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Here is my personal thought about the well. I beleive it is established in the novel that the box that is the foundation of the well waters power actually collects energy over centuries then periodically grants that power to champions who become legends.
Of course the well is sentient and malevolent; it is us.
The power it collects is our dreams, our imaginations, our divine potential. That all goes to the box and waits for someone we deem worthy.
Everytime a person has a heroic impulse they quash or a villainous one they withhold, that defining moment doesnt just vanish, it goes to the well. All the world-changing, consciousness-raising books and songs you failed to write are in there with every time you thought about seriously killing that guy in traffic, all those closet monsters, waiting for someone heroic or villainous enough to physically free the power.
Then, guided by your subconscious mental template of whst a hero or villain is, it seeks out the existing people and things that most closely match, and tempts or imbues them with huge chunks of that power. The power of 6 billion divine souls concentrated into a few thousand people. -
For me, in games, the essence of fun is interesting choices. That means a couple of things in this context; balance and difference. A 9 second cast time is fine so long as the other aspcts of the power make it overall as useful as many other powers with the same cost. If not, the power needs buffed or additional uses. As a last resort you can make it more like other powers by reducing downsides.
This applies to archetypes as well. Is there room to buff blasters? What should happen when a solo blaster meets a +0 x1 spawn, and how should that differ from the scrapper experience? -
The whole situation feels, well, a lot like what periodically happens in comic books
You get a new writer/editor on board, and the focus of the stories change. The new team feels just as passionately about the characters as the old, but they want to tell stories with a different feel than what you are used to.
Daredevil goes from being a generic street hero with radar sense to being an uber ninja. Batman goes from being a 'jolly old chum' with a theme and gadgets to being an angsty avenger of the night. Superman grows a mullet. That one mutant team suddenly becomes major players.
They'll learn soon enough. As a playerbase, we are pretty easy to please:
- We want long stories that you can play through quickly
- Light stories that are deep
- And challenging missions that are easy
See? Simple! -
Quote:Flambeaux is going to be mad at you once she parses what you just saidI'm more than convinced it's nigh-on impossible to tell a good story in just three missions. There simply isn't enough room for it, especially when you have to contend with the overhead of having actual gameplay in the arc. And if you DO try to tell a story in few missions, you end up with Twinshot, which has so much narrative, character development and exposition that all gameplay is butted off the arc and you're left with what amounts to an interactive book. Or, like... A Bishujo game, but without the pretty girls.
I think the storytelling can work with the shorter arcs, so long as they dedicate several arcs to each story. They are kind of doing that with the SSAs, it's just that those are not containing enough history and personality for my individual tastes.
Part of it is my own expectations, which I must applaud them for circumventing. I was really expecting a "day in the life"/origin/backstory dump about each Phalanxer, ending with the one Who Will Die, whose story would have been trickled in all along.
I'm still hoping for a future series of stories about the surviving surviving 7 (assuming that many survive) that give us a chance to really feel who they are, the way every fan knows who Superman and Batman are.
About the comic: Statesman is at ground zero of an antimatter explosion that he failed to stop, several of his teammates are dead, he himself is KO and picked up by a spirit, and he has the nerve to say, "we didn't need your help"? What a ...detective. -
Quote:I agree here; I just think that from the story side it is reasonable that the Telepathists can translate those thrown rocks into psychosomatic or even telepathically-induced damage.Likely because it's a heavy-handed hint that you need to get rid of the Telepathists before they turn too many citizens (which results in a hailstorm of firebombs and rocks)
My point is that IF that is what is happening (and if it is not being left up to us as 'writers' to justify how we are taking damage), then it should be presented so clearly that we would not be having this conversation. -
I disagree.
At no point does the story indicate that incarnates should be immune to pacification. Both story and gameplay are in sync. But the ability of the citizens to take us down is not clearly associated with the telepathists for some and just plain distasteful to others. I personally would be just fine with a better visual emanating from the telepathists or even some atmospheric text in a caption box spelling it out. -
I'm not going to argue with any of your points except to say that you kind of have to pick a side; either the Devs should leave the old story potential abandoned or pick it up and develop it.
In spite of my reservations about the new Dark Astoria, I'd love to see them develop the stories you mentioned.
I'd like to see Praetoria go all the way up to 50 as well. -
Not really.
I kind of feel like the game is going through it's own 'grim and gritty 80s' phase. The emphasis is more on action and plot, rather than a nebulous backstory that is full of potential. The focus is on what's happening NOW rather than setting up a world where anything could happen in the future. Storylines are being resolved (and retconned), rather than left hanging.
It's very interesting, and makes me wonder if it is a natural outgrowth of having an ongoing setting with multiple writers and editors on board.
I feel that this is a phase, and we will get through it just fine. I also feel that it is not all bad, and that the game can contain and benefit from both 'styles' of writing.
I love the story of Praetoria. It's a good story. What is unusual about it is that it seems we are heading to a definite ending rather than it being left as an open-ended place that is occaisionally updated forever.
There are an infinite number of alternate worlds beyond the Portals, and therefore an infinite number of stories that could be told that deeply, even disregarding the potential of the Shadow Shard. That's awesome. Similarly, we could finally delve as deeply into Crey Corporation, Hero Corps and other fixtures that have been around forever.
At the risk of splitting hairs, though, I think the writing may have outstripped the presentation. Things like having players not instantly comprehend the effect of the Telepathists is minor as an isolated incident, but I hope that it is a problem we can nip in the bud. I feel the same thing has happened with the Signature story arcs; IMHO those should be longer and more in depth, and written with more of a story about the various Phalanx members they are about, so that we can feel the great potential that seems to lie behind it.
The first SSA told us basically nothing about Synapse.
The second was much better, and we found out a lot about Numina and her dad, but not much was done to make us feel about the potential loss of Numina.
Then we have Miss Liberty go down without so much as throwing a token punch.
It feels like the writing staff has 'rebooted' somehow. -
I would not put it that strongly.
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Quote:That's an interesting point.The very specific parameters of the suggestion were that it added a new way to use the mines without damaging the existing way of using them for players used to using them the old way. Anyone using Trip Mines in the current normal fashion would be able to use these almost exactly the same, but they could also be used in other ways for other purposes.
How ARE people currently using Time Bomb? -
Quote:I disagree.You make a really interesting point. Statesman is dying not simply because of his connection with Jack Emmert but because he's been written like a ...
I am under the impression that Statesman is dying because he is the Superman of our game. He is the one that walked off a Nuke to the back of the head. He is the one that gets to pose in midair with the cape fluttering and the City of Heroes theme in the background. He is the guy whose appearance on the game box instantly lets us know what game it is.
I agree with your subsequent point that we are probably not feeling the way we 'should' about his impending doom.
I however disagree that the writing per se is the problem: I feel that it is the presentation, and not the plot or dialogue itself that is at issue.
Before we lost Statesman, we needed an SSA and perhaps several missions of various types that gave him a chance to shine as an inspiring and admirable, if flawed, character. Something that cemented in our minds and hearts exactly why he comes off as arrogant and intolerant from time to time, yet gave a reason to feel sympathy.
Maybe the next SSA will make up for lost time and opportunities.
If we, as rumored, are to lose Recluse as well, I'll feel similarly. Recluse has a certain generic style and coolness, but far too little of the backstory and development of his rivalry/antagonism/previous friendship with Statesman has been developed for my taste.
I always thought there was plenty of time to get around to it. But death happens, it would seem. -
Quote:I like this.How about this; when you use it the power button turns into a running toggle. When you click the toggle off the bomb detonates. Change the name to Remote Detonator or some such.
I was thinking in the sort-of-opposite direction: a (short?)ranged power that you shoot/toss at a foe that does not inherently alert them. After a little while it explodes, dealing AoE damage centered on the target. Sort of like a back-loaded DoT.
Bonus points if the power cascades, setting off other Time Bombs that haven't gone off yet. Additional Bonus points if the target has a chance of noticing it, but the bomb goes off when they notice (and thematically at least, try to remove) it.
This power would still probably only really be useful against EBs and larger, and occaisionally for the fun challenge of seeing how many foes you can tag before the explosions begin. I don't have a problem with this.
My issue with Time Bomb in it's original form is it's designed and named, it's like a bomb that should empty out an entire villain lair except for hard targets, but it can't really work that way.
In any case, the key is the damage/AoE should be huge enough that you cannot outdo it with your other powers with the same slotting. -
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Quote:If your team is tearing through the content that fast, then that is not a situation for trip mines. It's probably not a situation for your primary, either, actually.In the 15 or so seconds it takes to lay 3 mines (assuming lots of recharge) the team would already be on the next mob.
Situational powers are situational. If you take a situational power, either seek out those situations, or ...not.
If you ask change the powers in a powerset so that they are just like other powers in other powersets, what you are really doing is just asking for those other powersets to have an alternative animation or something. -
Quote:No argument from me on that.Believe me, I really wanted this to be true, but it just isn't.
However, if one wanted to address that, there are a number of different ways it could be approached. Making the powers just work faster is fine, although it's kind of against the point. One could also make them stronger or make more content where they are useful in their current form. Or make an entirely new powerset that does what you want.
Personally, I am on the side of 'more varied content', but YMMV. -
City of was apparently designed to have teams occaisionally encounter spawns that were so dangerous, you were supposed to puzzle your way around or through them, rather than just power through.
This makes sense; even James Bond, Han Solo, and Superman occaisionally encounter things that make them use their brains rather than just charging in shooting, or use stealth and trickery.
Most players just avoid such situations entirely; if the team wipes, they lower their rep or drop the mission.
But there should still be tools for the minority that enjoys doing things 'the hard way' or 'the long way'.
The entire point of a powerset named Traps is that you set up traps for your enemy to blunder into. Although Bear Trap melee would be a fun powerset, that's a different powerset from Traps
Gadgets and Devices are similar concepts; you have a large variety of very different abilities, so that when you run into an outlier situation that you can't power through, you have something "for just such an occaision". That something should not always be a fast-charging crashless nuke. -
There is nothing wrong conceptually with 'only as a way to start a fight' or 'pull the enemy into an ambush' type combat powers, so long as those powers are strong enough to balance the interrupt/animation times, which may no longer be the case (if it ever was).
Not all powers or powersets have to be designed or intended to be used in a situation where 30 minions are taking potshots at you.
Variety in character design and playstyles uber alles. -
There is room in this game for brain-intensive battles with overpowering enemies. It just may not be the best fit with early Incarnate stuff
; and it ultimately will probably be somewhat less popular than TFs/SFs as a whole.
But the Devs can't win; if they had come out with button-mashing stuff for the early Incarnate content, people would have been saying they were unimaginative and wondering why we can't have cool bosses like in that one other game
And they have already upgraded the servers several times. I don't know how many enemies the engine/lower-end systems can throw at us at once before it becomes screenshot city before too many people, but I'd like to see a mission where that was the pointmaybe that's the Reichsman mission?
But I still beleive most of it is presentation; one ploy they can get away with a few times is the Godzilla Threshold. The situation is so bad, they are throwing their failed, too-dangerous-to-use stuff at us.
And please: destructible instanced environments. I want to go to a facility like the BAF, say, "knock knock" and literally blow the wall down. -
Quote:Warning: Tv Tropes ahead.Especially since the devs are holding back the remaining slots. If they're not going to let us become more powerful, why should we tackle harder content? Most people seem to agree because they're sticking with the BAF and Lambda because those trials seem to be balanced for the slots we have, as opposed to the UG and everything after which seem to be balanced for stuff they wont let us have yet.
Because we rock everything the Devs throw at us, either by them underestimating us, unexpected tactics, or (to excuse the expression) whining until they make the stuff weaker.
We have enough raw power to tackle the content; it's applying that power (that is, learning to actually use tactics/recruit teams/choose Incarnate abilities tailored to the challenge) that is the current bottleneck, if any.
Compounding the problem is that we have not been given true 'breather levels' where we just walk all over the content due to our newfound power, before the next 'wake up call boss', where the bad(der) guys pull out their emergency stuff.
From the point of view of a designer, we may be doing so well compared to even MoM that slots to make us more powerful just don't seem needed yet. We may be having a much higher success rate than they were planning on at this point.
They may have been expecting a more Hamidon-like progression or one even like the early TFs, where they were bounced off of for awhile before success started to happen.
Part of the reason for this may have been the unexpectedly (by me) light Beta testing of the latest Trials. -
Quote:Some especially good points here.Instead of level shifting the IDF, this is when they should have rotated in new and different enemies who had reason to be more powerful. That's NOT civilians with ROCKS. All the devs have demonstrated is our actions have no impact and they put zero thought into story and progression. I'll wager there will still be Seers in the trials that take place after MoM, and they too will be more powerful than ever when the opposite should be true.
Some cloned Marcus Coles (in identity-concealing, mind-controlling helmets), other forms of Telepathists (foreshadowing the upcoming MoM trial), new super-powerful-but-unstable experimental War Walkers, etc -
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Quote:Hence DC Universe vs Mortal Kombat, or Street Fighter vs Capcom, etcThere's really no way to a have superhero MMO that won't cause the various power levels of heroes to appear to be either massively increased, or massively decreased when they team up with each other.
There is also the question of player choice and accessibility. If I want my ninja chef character to kick Ruladaak in the face, she can, and it's up to me to justify it. I would not like the game to tell me "Sorry, Batman, you picked 'normal' as your origin, so you don't even get to go get curbstomped by Darkseid".
Again, it's a matter of presentation, not justification.
If the crowd of normals v <heroname> was presented differently, it might have gone over better.
There have been suggestions made as to how the presentation could be changed to make it more palatable.
But the more important thing is for the writers to present the foes going forward in such a way that more players enjoy losing to them, or at least feel better about it. -
We are all the writers of our own comics; the Devs are just the editors.
It is up to you to justify how the Seers get the cybernetic Impervium armor bonded to your skin to apparently stop working, just as it was up to you to decide that your Temporary Invulnerability was represented as Impervium armor in the first place.
This isn't about whethet the Seer debuff is justifiable; anything can be justified in a comic book setting from Squirrel Girl defeating Thanos to an entire race of superhumans who just happen to grow up in the one type of star system that denies them their powers, and simply choosing not to develop star travel.
IMHO, this is about what kinds of threats we want to be defeated by in Incarnate content going forward.
Let the TPN stand as a individual incident; stories and history are full of things that happened 'that one time'.
What we need is guidance for the writers as to what kinds of threats we will feel good losing to.
Like:
Super Robots
Angels
Fallen Angels
Angels that are Super Robots
Gods
Gods that are Super Robots
New Gods
Alien Battlecruisers
Fish
Other Incarnates
...and of course, little girls. -
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From wikipedia:
Quote:Let the Bard come up with something THAT good!Golden Oldie
May Parker was transformed by Galactus into the cosmically-powered being Golden Oldie to serve as his herald. Rather than lead him to populated worlds, Oldie discovered an extraterrestrial baker who bakes planet-sized snack cakes that sate Galactus's hunger. May's transformation is ultimately revealed as a dream.[21]