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Posts
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Joined
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First of all, it's been great to get some perspective from a recently returned player. I've been watching this thread for a while and I've been enjoying your writeups.
Also, red side has two new contacts that are at the same level range as the Laura Lockhart and Graham Easton arcs you already ran (As in 15-24). These contacts are Bane Spider Reuben and Brother Hammond, both of which are in Cap au Diable. I'd definitely recommend doing both.
If you haven't done Vincent Ross's arc yet (I think you were here when that came out but I'm not sure), I'd also recommend doing that, especially if you've also done Diviner Maros' arc. -
First of all, it seems like being a mutant isn't as big of a deal in the City universe as it is in, say, the Marvel universe, so it's possible that the Devs just don't see as much story potential in it. However, we do have some fairly important mutants running around: Faultline and Fusionette. The fact that both the current Faultline and his father are mutants is a crucial plot point in the Faultline story arcs, in fact. As for Fusionette, she is one of the Nuclear 90, a group of 90 mutants born in a single year that have natural magnetic fusion reactors for hearts, which they can channel energy from to manifest a variety of super powers. Faultline may be one of the Nuclear 90 too, but I can't find any information to support that.
It might be interesting to see something done with the Nuclear 90. There's a lot of unanswered questions about them. Who are the rest of the Nuclear 90? What phenomenon caused 90 children to be born with such a beneficial mutation? Were they connected or was it coincidental? It's also noted that many in the Nuclear 90 work for the betterment of society, but what about the rest? How many are villains and how many chose to just live normal lives? In the latter case, could they really sit on the sidelines forever with that kind of power?
I think the Nuclear 90 have a lot of story potential, especially in how they came to be. I would imagine that if they wanted to create a mutant-centric storyline at some point, it would be about them. -
Whether or not my characters move much depends on the character. Characters like my Invuln tank and Shield scrapper don't move around too much because they have powers that encourage staying in one place in order to yield the best benefits. Characters like my Claws/Regen scrapper, though, tend to be fairly mobile, dancing around opponents and trying to maneuver them into favorable positions for my attacks. When I'm alone against a boss on the scrapper, for instance, I like to use Focus to knock them down, come in for a few hits, then back up and use Focus again to knock them down again without getting hit by their (often) stronger melee attacks.
I prefer moving around, mostly, but I know it doesn't work well with some characters, so I stay put when the situation calls for it. -
Quote:I found it. It is indeed a Paragon Times article.I forget where I read it, but I believe it was out of the game. It's possible I read it off a Paragon Times article. It's possible it's Virgil Tarikoss who said it, which makes it unreliable.
http://paragonwiki.com/wiki/Paragon_Times/20050615
It seems like Tielekku was mainly upset at the fact that teaching mortals magic would encourage them to stop worshiping the gods (thus weakening them. Ironically, she's weakened when we actually encounter her, perhaps for this very reason) and apparently stopped pursuing Ermeeth once he was initially defeated and forced to retreat. Hequat was the one who pursued him further by forming the nation of Mu specifically to combat Ermeeth's people, the Oranbegans.
I don't have much else to say that hasn't already been said in this thread, but I will say that I thought the revelation of the Sentinel's true identity was an excellent twist (I also found the personal story that revealed it to be particularly effective). -
Heh, the Liger was real? Nice. I'm not one for vanity pets, myself, so I'll give this a pass but it's still fun that it's actually in the game.
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Heh, these were great. I particularly loved the "There's always one" thing (It's so true!) and the literal "vanity pet." Clown summoning is funny too, since I'm imagining that summon animation.
I totally want that Rularuu costume change thing, too. -
Huge congratulations to both of you! I'm so glad you are finally tying the knot. I'll definitely see if I can attend the in-game wedding if you two decide to have one and if you're coming to the Pummit, I'll try to congratulate you there too!
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Awesome, I always thought this particular arc deserved to be a Dev's choice. Congrats, TheDeepBlue!
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Welcome, Hit Streak! I hope you enjoy your time here! I know we're a little crazy sometimes, but we're generally a lot of fun to be around!
I'm looking forward to hearing from you more in the future! -
Man, this makes me sad, since I always thought you were awesome. I'm going to miss you, Beastyle. Hope you have the best of luck in your future endeavors.
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I believe that when Zombie Man mentions completing the mission, he means completing both the first mission and the second mission where you need the help of the opposite alignment. After you finish both of those missions, then Scratch/Ganymede will offer the mission to talk to DJ Zero.
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I noticed this particular valentine earlier, but unfortunately couldn't see what Rick Davies' reaction to it was since I was a villain and thus couldn't reach him. I'm curious to see what exactly his reaction to it would be.
In a similar vein, I just got a valentine from Chance McKnight to Belladona Vetrano (Both Praetorians). Giving the valentine to Praetor Sinclair suggests that the letter is genuine and not a ruse to lure Belladona out. The thing is that Chance claims to be married, offering to introduce you to his wife near the end of his arc and even invites you to dinner with the two of them when he sees you off when you go to Paragon City through the Loyalist portal. I'm not sure if this is an oversight or if Chance actually prefers Belladona over his wife but for now, it just seems odd. -
Quote:The funny thing is that I actually forgot about the fact you're referring to, having only heard it offhand at one point since I only read the first book. The way I was able to correctly answer that question (Which, mind you, only comes up blue side) was actually thanks to the fact that I was paying attention during the villain version of the ending cutscene.I was so pleased at being a lore geek when that came up and I was all, "ooh, ooh, I know!"
Michelle
aka
Samuraiko/Dark_Respite
As for the arc itself, I'd say it's definitely the best of the four parts out right now. Fun battles, lots of little lore tidbits (The chat with Ms. Liberty in the beginning of the first mission blue side was particularly interesting, showing her reaction to the ending of Part 3 and highlighting exactly how she's different from Statesman. Funny how Longbow actually seems to act contrary to her apparent views on Recluse here, though), and an awesome final mission all add up to make the arc definitely worth playing through. The *spoilers* "asylum" part in both versions of the final mission was definitely my favorite part.
It looks like we're past the halfway point for this particular story. I'm looking forward to seeing how things continue from here! -
Quote:I talked with Viridian after the summit was over to get a little clarification and it sounds like heroes and villains run the same basic story arcs but your decisions (As in heroic or villainous choices) play a larger role in how they turn out, with things wildly diverging towards the end based on what you decide to do.Here's the quick summary of the Incarnate panel based on my recollections:
New DA will have different story Arcs for Heroes and Villains along with repeatable content. Based on what they said it sounds like the repeatable content is implied to be co-op with tip mission style "moral choices" but they didn't say that outright.
Anyway, going back to the panel, both Astral and Empyrian merits (Along with Incarnate XP, threads, and salvage) will be available through the content in Dark Astoria, though it was noted that Empyrians (Maybe Astrals too, it wasn't clear whether they were talking about one or both) will likely have a time lock on them to keep people from getting them too fast.
In addition, they mentioned that the groups that are getting involved in this such as the Banished Pantheon and the Tsoo are getting some more powerful members, with members that were previously bosses being downgraded to Lieutenants and so on. There was some mention of Underlings being part of these group as well but I can't recall what was said. The pre-Incarnate versions of these groups are unaffected.
In terms of characters that are involved in Dark Astoria's storyline, Mot is obviously a major figure, and Diabolique will also play a part that will likely tie in to her trial. The third major character the Devs mentioned is Blue Steel, who it sounds like we may finally get to fight if we choose to (Though the Devs jokingly warned that it may not be a good idea).
Finally, it was mentioned that our incarnate shifts, normally reserved for the incarnate trials, will actually work both indoors and outdoors in Dark Astoria. -
I'm personally fine with wherever we go, and I believe I should be able to make it to all of these. I'll be driving myself from my workplace in Hayward straight to wherever we're having dinner on Friday, so if anyone in between Hayward and where we're eating needs a ride, I'd be glad to provide. I can fit four people, not counting myself in my car.
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I definitely think I will be coming to the Freedom Player Summit, barring any unusual circumstances. If there are plans to get together earlier than that, I would definitely love to take part as well! I'm looking forward to this, since it looks like a much bigger event than last year (Which I still enjoyed, by the way).
Hope to see plenty of Justice representation there! -
*SPOILERS*
Quote:I was wondering that as well. I suspect the Warshade powers thing is really just intended for the look, sort of like how Helix has Peacebringer powers but does not appear to actually be a Kheldian. Note that Darrin does not activate the armor (One of the most telling signs of a Warshade) but simply tosses Warshade like bolts. I think they just wanted to make him have a unique dark based set. As for why he's there, there's a number of possibilities...The first mission is weird, in that... Why did Darryn Wayde show up? Doesn't he want to "bring Rularuu to the here and now?" Why does he have Warshade powers?
1) He's a member of the Rulu-Shin and is simply trying to cover his escape with some artifacts.
By pretending to be on the Midnighters side during that fight, it would be easier for him to slip away, which he does at around the same time Mercedes comes in with the news that the skull and baseball cap have been stolen. Rather convenient that he happened to exit then, hm?
2) He's NOT a member of the Rulu-Shin and was there for his own purposes before joining in the fight with the Rulu-Shin and slipping out.
It's possible that Darrin Wade's interests actually conflict with the Rulu-Shin. He may want all the credit for freeing Rularuu and thus, be the only one to gain power and be spared.
3) He's an Aspect of Rularuu in disguise who is pursuing his goals without regard to the safety of his followers. He helped the Midnighters because his own goal (Likely, the procurement of a number of rare artifacts like the Power Amplifier that is mentioned in the villain version of the arc) was more important than the lives of a few of his followers.
This particular rumor has been around for almost as long as Wade himself has been around. Aside from his desire to free Rularuu, he actually happens to have a facial structure that's not unlike the Aspects we've seen already.
4) I really hope this isn't the case but it's entirely possible that the Devs forgot about that particular aspect of the character and just wanted all the Midnight Squad related characters present for that battle. -
Ooh, I am definitely going to this, barring any unusual circumstances on my end. I'm looking forward to hearing more about it!
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I like this ViDoc! Although there's not a whole lot of new information (Although apparently we can take part in how the character is taken out), it still is neat to see the thought process behind the signature story arcs.
The thing that caught my eye the most, though, was that piece of art that shows up right before David starts talking that appears to be a redrawn and expanded version of the login screen's picture with Statesman and the ACU. I wonder if we'll be seeing the full piece later on, because that looks rather neat (Although Desdemona's face looks sort of like Ghost Widow's face there for some reason). -
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So, I could use a little clarification, then. My billing date was today, October 2nd, and my account has been active since Freedom came out. I've noticed that my billing date on my account has now changed to November 2nd. I received a character transfer but never received any points. Is that because I already got my points for September with Freedom's launch or am I supposed to be receiving October's points now?
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Quote:As a note, Nictus are also notable in that they steal the essence of others, especially other Kheldians, in order to increase their lifespan. Essentially, they've become sort of like energy vampires. This actually leads to my next point.Nictus are evil Khledians who have used advanced science to transform themselves and their powers. Black-purple in color, they now manipulate gravity and dark matter in a fashion similar to standard Kheldians. The lifespan of an unjoined Nictus (and Warshades) is about 5 years. Joined Nictus are, like Kheldians, unaging while in a host.
Quote:The Nictus once ruled their race with an iron fist (metaphorically-speaking), until the normal Kheldians rose up and cast them down. The Nictus fled, and those that hunted them became known as the Peacebringers. What resulted was a running war across the universe, with the Nictus forcefully possessing various alien races to hide in, and the Peacebringers finding them and driving them out. The war has now come to Earth, with the Nictus having been here for centuries, if not millennia, and the Peacebringers just recently arriving. The Nictus have joined forces with the Council as part of their plans to conquer Earth.
Quote:The Nictus scientists developed a powerful energy transfer device that could rip away a Kheldian's life force, even at a distance of light years. This terrible weapon is the reason we Peacebringers have resolved to destroy all Nictus, wherever they may be. -
Quote:The info on the Void Hunters has actually been around for a while, but you need to go through some of the earlier Kheldian arcs to find them. Here's the the relevant clue.Weird. I always assumed their hosts were alien humanoids, you know, due to the strange morphology of the skin and the pronounced visibility of the surface-level cardiovascular system.
Thanks for the info. It would be nice to see the devs (finally) clarify this, though, too.
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This report gives a brief overview of how Nictus Fragments can be altered using quantum energy techniques. By implanting these altered fragments into a willing host, subjecting that host to a specific training regimen, and equipping the implanted soldier with the proper equipment, the Council can create a Void Hunter. The report is short on specific details about how the fragments are altered, the implantation process, and the training regimen, but it does spend several interesting pages expressing the scientist's concerns. They worry about the long term effects, and mention that they have no idea what would happen if something called a 'Total Integration' were to occur to a Void Hunter.
Essentially, the Void Hunters are created by altering a number of Nictus fragments and implanting them into a willing host. It's similar to how Galaxies are created except the fragments the Galaxies use are unaltered. It's noted that Requiem purposely picks men that are loyal to him (Former 5th Column members, mostly) for the program so that, if he needs to, he'll have them on his side.
Anyway, great overview of the various alien races in City of Heroes! -
Quote:While I imagine that the first idea is certainly possible (After all, the Lost get a lot of Rikti hand-me-downs, like the surfboard and old rifles, so I imagine that the ideas they receive are slightly outdated too), I doubt that they consider the Restructurists to be heretics. It's mentioned that Restructurists are much more welcoming towards newly transformed Lost while Traditionalists view them as second class citizens. If the Restructurists were considered heretics by the Lost, we likely wouldn't be seeing any Lost joining them and highlighting that difference. In fact, I believe that the Restructurists rely on the Lost to strengthen their forces by providing a constant flow of new recruits.It's also quite possible that newer ideas amongst the Rikti don't really filter down to the Lost very quickly - like the "teachings" that the Lost follow could easily be from the pre-Magi period of Rikti society - or they could even be aware of the Magi, but regard the Restructurists as "heretics".
I suspect that the Lost are kept in the dark about the Magi in order to keep them from questioning the teachings of their masters. After all, if the masters are allowed to break their own rules, why can't the Lost? -
Quote:The writer of this story is definitely aware of the connection between the Lost and Rikti but makes sure to never mention the Rikti by name, having the Lost mainly refer to them as "The Masters". Since the level range of this arc is well before we learn about a concrete connection between the Lost and the Rikti (Montague's arc aside), I believe the point was to keep the masters of the Lost hidden in the shadows until the upper 20s/lower 30s when the connection is revealed.Theoden didnt sound much like a member of the lost - and the writer of the story didnt seem to be aware of the link between the Lost and Rikti.
Could have sworn there were Rikti "Mages", so I fail to see why the
Lost would be opposed to the use of magic.
Anyway, the Rikti are definitely opposed to magic, or at least their society on their homeworld is. They went to great pains to destroy nearly everything that couldn't be explained scientifically on their world, so they are not only against magic but in general have little to no understanding of it. It makes sense, then, that they would impose these beliefs on their disciples, the Lost.
The Rikti Magi have come about because the Restructurists, the radical, militaristic faction of Rikti that believes that they need to go against the old rules of their society and create a society that's more appropriate for their current situation, wanted any edge they could get over the people of Primal Earth as well as a method to shatter the magical barrier that separates the Rikti dimension from Primal Earth. Not being limited by their old society's taboos anymore, they no longer feel like magic is something forbidden, so some of the more radical Restructurists began learning magic and some (That I believe are former Lost that are descendants of Mu) became quite adept at it. Considering the Mothership in the War Zone is a key weapon for the Restructurists if they can get it back online, it makes sense that they'd allow their more radical members, the Magi, to help defend it.
Basically, my point is that Rikti Magi are more the exception than the rule for the Rikti.