you're wrong.
  20. I had to give up playing my level 43 necro/dark/soul ... it was too easy. Yeah, once you get the Lich, it's that good. Protip: make sure you slot the heck out of Darkest Night and Fearsome Stare, both of them for to-hit debuff. Those two powers, all by themselves, give you, your minions, and everybody on your team soft-capped def(all), plus reducing minion and lieutenant damage output by over 50%, plus reducing boss and up damage by some-odd percent. And that's before you count in the debuffs from the lich and the dark servant.

    (That being said, the next time we get a 2XP weekend, I'm going to be really tempted to roll a necro/poison.)
  21. I haven't tried the BAF yet. I have run a couple of unsuccessful Lambdas with my bots/ff, and it wasn't the bots that cured me of that, it was trying to run */ff on a 16 person raid.

    There is a LOT of AoE spam, especially PBAoE spam, not just in the raids, but in the newer TFs, too. The Admiral Sutter TF is the kind of aggravation masterminds haven't seen since the Virgil Tarikoss SF: requires you to be highly mobile, spams pet-slaughter AoEs. So it's not just the trials.

    As a 50, not yet 50(+1), bots/ff I was able to contribute quite a bit to Lambda trial as long as I did one thing: give completely up on my previous role as a tanker-mind, play more like a blaster with mez protection and better +def, play the way most classes have to play -- TGIF, Tankers Go In First.

    That being said, */traps masterminds depend so heavily on toe-bombing for a strategy that I have no idea what to tell you; you may actually be screwed. Or maybe somebody else knows how to work with those limitations; I'm not by any means the expert on */traps.
  22. Quote:
    Originally Posted by Tenzhi View Post
    They were a bit rude, but the rather imperious "don't give me that attitude" and the excessive "you jackass" is even worse behaviour on your part. After that, I probably would have bailed on you, myself.
    This. I listen to advice. But you don't get to give me orders unless you're paying my subscription fee.
  23. Four trials, not two. With two more in progress, that have already been shown to the gaming industry press. Rome wasn't built in a day.

    It is absolutely true that the players who've stuck with CoH after all these years are obviously the people who didn't give a rat's raw hindquarters whether or not there was end-game content. (Or at least, most of us don't.) But the game's population is way, way down; how many of the people quit, quit because they didn't like being told, once they hit 50, "okay, that character is done, now roll another one"?

    The entire MMO industry has only come up with three "end games" to keep people busy between content releases: alt-itis, PvP, and gear-grind raids. CoH does alt-itis better than any other MMO in history, bar none, nobody even comes close. CoH does PvP worse than any other MMO in history, bar none, nobody even comes close. Until i19, CoH didn't even pretend to have gear-grind raids; now it does. Call it progress, call it a step backwards; for some people, "an excuse to keep playing the same character once I hit the level cap" is a check-off item, a minimum requirement.
  24. Quote:
    Originally Posted by Kailure View Post
    Lambda Sector can be started with a normal team of 8 people. As for whether or not it can actually be completed, I haven't tried it very many times or even finished it once, but the only time I came incredibly close to finishing it we had eight.
    During beta, I heard of a 7-person team, not even all of whom were 50(+1), successfully completing a Lambda trial. I'll be dipped if I know how they did it. (That being said, they were not a PuG.)