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I had actually discussed this with a few friends before, funny that.
Anyway, I do think it should focus on Statesman and the Freedom Phalanx, if only by virtue of them being the iconic Heroes of the City.
The thing with CoX, though, is that there's a lot of lore, but not all of it is necessarily expansive enough for a whole movie, and mashing together Carnie and Crey and Malta plots would probably just create an incoherent movie, so picking a story that can be expanded into a full movie that also just so happens to be coherent is key.
For that reason alone, the Rikti War IS the prime movie candidate. It has quite a bit of pre-game backstory, and several in-game story arcs as well as a Task Force dedicated to it.
HOWEVER, artistic liscence shouldn't be ignored. I am entirely in favour of modifying the CoH lore, heavily if need be, to create a suitable movie. What I would personally love to see is a movie with Lord Recluse as the main baddy, mostly because I want to see big fight, acted or with CGI, between States and Reccy, and, I dunno, focus what it means to be a hero in a modern age or some philosophical stuff like that. We can work the details out later.
I suppose it would go similarly to what Blpup said: Have a montage of Marcus Cole's and Stefan Richter's life pre-super powers, y'know, WWI (maybe retcon to WWII to make Marcus seem more contemporary to the audience?), Marcus poisoned, finding the Well of Furies, etc etc.
Super-powered Marcus returns to Paragon City, a place ironically known for its debauchery, amoral nature and most of all, absurdly high crime rate. So, we'll spend a few scenes establishing that Paragon City just isn't a nice place to be in. Changed by his war experiences and his travels with Stefan and endowed with the power to actually make a difference, Marcus decides to become everything that Paragon City isn't: He becomes Statesman.
Of course, this means more montage time. Statesman cracks down on crime, setting an example for the people of Paragon City, and more and more people pick up their capes and make their home a better place. I don't know about the pre-WWII villain groups, but if we just set this after WWII, or even later, this is also the perfect opportunity for cameos of the game's Archvillains and even player heroes and villains.
Somewhere during or after the cracking-down-on-crime scenes, we'd establish that there's a new presence, Arachnos, but right now I'm not sure how. In fact, I'm absolutely uncertain about how the movie would progress after that. I'm just kinda stuck on the 'Statesman and Lord Recluse beat the crap out of each other' scene, and I just wanna build up to that. Maybe somehow include some of the plot of the Statesman Task Force? The whole Web thing? Well, I'll think about this later, but those are my thoughts on the matter so far. -
Quote:I am almost certain the first is utterly wrong, because when I did that mission with a buddy of mine, we guarded that henge for about half an hour and nothing happened, except for a few Fir Bolg slipping through every now and then. Eventually we split up. He went around the mission beating up everything he can find, I stood back and guarded the henge. Except guarding the henge alone is a fair bit more difficult than it is with two, and quite a few more slipped through my watch. Eventually, I let one too many slip past and the mission was a failure.However, there is this additional note:
"Although the stated objective is to stop 30 Fir Bolg passing through the portal, the real objective is to defeat all Fir Bolg on the map before 30 can enter the portal."
That's interesting, because I completed the mission and that's not how I did it. I get the impression that perhaps there's two ways to complete the mission:
1) guard the gate and stop escapees until they finally stop coming, OR
2) clear the map of all spawns first, which sounds like it will also halt the exodus.
Can anyone confirm this?
And really, the fact that we're even arguing about the mission objective stands testament to the fact that the mission objective is horribly vague. -
Actually, Elite Bosses DO give quite a bit more XP than bosses.
HOWEVER, scaled-down AVs and Heroes only give a marginally better amount of XP than bosses and I do agree that scaled-down AVs should give actual EB-like XP.
For starters, the actual EBs already set a standard. To give scaled-down AVs different XP-rewards is just... arbitrary. Furthermore, scaled-down AVs are potentially more difficult than normal EBs, due to powers-selections tailored towards AVs and the presence of Purple Triangles. It makes little sense that a harder enemy gives less XP than a weaker enemy, based on the Risk-vs-Reward ratio that the devs try to balance.
The reason why it seems like that EBs give pitful, boss-like XP is that there are actually few genuine Elite bosses in the game, and we meet lots more AVs and Heroes, or their scaled-down EB versions if we solo or play in small teams.
Long story short, it makes little sense that a scaled-down AV/Hero-type enemy gives Boss-type XP, especially because there's precedence in genuine EBs giving more XP than bosses. -
I actually kinda like how some villain groups in CoV only appear in certain zones. It actually makes those zones feel more unique, unlike the zones in CoH where any given enemy group in one zone can be found in two other zones as well.
In CoV, those mini-villain groups always feel like they belong there. The technology-fearing Luddites are protesting in Doctor Aeon's city, what with him being the big science man of Arachnos, the Wailers show up in St. Martial because Sonata makes deals with devils, the Coralax and the golems in Sharkhead Island enmass there because of the presence of the Leviathan. It just gives these zones a unique flavour.
I do agree that many of these groups are still rather underrepresented. Especially the Luddites and Midas' minions, who don't even seem to have arcs dedicated to them. They really should get the same treatment as the Scrapyarders. That group, at least, feels immensely significant in Sharkhead Island and show up in and out of arcs a lot of time.
On that note, giving the Legacy Chain and Wyvern a greater presence on all of the Rogue Isles is definitely a good idea, just to mix it up with the Longbow encounters. They're all good-guy groups, and there is absolutely no reason you shouldn't encounter them more often or in place of Longbow. Hell, a few more hero groups that try to clean up the Rogue Isles would be great, too. -
Yeah, Praetoria gets retconned big time. Now it's not just the Goatee Dimension anymore.
Of course, this only means we need a NEW Goatee Dimension. -
Quote:There's also the fact that after stopping his plan to brainwash half the world, which is morally ambiguous AT BEST, he becomes a huge and utter ******* to you and pretty much everyone around him. His claims of really just being a misunderstood, cursed good guy are so flimsy and weak that after foiling his plan, he immediately breaks down and ever-so-begrudgingly accepts his status as villain and as far as I can recall, spends the rest of his arcs being all "I hate you, $player!" Real team-player, that Scirocco.I have a problem with Scirocco, myself, at least in the "liking him" part. The real tragedy about him is that he firmly believes he is under the curse of some demon making him evil, but the fact, as far as I can deduce, is that he is deluding himself and inventing excuses for why he can't be good, when he himself is just falling more and more towards the path of evil. This is actually very well depicted in his second arc, when he attempts to change the whole world by force, turning his rude, obnoxious partner into STUPID wishy-washy misplaced her. I CANNOT STAND to hear her speak when she's being controlled, and I couldn't wait to beat the guy upside the head. It might have helped that I was playing a particularly cynical, unmoved villain at the time, but generally he is painted as a "woe is me" self-delusional fool who REALLY wants to be good, but just simply isn't. I have more sympathy for Ghost Widow, who did nothing more than DIE to become what she is, whereas Scirocco is where is he by choice, even if he can't admit it to himself.
Me? I like Black Scorpion the most, if only because before the last mission, he tells you "Oh, and $player? Good luck." Made me go all "d'awwww" in my cold, black heart.
Quote:Star Wars
Then in Episode III, Anakin kills a bunch of kindergarteners, and twenty years later, the Jedi and their super force powers are just a myth? Do historic records really suck this much in Super Future Land? It's like saying twenty years after WWII, Jews are just a myth.
Also: Vader never said "I find your lack of magic super-bacteria disturbing", so that's my stance on Midichlorians. -
Quote:Isn't that that mission where you have to stop Fir Bolg patrols from reaching some Stone Henge WHILE ALSO being a Defeat All mission, making it utterly impossible to solo it and a potentially huge pain on large teams because it necessitates team-splitting and therefore dealing with unproportionally large mobs? And to top it, half your team is stuck with the exciting duty of standing bloody guard at one location? Because I doubt even a mission objective written in coherent English can save that piece of crap of a mission.The "Stop 50 Fir Bolg" mission is a classic example. The idea is neat and it's something different, but the mission objective is not clearly written and it's very confusing. I've given up counting how many times I've been on teams where someone has said, "But we've already stopped at least 50 - why isn't it over?!?!" That's one of the most frustrating missions in the game and it doesn't need to be. If the mission objectives were more clearly explained, I think people would dislike it far less.
Unique is nice and all, but not if it cripples teams and unexpectantly makes soloing impossible. Oh, sure, your contact tells you should get a team together, but I've solo'ed so many down-scaled AVs that at that point I, and I expect many other solo-minded players, dismiss those lines as polite suggestions.
Cliché as it is by that point, making it a timed mission, stating that the ceremony will be complete in X minutes is about the only way to make that mission playable for people who don't bother to put together above average teams to deal with having split up, or people who don't actually like standing guard while others get the action.
It's quite depressing, really. The devs try really hard to make new and unique and exciting things to hook you back to the game, but every so often, they just end up paving paths with their intentions. -
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Quote:Or AVs that have more HP than bloody Hamidon. Nothing screams challenge more than a half-way decent team that can survive an AV like that with ease but still takes forever to whittle his ridiculous health down.Yeah, I love AVs that go untouchable when the temp power that's supposed to counteract it is broken >.>
Well, I suppose the challenge is not quitting the TF in frustration, but I get the impression that's not quite the idea of challenge the devs intended. -
Quote:It's not so much that this rewards people who love exploring, it that it punishes those who don't. Those missions are normal "go to the door and beat people up" missions, complete with a marker on the map.You do understand that someone had to do it on their own in the first place, right? It's not the game's fault you're not an Explorer type, but you shouldn't get pissed when they put in some things that reward that type of player.
The problem is that, up to this point, you're entirely used to finding missions by just walking in a more or less direct line towards the mission marker, and if that doesn't work, you look around the immediate vicinity for a bit until you find the entrance. The tunnels, however, begin at points a fair bit away from the direct line to the marker. If you don't know about the marker, chances are, you might just not find the tunnels.
I wasted an hour on this, too. True, once you DO know where the tunnels start, this is not a problem anymore, but it can be really frustrating your first time in Faultline.
To reiterate, rewarding explorers is one thing, but punishing those who are not is a whole different thing altogether. If you like exploring, you can get your explorer badges. In fact, Faultline even has its own super secret room for explorer-types to find. It's just that when you have a normal mission, making exploration suddenly necessary when it wasn't before just isn't quite considerate for those that aren't explorer-types, now is it? -
I don't even get negative rep. I feel so cheated.
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Quote:It's pretty difficult to sympathise with someone who spouts IN MY OPINION THE JEDI ARE EVIL! after slaughtering an entire kindergarten because his new daddy-figure told him to.I know Anakin is someone I REALLY want to see fail, but has never been someone I could sympathise with and actually want to side with.
To this day, I still don't know whether this is to show that Anakin is just a whiny nimrod, or whether it's Mr Lucas' failed attempt at a moral grey between Jedi and Siths. All things considered, I am closer to assuming the latter. -
I too am attracted to ancient albinos in black life-support armor.
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Quote:I actually made such a thread a while ago.I agree. You should try and get attention for it so that the chance of something being done is greater.
And if you do I would suggest linking the thread in this one so people can go there and post after you.
Unfortunately, it seems that threads in the Suggestions subforum die quickly and get buried beneath dozens of new suggestions. I don't like promoting threads in other threads, but this seems like a rather big issue, one that certainly needs more publicity in forums the devs or community reps actually read.
Gotta make sure the devs see what we're saying, you know? -
So, because there's 50s that don't want to exemp down to play with you, they're being snobs? If anything, it works the other way around...
The 50ies that DO exemp down, and then boss everyone around, sure, those are snobby, and that's the kind of OP I expected when I clicked this thread, but how a 50 plays is really their own business, not yours. To call them snobby because they don't wanna exemp down for you, frankly, makes you appear snobby and bossy instead.
To summarise: Having a preferred playing style does not make you a snob. Calling others names because their preferred playing styles don't benefit brings you closer to being a snob yourself, though. -
Silly me, I forgot we're making movies here, not super hero avatars for us to play.
It's bloody super heroes we're talking about. We have a prerogative to be as flashy as humanly OR superhumanly possible. It's not just our right, it's our DUTY!
More seriously, though, those 'hardships' in creating characters because I need to artificially look out for the colour of their powers didn't make me feel any closer to any character, ever. In fact, I'd wager most people felt their characters were actually more foreign to them because they didn't have as much control over them. Now that I can make characters with blue fire, I can make characters closer to what I envision, and thereby characters that I enjoy playing more.
We are not creating characters to make a commercial success and appeal to as many people as possible. We make characters that appeal to ourselves, that we don't get tired of looking at after a few hours and then delete.
Remember, we're not just the creators, we are also our own target audience. Mr Lucas may face the risk of losing millions by getting as close to his vision as possible, but all I get from getting as close to my vision of my characters is greater enjoyment of the game. NCSoft gets the same fifteen dollars, but I get just that tiny bit more fun.
Lastly, if I wanted didn't want to create my toons as I see fit, I'd go back to Ye Olde Generic Fantasy MMO and dress up like a hobo just like my twenty million identical twins. More character customisation is NEVER the wrong thing. -
We should all just take it to the Suggestion board and make a huge mega-thread about how an enemy with this much HP is rather... ill-conceived, so the devs finally get that message. It's pretty swing-and-a-miss, that Reichsman fight, as an attempt at an epic final for an arc.
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And in a very special episode of NCSoft, CoX finds out it has an advanced stage of cancer.
DOOOOOOOOM. -
I dunno, lots of you DID establish that custom mobs are harder by virtue of using player numbers, not enemy numbers. Of course, that doesn't change the fact that the OP made an enemy group with such an imbalanced synergy that player-death is inevitable.
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I've been told I'm pretty tasty at night.
More seriously, Noxilicious is kind of a mutation of my original nick, Nocturn.
This was before I was fluent in English and new words like 'nocturnal'. Nocturn was the name of some shadow elemental in the German translation of some Japanese RPG for the SNES. Being yound and stupid like that, everything dark was instantly five times cooler.
That lasted for a couple of years, but as is the matter with things, eventually you grow older and those silly interests you had earlier left you, and omgdark just isn't interesting anymore, and to find something unique, after some brain-storming I went with the Latin word for night, Nox, and slapped a y on the end. Perfect!
Except it's not as unique as I would like to think. Plenty of places have Noxies. Usually I circumvented that issues with names like [adjective]_Noxy or [noun]_Noxy, but eventually I grew tired of that. I actually got called Noxilicious by some internet buddies (or Noxious when I annoyed them, heh), so I figured, may as well pick that. -
Yeah, yeah, I know he got an HP nerf in Beta, but honestly, I feel it still isn't enough.
The problem is that due to Reichsman's high HP, the devs did something they tried to abolish elsewhere in the game: It heavily encourages very little flexibiliy in team-forming, just so that there will be lots of -res and +dam, otherwise, the fight will take simply way too long, and that's with a full party.
That's a whole new problem, too. You can start the Reichsman Forces with a minimum of four people. This suggest it is balanced to be plaid by at least four people. For pretty much every other Task Force or Strike Force, the minimum requirement is reasonable, but I'm not insane enough, nor do I know anyone who is, to try the Reichsman Forces with just four people and beat Reichsman with so few toons.
If even a full team will fight for half an hour simply because they didn't bring the absolutely required -res and +dam, do the devs honestly expect that a team of four will endure the utter tedium of fighting an enemy with 200 thousand HP?
Now, I get why Reichsman has tons of HP. In the early Task Forces of City of Heroes, the AVs at the end are mere footnotes, if anything. Any team of eight can tear down most AVs without breaking a sweat. With newer challenges like the Statesman Task Force, Lord Recluse Strike Force and Imperious Task Force, the final confrontations actually feel like actual confrontations.
The LRSF has the entire Freedom Phalanx at once, the STF has Arachnos' top lieutenants at once and a super-powered Lord Recluse, and the ITF has Romulus with his three Nictus Essences and plenty of ambushes. These final confrontations feel epic because they are A) not over immediately and B) they feel challenging.
The Reichsman Forces lack that. They firstly fal flat on the challenge, in the case of the Kahn TF only having two AV-powered enemies at a time, which to a full team at high levels is still trivial, and because the percieved time is longer than those other final confrontations. Whether the Reichsman fight IS longer, I cannot say, but it's not a secret that many feel it takes longer. I can safely say this is because fighting a single enemy without a lot happening for a long time is, simply, boring. Reichsman outlives his welcome.
Reducing his HP is not a perfect fix, but it will reduce the tedium of the final confrontation by a large margin. Brevity CAN be a virtue, and it's one that Reichsman currently lacks.
Not quite related to my main suggestion, but in the Kahn TF, doubling the numbers of AVs in the final confrontation, and releasing two AVs at a time, might serve to increase the feeling of threat the current final confrontation utterly lacks after the first five minutes. Of course, that also means the minimum team size needs to be increased, maybe even pushed to 8, but let's face it, this is an end-game Task Force, and as the final confrontation is, it's an affront to expect a four person team to finish it. -
Quote:Heh, I remember that arc, by that Midnighter kid. Also fun is when he mentions Manticore and how he "won't kill you. Probably."I always thought Sister Psyche was a bit of a *ahem* in the comic where she goes off on some kid after reading his mind and learning that he's wondering about her underwear. Poor kid, coming in puberty and trying to make sense of it all and then some beautiful woman in a skintight costume starts playing Thought Police with him.
Besides, if some kid wondering about the color of her undies sets her off, Lord only knows how she makes it through each day.
At least with Arachnos they don't make a secret out of probably killing you someday for, I dunno, crossing the streets while the traffic lights were red, but with heroes, you never know when they use their super power of moral relativism to explain why you are evil and must be exterminated immediately.
Either way, it's kinda hard to respect a super hero who messes with the minds of everyone who doesn't harbour unconditional love for her. -
Quote:Reworking the arc is cool and all, but making it a TF messes with the symmetry in the souvenirs quite a bit. In CoH, in the 'final' story arc, you beat up Evil Statesman and get Statesman's helmet, and in the 'final' Task Force, you beat up Lord Recluse and get Recluse's helmet.The "Hero's Hero" could be reworked as a high level TF set in Praetoria, with Maria Jenkins as the contact.
In CoV, in the 'final' story arc you beat up Lord Recluse and get his helmet, while in the 'final Strike Force, you beat up Statesman and get his helmet.
I just find that aesthetically pleasing. I just want half the helmet souvenirs to be gotten from story arcs and the other half from Task/Strike Forces. Beating up Evil Statesman in a story arc is kinda essential to that.