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Posts
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I don't see how it is more difficult to make challenging solo content for Incarnates than it is for any other part of the game.
Which is not to say it is easy at any point in the game: anywhere from 20-50+, an Empathy/Electricity Defender built for team support is going to have a completely different challenge with a given Boss-or-higher critter than an Invulnerability/Super Strength Tanker.
Besides which, until they create 'solo only' TFs, there is no such thing as 'solo content', only content a given player has chosen to attempt to solo. -
I can understand the appeal of the dynamic short tutorial we have now.
But I like options. I would love if you could choose
Head off to Atlas Park to start your career as a Hero without further instruction
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Head off to Professor Xenobia's School for Fledgling Heroes to get more instructions
at the end of it. I don't think that would break immersion, YMMV.
I also like having Instructors standing around in the newbie zones because it will gently encourage exploring. -
I actually agree with you, with a couple of caveats:
- Players cannot enjoy the game if they cannot play it.
- I think the Instructors can be completely in-game, it's just a matter of how things are written and presented. In a city that is calling for help from any hero that happens along, it makes perfect sense that they would have instructors on hand for the inexperienced. Even in the Rogue Isles, there would be those eager to lend a helping hand in return for service from a super powered being.
For instance, the "Foe Difficulty Instructor" can say that they are making available to you a database of known threats, level-rated and color-coded for your convenience (of course you can feel free to RP that you aren't using it).
New players need this info, and a good number of them aren't going to be RPing to get it anyway. If you have never played before, and you have no idea why the word Enhancements is red above your power tray, you are eventually going to have to go to some non-in-game source for the info: the forums, another player, the Help channel.
I am just proposing that there be a convenient in-game source for the info as well. -
Mods, feel free to move or delete this or whatever, but here goes...
The 'ongoing training' provided by Twinshot and Graves does not work for several reasons:
- New players are getting sucked into DFB and missing out
- New players have no way of knowing these missions are intended as training
- The missions themselves do not do a good job of training in a timely manner (at level 5, you are taught how to go to a trainer? Really?)
Thus, knowing full well it will take time, I propose that several new npc Contacts are added to both starting zones.
These guys would have deliberately generic names, such as "Foe Difficulty Instructor", "Power Improvement Instructor", "Long Distance Travel Instructor", "Enhancement Management Instructor" "Inter-Character Communication Instructor" "HUD Instructor" and the like.
Each Contact would send you into an Instance designed to teach you that one specific thing, and reward you with some xp and drops.
This would allow each new player to tailor their training to their needs, enable them to find training just by looking around the zone, help take strain off of Help, and add a unique, casual-friendly feature to the game. Not to mention offering some quick xp and rewards that are an alternative to DFB until 22, then discover you have no idea how to slot Enhancements.
Bonus points for a older but distinguished Instructor in a wheelchair. -
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I'm pretty sure the price point is based on the rewards and the stories are just bonus content attached to the rewards. "Each Alignment Merit is also packaged with a nice little 3 mission arc!"
That way, they don't need to change the price point if later parts are longer or shorter, more or less elaborate, or more or less liked; you still got what you actually paid for (so long as it is possible for you to reach Mission Complete ...can these arcs be autocompleted?) and the content can be looked at flexibly as either part of the price (it takes more time to get the merit than if it were just outright sold) or part of the benefit (purchasing the merit unlocks extra content).
Pretty geniusy, I'd say. -
It would have been death for the game a few years ago.
Now it's training for grinding iTtrials.
It bothers me, but I'll live. I just hope it doesn't lead the Devs to slack off on actual story content for the game. For now, the SSAs and First Ward have assured me that I should have no fears about that. -
I have several characters that NEED the Naughty Alignment.
...and I want to see those Tip missions... -
We cannot allow Blackthulu to get all up in this hizzy!
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Quote:I think the distinction is important.You're also making a distinction about choice. You think some people know the laws but break them anyway, and some people have empathy but kill anyway. I don't care about that distinction. Anyone who has empathy but kills for fun is going to numb their empathy away in short order. A psychopath doesn't display empathy; whether they might once have had the capability for it doesn't matter.
Jason Voorhees, for example, presumably has massive brain damage. He may be medically incapable of having a guilt/hesitation reflex, and he may be unable to comprehend that killing people is wrong or bad. If that is indeed a curable medical condition, it should be cured, depending on cost and practicality.
Movie!Magneto, on the other hand, is presumably medically sane. He intends nothing but good for society, usually. He is shown to have a guilt/hesitation reflex, and definitely understands the extent to which his actions are socially unacceptable. His choices are made out of logic (he has resources unavailable to most people), and his will to do what he feels needs to be done. He is incurable in a medical sense. To change his actions, you would either have to inflict a medical condition or change his circumstances (or at least his perspective).
Note that I'm not saying his decision to murder every baseline human on the planet was correct, simply that it wasn't the result of a curable medical condition.
Haven't seen First Class, by the way. -
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I was just making reference to the fact that a bit of antisocial behaviour might be accepted or even expected from a person fighting to survive day to day, whereas a person with a 'good life' is more clearly behaving outside social norms when they toss their advantages right back in society's collective face.
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Quote:Conceded. However, I am speaking in reference to a lot of things, but in particular a line from Frank Miller's Sin City (the comic, not the movie) where a character says something like, "The shrinks say I'm sociopathic. But I know I'm just evil."Seriously, the title of the thread is misleading, because nothing we do genetically is going to abolish evil. It might affect some folks' ability to do antisocial acts, but evil, contrary to Carpenter's Prince of Darkness, is not a chemical reaction. It's a conscious choice (that's why accidentally killing someone is not evil, though it may be many other things).
Well if the most blatantly antisocial acts cannot be defined as evil, then we can at least call them antisocial. Sociopathic. Psychopathic. Medical conditions. Curable medical conditions. But how far should we go to cure them, and we ready...can we be ready to deal with the consequences of doing so? And where should we draw the line between 'detriment to society' and 'annoying'?
Quote:It's the kind of argument that our geometrically-growing scientific knowledge brings to the surface, though, and not just in cases of good and evil. You mentioned sexuality, and we certainly see it there. It's probably one of the reasons that discussing the CAUSE for one sexual orientation or another has become somewhat verboten in recent times, because it brings up a potentially nasty can of worms. If sexuality is environmental, then theoretically various behavior modifications techniques might be able to alter it. On the other hand, if it's genetic, then eventually we'll probably be able to determine it in the womb, and CHANGE it in the womb (or potentially earlier...or POSSIBLY even after birth with some sort of gene treatment). And there's no way around it, because even if it's a combination of genetics and environment, that means it might be altered with a combination of DNA science and therapy. The question, as always, will be should we...just because we can?
I think I need a beer... -
Quote:Clark Kent can easily find or even manufacture precious objects that would bring him untraceable wealth. Even without that he has a good job at a prestigious newspaper, or prior to that a comfortable existence as a farm boy. He doesn't need to eat or sleep, and he can't be killed or even injured. Yet he goes out of his way to battle people who can injure or kill him, or threaten his reputation and his loved ones.Clark Kent had no expectations of a good life. He doesn't have any loved ones beyond an adopted mother, and he has nobody's respect in his civilian guise. Society gave him almost nothing -- he works for a living. He's no sociopath.
Quote:Peter Parker has even less -- no good job, no family beyond an aunt, and the world gave him nothing at all, least of all respect. If MJ hadn't entered his life, Peter would be one of the saddest figures in the comics. Not a sociopath.
Quote:Diana Prince had every expectation of the good life. I'm a little fuzzy about why she left her island to meddle in mortal affairs, so I can't measure whether she's a sociopath or not.
Quote:Ororo Munro has a complex history -- orphan, street urchin, then goddess, then outcast, then teacher and leader, now goddess and queen. At times she had reason to expect a good life, but most of the time, no. She's a bit of an egomaniac, but not a sociopath.
Quote:A sociopath is someone who acts against the better interests of society, not just someone who defies society's conventions. Being a vigilante in and of itself is not sociopathic.
Quote:If you want examples of people who expected good lives but became sociopaths, I can give you a more interesting list:
Lex Luthor
Frank Castle
Justin Hammer
Dexter Douglas
Dexter Morgan
I'd class all but one of those as a sociopath. (A No-Prize to whoever figures out which one isn't.)
Lex Luthor: understands social norms, never shows hesitation or guilt over the antisociality of his actions. Sociopath.
Frank Castle: understands social norms, never (?) shows hesitation/guilt? Sociopath. Has occaisionally been a psychopath, unable to see the social ramifications of his actions.
Justin Hammer: Lex knock-off (but a good one)
Dexter Douglas: Is this the kid from Dexter's Laboratory? Despite his genius, his brain is still maturing. Probably still clinically both psychopathic and sociopathic.
Dexter Morgan (I missed the last 2 seasons, no spoilers please): seems to have developed both hesitation and a conscience. Still suffers from antisocial compulsions. Inner monologue however suggests that he is only capable of recognizing social cues through rote memorization and great conscious effort. Psychopath, but not a sociopath (as of the end of season 3).
Do I win? -
Dear Arbie Fab,
The Facemaker just came out with her (?) new fall line, and I must say it's wonderful! I have been wearing my wedding dress for a while now as I comb the Isles looking for my husband, Demetrios. For the season, I was thinking about going with something a bit more 1935 Elsa Lanchester.
However, I'm not thoroughly satisfied with what I have come up with so far.
Am I already fabulous and just have new bride jitters, or am I in fashion peril? Should I stick with the thigh-high boots for sexiness, or go with leg wrappings for authenticity? Does Demetrios even know that the slight case of the deads I came down with on our wedding night proved to be temporary?
Also: the Beehive hair obscures the neck bolts, and that just makes me sad.
Yours in love,
Bride of Vahzilok -
Here's a question that's been mullin' and creepin' and crawlin' around in my head for a while.
Throughout history, there have been individuals who had every ability, every expectation, of living the good life with no effort. They had respect, loved ones, and even if they weren't rich they weren't exactly poor and suffering. People to whom society gave all, yet who defied society and chose to risk their well-being and lives in efforts to improve society itself, or to benefit others.
To duck the mods, let's keep the name-dropping fictional:
Bruce Wayne
Clark Kent
Peter Parker
Diana Prince
Ororo Munro
...are these people, almost by definition, sociopaths? Some of them have nominally logical reasons for beginning their careers (and practical economical meta-reasons for continuing them) but I think we can think of some corresponding people in Real Life that have done similar things without the benefit of writers writing their lives.
...Irish rock musicians, Albanian nuns, Indian lawyers, French cross-dressers...you get the idea. -
Okay, another crazy idea...
Start with good old Build Up. No penalties, no changes whatsoever.
Add to it a series of extra bonuses, based on the character's current state that represent various 'styles' of combat.
For instance, if your hp is currently high, you are "Focused" (with handy pretty floaty): you get additional bonuses to Recharge, MoveSpeed and your attacks have a Chance to Knockdown. Essentially, you are in 'minion mashing mode'.
If your hp are currently low, you are "Angered": you get extra bonuses to Damage and Recovery and your attacks have a Chance to Stun. This is 'boss killing mode'.
Again, the idea is tacticality: you have the option of choosing between various modes of a single power based literally on how you approach the fight. -
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I understand others are not as amused by the idea, but I personally like the idea of a Berserker version of Build Up for Broadsword that sidesteps the disparity between super-Recharge builds and less expensive builds by having a penalty while it is up.
In return, it could have a shorter Recharge from the get go, and be available essentially all the time.
In a way, it counters Parry...except that you would never use Berserk against a foe you needed to Parry.
An Elusivity penalty of say, 5% might warrant fairly huge bonuses, since it effectively doubles the amount of damage a very high Defense build takes while it is up...while penalizing lower Defense builds proportionately less.
I think you absolutely could tweak the numbers so that it is a net improvement for Broadsword. -
Dear Devs:
I have purchased the Serpentine Hair, as well as the rest of the Halloween package. Thank you.
When there is an animated version of the Serpentine Hair (or any/all animated hair), I will purchase that also.
Yours in Love,
Kitsune9tails -
If Broadsword Build Up imposed say, a -20% Debuff to Defense while it was running, would there be any amount of +% Recharge, Damage and Accuracy that would make the power acceptable?
Just curious. -
...dammit!
*buys points* -
Quote:I think we should have both.Now more than ever, we need to ditch the "path-driven" contact structure for a more open world, contact discovery system. "Dynamic Contact" lets the player discover his or her own way though the current content and gives the devs the ability to add content without having to be concerned with how it ties into the overall lore. Granted, Radio and Newspaper missions do a lot of this, but with these, you operate in a vacuum where more dynamic content would urge you to "find missions" by interacting with various locations and citizens, not specifically mission-granting NPCs.
I think story paths should be brightly labelled in blinking neon for those who want them, but there should also be additional Contacts that are discovered/unlocked through exploration and in-game decisions. The fact that there are 'hidden' Contacts should be made obvious as well at first, then the player turned loose to look for them or not.
Some people don't like a sandbox type experience. Others hate being railroaded.
We can satisfy both camps.