-
Posts
1114 -
Joined
-
Quote:I agree. Not only was he well-spoken and interesting in his presentation, but he was also had one of the few really classy "casual" outfits I've seen on a creative industry person (one of my heroes has a surprisingly similar costume).I'm not saying the other Devs are slouches, but, for promotion purposes, you can't use David enough.
Aside from that, this was worth watching just for the video of Chris Bruce trying out a bullwhip. -
I'd just like to point out that "Fly on the Wall" would make a good character name.
-
My favorite part is that it's "theyfightcrime.org." (I like to imagine it as being run by an organization supporting misunderstood pregnant mermaids and insane gentleman spies in their attempts to fight crime and find soulmates.)
I once got a result from that site that, aside from the "They fight crime!", exactly described me and a woman I'd been out with once. Clearly, we should've been looking for some crime to foil rather than having dinner.
Oh, and:
He's a genetically engineered Jewish stage actor on a mission from God. She's a tortured streetsmart doctor prone to fits of savage, blood-crazed rage. They fight crime!
I think I've met these people someplace ... -
I, for one, don't relish the idea of WoW-style mega-raids, since I don't think the smaller servers will be able to muster the numbers for them consistently (leading to more bleed to the big ones, more people quitting in frustration, and more merge/don't merge/shutdown/don't shut down brouhaha). Additionally, I just don't like that kind of thing. That said, I believe a significant number of people do want this kind of thing and have for a while, so I suppose it's good they're (probably) working on it.
-
That was nice.
From now on, every time a teammate dies in the Statesman's Pal mission or on the STF, I'm going to yell in Local, "You've been laid low by Marcus Cole!" And I imagine the upcoming i19 incarnate stuff will provide plenty more opportunities to use it. -
My Crab Spider is Operative Bay. He's an old guy who left a prior career as a crab fisherman in frustration after Cap'n Mako commandeered and devoured his entire catch. His outfit is mostly blue. His name is meant to be a play on "old bay" seasoning, which is traditionally used on Maryland Blue Crabs.
My Widow, on the other hand, is Al-Barran, meaning "the scorpion" in Arabic. I've liked the sound of the word ever since I heard it some years back, and it seemed like a good name for a stealthy character with claws. And, after all, scorpions are arachnids, too. Aside from his name, I find this character interesting because I couldn't settle on a single concept for him. Instead, I wrote his bio to list ten or so "rumors" about his background, enabling me to use all my concepts at once. -
I'd like the ability to put cape patterns on shields again. This was broken, or perhaps removed, with i17's release and has never been changed back.
-
I'd probably go with Scirocco. He makes a good "heroic villain" contact because, as a couple of other posters have mentioned, he enables you to do a bunch of basically decent things, then prevent him from unleashing a crazily dangerous plot on the entire world, which seems like a fairly heroic thing to do to me. In fact, Scirocco's interesting in that his arc could be interpreted as showing that the player villain is more heroic than Scirocco himself.
All that said, my halfway-decent Crab Spider took Mako and spent most of the arc laughing behind his back, so it's really up to you. -
For what it's worth, an announcement is up on the main cityofheroes.com page.
-
Build critiques definitely aren't my forte, as I'm not much of a numbers person, but here's what I'd suggest:
1) Don't bother with an endurance reducer in Hover. Even if you're firing off powers constantly while Hovering, its cost should be low enough that your Stamina, end reducers in the attacks, and Performance Shifter proc make up for it. I wouldn't bother with adding slots to Hover, either; I usually just stick a defense or a fly in the default and let that take care of things.
2) Because of Targeting Drone, you probably only need one SO's worth of accuracy in each power. I'm not sure if Trips Mines inherits that to-hit buff or not, so that might be the exception.
3) I'd probably replace Hurdle with Health, a great power that's sometimes underrated solely because it's in the same set as Stamina.
4) I'm not sure what you're seeing out of the damage of Caltrops, but I'd recommend against enhancing its base damage in favor of raising its recharge, which could eventually get you to stacking Caltrops like the Knives of Artemis if you get enough incidental recharge in your build. The proc's are different; they're worth leaving in because their base damage isn't dependent on the power's. As for Damage enhancements themselves, I'd just rely on your Howl to effectively buff the patch's damage and use recharge for potential stacking. Oddly, I actually ended up putting a Range in Caltrops, just because I had to get just a bit too close to enemies to drop it from the safety of Cloaking Device (I'm not sure that's the best slotting, though, and I'm hesitant to recommend it).
5) If you're flexible on travel powers, I'd go with Hasten and Superspeed rather than Hover and Fly, since the Speed powers have some nice synergy with with your secondary. For what it's worth, I went with Combat Jumping and Superhop, so your mileage will obviously vary here.
6) I'm not sure you need all three to-hit buff enhancements in Targeting Drone. Someone who's more of a devices number-cruncher could tell you better than me. I always seemed to do fine with just one. That said, Targeting Drone is a handy power for IO sets, so you may want the slots there after all.
I hope that helps. -
I have a mace/electric brute as well. Yes, Crowd Control, or WHAP!, as I like to call it, is extremely fun. And yes, Power Sink will be a huge help to your endurance issues, more less resolving them entirely. In the meantime, be sure to get that recharge up on Energize, which provides a bit of endurance help. Plus, you'll probably want that heal if you aren't doing something special with your defense through IO's; as a resistance-based brute, you can get swamped by sufficiently large numbers of things like Spectral Demons that poke at your Negative Energy weakness.
For even more stunny goodness, you can pick up the dirt-cheap Energy Manipulator: Chance to Stun IO and stick it in Lightning Field. This will sometimes cause minions who draw near you to be stunned purely through the power of your sickening goodness, plus add an occasional, incidental layer of magnitude to your regular stuns. Certainly not necessary, or even optimal, but fun. -
I certainly haven't had any problems soloing it. In fact, it's one of my favorite combinations, and the only reason I don't play mine more is that all my friends decamped to a different server. Yes, your damage will be a bit lower than a blaster's who has a damage-based secondary, and you might notice it to a large degree if you're used to something like /energy, but your -res helps make up for that. I can guarantee that it's one of the safest, if not the safest, of all blaster builds.
I like to refer to this build as a "controller with blaster damage." It reminds me a bit of a dominator or a warshade in that way. My one tip would be to pick up some Sonic stuff early, to build a good foundation of damage, but I'm sure you're aware of that. Personally, I don't much care for the knockback of Shockwave when combined with /devices, but I seem to be in the minority there.
In addition to combining Siren's Song with Trip Mine, some other tricks that you may or may not enjoy include:
-stacking Screech and Taser (the Devices power, not the origin power) to stun bosses.
-putting a bunch of damage proc's in Caltrops to turn it into a placeable damage field.
- Using Cloaking Device with Superspeed or a +stealth IO to become invisible.
My point here is that there are quite a few odd and interesting things you can do with this combination, even if it doesn't quite top the damage charts. -
This looks good. I've got a challenge, too, in the sense that I've been unable to do it despite several years of trying. How would you make a tiki-themed costume? In response to previous requests, some people have come up with some pretty nice-looking Polynesian warriors, but I'm thinking more of an animated tiki statue. For those unfamiliar with tiki and tiki decor, the Banished Pantheon's Totems are a fairly good example.
-
Two thoughts based on this:
1) I like the looks of the new zones. However, I do find it a bit amusing that Praetorian Earth is supposed to be swimming in technology and advances beyond those of Primal Earth or the real world, yet the screenshots of Praetoria look much more like most real-world cities than the city zones of Paragon City and the Rogue Isles do.
2) Just before reading this backgrounder, I was reading yet another science fiction novel in which a government manipulates the public into believing something not that dangerous, or even beneficial, is a monstrous threat in order to gain oppressive control over everything. Does this mean that the Praetorian Devouring Earth are actually not a threat, and are just Tyrant's scapegoat for the world's problems? That would trouble me, since I consider the DE the scariest faction in the game and Hamidon the vilest of villains (see "The Terra Conspiracy" arc for why I think so).
I suppose we'll see. -
I'd also like to see more costume items released for general use, apart from booster packs. It's been a while since we got anything more elaborate than a tights pattern as a "free" piece, hasn't it? I honestly haven't been keeping track.
-
Quote:Of course, I haven't played through the arcs, either, but I suspect that the point of the Praetorian content will be, "If you aren't part of the solution, you're part of the problem." I expect to have it hammered into my head that anyone who supports the Praetorians is either a stupid sheep or someone without a shred of compassion, and that the Resistance, while some of them might be a bit nutty, is the "heroic" way to go. That is, if you're a Loyalist, no matter how noble your ideals, you're still on the road to villany because you're supporting a group that's bad, deep down, even if they perform the occasional good and useful deed. The choice I expect to be presented with is "support the guy who made sure all the trash is picked up in the streets, even though he has a torture chamber, or rebel [psst, the right choice is 'rebel']," which is no choice at all for anyone outside a comic book, in my opinion.Right. When the Praetorians were originally added, they were basically "Bizarro Freedom Phalanx". Now that Going Rogue has come out, they're getting a whole lot of paint and glitter.
I have to say, and maybe this is intentional, but I think it does a disservice to the whole "Loyalty" and "Resistance" thing and trying to portray the Praetorians as now a morally gray faction. It's hard to be open to the idea that the Praetorians are anything other than bad when that's how they've been portrayed in the game for the past 6 years.
Perhaps this is how it's intended. I don't know as I haven't played through any of the arcs or anything, but I'd think it would be much cooler if a morally gray faction wasn't colored by previous and obvious villainous actions. It'd be great to have some debates on the boards as to whether or not the Praetorians are villains, but any debate seems like it'd include, "Yeah, but Dominatrix drugs people." or "Yeah, but Siege has a torture chamber."
This makes things simpler from a mechanical point of view, too. If "ultimately support Tyrant" corresponds to Villain and "ultimately fight Tyrant" corresponds to Hero, then only two "morality" play paths need to be created, probably as arcs in the upper teens. (Note that such arcs could operate independently of whether a character starts off tagged "Loyalist" or "Resistance.") If both heroism and villany are open to all characters, regardless of their attitudes toward the Praetorians, then that's at least four paths: villanous Resistance, heroic Resistance, villanous Loyalist, and heroic Loyalist.
I suspect that the vaunted "moral ambiguity" of the Loyalists and Resistance the devs have mentioned is more along the lines of the way most players seem to view Longbow (i.e., they're supposed to be good, yet everyone treats them as a more colorful version of the Council or the Malta Group) than the lines of "the Praetorians are neither good nor evil."
My main concern is that the "right" and "wrong" choices remain clear. I don't want to have a character I see as heroic sent down the villanous path or vice versa because I disagree with or just plain don't understand the moral system the devs are pushing. For instance, one choice mentioned in an early Going Rogue interview was, "Do you let the despot who's killed hundreds of people and will do it some more go, since it might destabilize things, or do you kill him, to save the lives of some specific people you know?" I can't say which of those choices is the heroic one in the context of a computer game, since both are pretty awful. They could tell me upfront that we're using Batman Morality and Killing Is Always Wrong, No Matter The Circumstances, but that sort of defeats the significance of having a moral choice. It's a challenging design problem with no easy solution, unless you believe that the player base has a much more universal code of what's right and wrong than I think it does. -
-
I'd like to see Energy Aura for scrappers, but since I think it's unlikely to be given to them unless they get Energy Melee, too, and I think it's unlikely that scrappers will get Energy Melee, I'm not expecting Energy Aura any time soon.
-
Quote:I agree with the first paragraph of your quote.That's the official explanation, but that really makes no sense. Shalice was a teenager during World War II ... she arose to promise helping thwart Nemesis' attempt to take over America. At most, she's physically in her 30s now ...
So either the "non-aging" thing doesn't work quite the way that Positron stated or she's spent the majority of her career highacking other people's bodies to use to fight crime.
As for the second, I think it's the latter (i.e., she's spent the majority of her career using other people's bodies). I'm working on an arc sort of about this at the moment, but I can't get one of the missions to play right. (BlueBattler, feel free to PM me on this if you want, since it was one of your posts a couple years back that gave me the idea for it.)
Note, though, that the recent backgrounder on her Praetorian counterpart seems to imply that Shalice Tilman's career began rather more recently than World War II. Basically, like so many other points in the game's backstory, character age is a garbled mess, but no more so than a lot of things in the two major comic book universes. -
Quote:I can't help you with a "correct" version of the official lore here, unfortunately, because I don't think there is one. However, I should point out that this is an area where the City of Heroes lore deviates wildly and probably, for the most part, unintentionally, from real world history.Lastly... the Knights of Malta, when did they form? According to the game, from the text given with the date, it is implied that the knights of Malta separated before the Templars were made heretics, hunted down and killed, and became a secret society... That happens in the 1300s, but the game says 1600s...
Just to complicate things, in very brief terms, in the real world, both the Templars and the Knights Hospitaller, also called the Knights of St. John (the original name of the Knights of Malta) were founded as separate military orders (essentially, monk-knights) in the 1100's or very late 1000's. When the Latin foundations in the Levant fell, the Hospitallers eventually moved their headquarters to the island of Rhodes, where they became the Knights of Rhodes. This would have been around 1300, with the full move taking place in 1306-07.
Meanwhile, also in 1307, the Templars were accused of all sorts of trumped-up heresy at the behest of the King of France, who wanted control of that order's wealth. The Templars were eventually suppressed. That is, the order lost its papal sponsorship and was dissolved. Some members, mostly in France, were famously executed, giving rise to an assortment of goofy conspiracy theories that persist to this day, but many, particularly in places other than France, were simply told by the Papacy to join other military orders. Many became Hospitallers, i.e., Knights of Rhodes.
Still later, in 1523, the Ottoman Turks took control of Rhodes, and the Knights of Rhodes/Hospitallers ultimately fled to Malta, where they became known as the Knights of Malta. They not only resided there but actually ruled the island. They participated in the famous battle of Lepanto, which dealt a severe blow to Turkish ambitions in the Mediterranean, and in 1565, in their last major military action, they fought off a major Turkish seige of Malta island. During the 1600's, they became less monastic in nature and more involved with European politics than they already were, though also less important in the European political world. They ultimately lost control of Malta and became more of a religious outfit once more. I should also note that the Knights of St. John are still around; from what I can tell, they spend most of their time assisting pilgrims at Catholic shrines, doing charitable work, and contesting the legitimacy of various spurious Orders of St. John, a number of which cropped up after the 1600's for a variety of confusing, political reasons.
Returning to City of Heroes, it appears that one of the people working on the story bible wanted to evoke the conspiratorial rumors that have swirled around the Templars for centuries while using the name "Malta," which, while intriguing, doesn't immediately give the faction's backstory away by screaming "secret society" the way "Templar" would. The reference to the 1300's comes from the dissolution of the Knights Templar in the 1300's. The reference to the 1600's seems to derive from the eclipse of the Knights of Malta as a political power in the 1600's. I suspect that whoever wrote the group's backstory knew more about the military orders than whoever wrote the missions, resulting in some garbling when the sketchy entry in the story bible got translated into in-game text. (See the example of the Minions of Igneous in Manticore's old Cannon Fodder thread for an example of how far the in-game interpretation of something can go from the vague notes that get written down during development; he actually quotes what's written in the devs' notes, and it bears little relation to the Igneous as we see them.)
If I had to reconcile the dates you give, personally, I'd suggest the following, using the real history as a guide. Additions to the real stuff for City of Heroes purposes are listed in italics:
Circa 1100: Knights Templar and Knights of St. John formed.
1291: Kingdom of Acre, last Latin bastion in the Holy Land, falls. Members of both orders scattered.
1307: Templars suppressed on accusations of all manner of evil. Some join Knights of St. John. Meanwhile, Knights of St. John take Rhodes. Some of the accusations against the Templars are true. These Templars escape execution and are among those who join the Knights of Rhodes.
1523: Knights of St. John move to Malta, becoming the Knights of Malta.
1600's: By this time, the moral descendants of those evil ex-Templars control the Knights. With the Order's power past its peak, this group goes underground and becomes a secret society of its own, eventually evolving into the modern Malta Group.
That's the best I can do. I find attempting to untangle this kind of thing a futile endeavor, unless one is one of those, like many on these boards, who simply enjoy calling the devs bad writers.
Personally, I just posted this because I happened to know a fair amount about military orders, and the amount of misinformation and such out there about them just plain annoys me. This stuff isn't too hard to find; I checked the dates I used here in one of the basic works on the subject, The Monks of War: The Military Religious Orders, by Desmond Seward (Penguin: 1972). -
I just wanted to mention that even without the costumes, I really like this concept.
-
-
I agree with Samuel Tow here; the numbers on the height slider just don't make sense, but scaling everything proportionally does.
I learned this from creating two different characters. One, my first, was made in late i3, when height and physique were the only adjustable variables. I made him slightly taller and slightly buffer than the median setting, and he always looked to be about the right size in-game. Later, after i4 brought finer scaling, I made a character based on George Washington, using a dollar bill to try to get the facial sliders right. I also looked up and copied his real height (6'4", if I recall correctly). I was surprised to see that he ended up shorter than most citizens and enemies once he got into the game.
Now, with the exceptions of those meant to be noticeably larger or smaller than ordinary humans, I make most male characters "seven" feet tall on the height slider, with female characters being just a bit shorter. This seems to work out pretty well in terms of looks.
As I wrote this, it occurred to me- maybe the height slider isn't measuring in feet at all, but in some other unit. Standard-size head height, maybe? -
I leave it to others to explain the tangled history of Mu vs. Oranbega, which is rendered more confusing by the fact that much of the Mu-related side of it was written second (during CoV development), even though Mu is the "parent" civilization.
As for the Atlantis thing, yes, there are clear similarities. (Note that I'm writing in this paragraph about popular culture, not the CoH backstory.) Both are sometimes cities, sometimes continents, both are sometimes said to be "lost" (Atlantis far more often than Oranbega), both are associated with enlightenment, splendor, and riches, and so on. That said, while Atlantis was first mentioned by Plato in the late 5th century/early 4th century B.C., Oranbega is a much more recent idea. The concept of Oranbega, also called Norumbega, really took off during Europe's Age of Discovery in the 1500's-1600's. This rich and splendid city, whatever it was called, was usually placed in the vicinity of present-day New England. Eventually, after Europeans started poking around the area and failed to find a utopian city of gold there, Norumbega disappeared from the maps.
The important part of that story, for CoH purposes, is "placed in the vicinity of present-day New England." When the early developers decided to place Paragon City in the American Northeast and to include a subterranean, ruined city, the decision to call it "Oranbega" was a tip of the hat to those sixteenth century stories. The connection to Mu came later, when it came time to flesh out the backstory of the magical enemies CoH-Oranbega was created to hold.
So, why not call it "Atlantis?" Because of the development arc. When pondering questions like this, it's important to remember the order in which the lore develops. First, the developers come up with a broad concept ("Let's have the magical enemies be based in an underground city."). Second, they come up with names and broad outlines ("Circle of Thorns," "Oranbega," etc.). Only once all this is done, and the related mechanics are ready for prime time, do they attempt smooth the backstory into the rest of the setting ("Where did Oranbega come from?"). The development doesn't happen from the setting's distant past forward or from start to finish. It's a piecemeal operation. The backstory is not a novel; players should stop expecting it to work like one.