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Quote:Exactly. A famous philosopher (Kant? someone law professors like to talk about) posed the following scenario: A despot hands you a pistol and tells you to shoot the innocent political prisoner standing in front of you. If you don't do it, the despot will shoot you instead, then shoot the prisoner himself. The philosopher, whoever it was, asserted that the only moral option was to allow the despot to shoot you, since you'd be actively wronging the prisoner by shooting him. I've met any number of people in real life and many more in fiction who'd proudly tell the despot to kill them.Well, sure. Sitting in the comfort of my own living room, knowing that there's not a chance in hell that it's a decision I will ever actually face, it's easy enough to say "uh, well, g'bye, hundreds of thousands!" In-character, though? Cap would look for Option 3, and if he didn't find it he'd probably end up being one of the millions. He's an idealist. That's why he's a superhero.
I believe those people are wrong. In this scenario, an activist becomes a martyr to self-determination and morality.
A hero shoots the despot instead. -
Quote:Marcian, I think you might find my arc #193451 interesting. It deals with the tension between moral absolutes and the notion of "shades of grey." Pay particular attention to the contact's final speech.I'm sad because I want it to be an exploration on how everything is simultaneously Good and Evil, based on how you sell it (see the thread I just set up).
I'm a Christian (and proud of it!). As one, I have heard people sell my culture as altruistic and beautiful, as well as abhorrent and destructive. Depending on what aspects of our history, historical figures, and impact you choose to study, both are arguably true. The concept of that duality (and is a lot more fascinating and fun than "That guy's dressed in black! Punch him, *pow*!"
It's the same reason Joker was given very well thought out and clever speeches to deliver in The Dark Knight that illustrated it was possible to defend the "Joker way of life"... that it wasn't just "murder 4 teh lulz".
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I like some ambiguity, too, but I can see where Captain_Photon is coming from. One great thing about superhero comics is that they're one of the few remaining media in which melodrama can be, and sometimes is, done well. I like the notion of heroes being good and villains being evil and those terms not being subject to harrowing examination.
That said, the problem with settings about totalitarian governments as villains is that they tend to identify the fictional government with the creator's political bugaboos. Things stay black and white, but they move from a philosophical/moral duality to a political duality. (And, of course, some people would argue that it's impossible to differentiate the two, which makes things even more complicated.) That's a bit different from the good/evil split of your basic melodrama or even from the "honorable villain" so often seen in recent fiction.
I can speak only for myself, but if I were writing the setting, I'd make the Loyalists initially seem evil and the Resistance good, then gradually reveal that the Resistance is pretty contempible, too. This means that the player character who chooses to be heroic is forced to make an even more significant decision, by forging a new morality without outside guidance. However, this doesn't necessarily do much for heroes falling from grace, and I'm not sure an MMO can handle the necessary gradations of complexity in character. -
Kat's outfit looks just right.
Police Woman's looks good too, in that it's pastel and has that skirt with the slit sides, but I think the color of the shirt looks a bit too much like a regular police shirt. Knowing what the regual Police Woman looks like, I can appreciate the change, but it might not be as apparent to someone unfamiliar with the character.
Shoulder pads and larger hair, I say! -
Quote:That reminds me, remember our exchange in-game about Drakule's powers? I've figured out why he appeared to have Soul Drain. It's some sort of bug with one of the attacks in either Dark Melee or Dark Armor that's causing the "Soul Drained" glow to appear on enemies. Drakule himself does not have Soul Drain, nor is he Mephisto.Played the Love Talker. I enjoyed the story, it had a nice fairie tale aesthetic, and was in general pretty well written. Some of the bosses are a tad too powerful, with the final AV especially dealing tons of damage with aim and fiery embrace. I rated it a 4, however, as the difficulty wasn't too out of hand to make me especially angry. The allies on the outdoor map were a bit annoying due to aggroing everything in sight, so I dropped those.
I also just published a new arc, 340316: Drakule vs. The Werewolf Bikers From Hell. It has a clue at the beginning to recap the events of the previous arcs, if you haven't played them. It's more parody of vampires with insane characters. It's designed to be played with a team, as the enemies can be pretty challenging. I'd love to hear feedback on it.
I'll post more feedback in this thread as I play more of these arcs. -
I just noticed just how short the queue for reviews is. You've already seen two of my arcs, and the others are currently bugged. One spawns grey enemies and often fails to spawn objectives, while the other is in desperate need of a difficulty adjustment that I can't make without some time spent digging into the guts of some of the custom enemy files.
Instead, I'd appreciate it if you could wait until I finish one of the two arcs I'm drafting at the moment. If you reach me in the queue and I haven't published one yet, just move me to the bottom of the queue again. Thanks. -
Talos Vice Review (and special reply to PW's previous post, too)
First, the reply about arc feedback: The reason this is the only review thread I frequent, and PW is the only reviewer to whom I'll formally submit an arc, is that I find her reviews complete, thorough, and remarkably untainted by whether she likes or dislikes the arc. This is the only thread where I feel like I can share my views on arc design without being shouted down, and that counts for a lot with me. So, thank you, PW, and I, at least, think you're doing quite a good job.
Second, the "Talos Vice" review itself (yay, I get to write the first review again):
Background on how and why I played this arc:
I recently dusted off my dark/dark scrapper, Joe Fedora (level 47) after a respec and a much-needed infusion of +recovery bonuses and IO's. This character is supposed to be a ghost from the 1930's, so I like to do either ghost-themed or detective/noir arcs with him. I happened to notice "Talos Vice" while searching for something else, and I figured it might be worth my time. As you read the review below, keep in mind that I was running it with a scrapper exemplared down to 20, with most of his attacks and his basic defenses, a couple of high-cost IO's, and few of his exotic tricks (e.g., no Cloak of Fear) available. A character playing this arc at "native" level might have had more trouble.
As with most AE players these days, I soloed the arc. I was set as a team of 3, facing bosses but not AV's.
General arc structure and my comments thereon:
This arc may not make much sense to you unless you are, like me, a child of the '80's. Put simply, it's a sort of parody of the TV show, Miami Vice. The arc nicely captures the feel of the show, from the "look" (of which more later) to the campy dialogue to the type of storyline.
For example, each and every contact interaction dialogue box includes the words "Talos Vice" in blaring, pastel colors at the top, much like the title card screen you might see before and after commercials on an '80's cop show. It's this sort of little detail that makes this arc stand out, rather than anything particular about the missions themselves.
The presentation of the dialogue is unusual for the AE or CoX in general. Text boxes are presented in TV script form, listing dialogue not only of the contact (Detective Croquette, naturally), but of the player character and any secondary characters. Yes, the dialogue WILL put words in your character's mouth. This will be an "instant fail" for people who don't like having anything dictated about their characters, but I found it to be a benefit. Because of this structure, the arc can describe settings and the actions of characters other than the PC and the contact, enabling it to create a much deeper sense of setting. How else would I know that my character is riding in a speedboat, or what the soundtrack of the arc sounds like? I loved these atmospheric details.
Structurally, I found the arc to be very sound. All the missions are set to the same level, 20, and all the enemies seem fairly reasonable for that level range. (Most are stock foes, some recolored.)
Mission-by-mission breakdown (based on notes I took while playing several days ago, so I apologize for omissions):
Mission 1: After the appropriately atmospheric arc tag text, which provides our opening credits, Det. Croquette asks me to investigate a mess involving a Superadine ring. The text seems to assume I'm either a member of the PPD or working directly for them. Fine with me, though others might chafe at this. My only criticism here, and throughout the dialogue with Croquette, is that he gets all the good lines. My character's are pretty much limited to "yeses" and "nos" and such. It's a difficult line to walk, here, between dictating too much about the player's character (what if it's a robot that can't talk?) and not dictating enough. I suspect my reaction here is colored by the fact that I was playing with a character who probably would have pithy dialogue if this were an actual cop show.
I fight my way through a warehouse, seizing some drugs and locating some officers previously sent in to investigate things. The clues are nicely atmospheric. Like the contact dialogue, they contain stage and lighting directions, as well as character speeches and direct information about the plot. Halfway through, I run into Police Woman, in an amusing cameo, captured by some Trolls. I rescue her, and she provides me with a clue, then leaves. Since she's making a special cameo here and doesn't fight, you might want to give her a special "tropical" outfit. I'm not sure what that would be . . . something with big shoulder pads, probably, given the setting of the arc.
In the final room, I find Det. Croquette in a very short-range firefight with some Trolls. I rescue him, then he immediately engages the final boss, a Caliban recolored to have a neon-pink shirt. Great touch! I would suggest changing Croquette's spawn point, if possible, to avoid this immediate engagement. It wasn't an issue for me, playing an IO'd-out scrapper, but it could've been a problem for, say, a solo defender at the arc's native level.
We also meet an iffy cop, who, appropriately, has a aloha shirt. I was worried that this detail, essential to the whole "Miami Vice" vibe, wouldn't show up, but now I'm satisfied.
I'm given a great denoument on exiting the mission, again given in script-style format, like all the clues and dialogue. As I mentioned, this really helps build atmosphere.
Mission 2:
More investigation, this time at a club frequented by villains. With one tiny exception, there is nothing I don't love about this mission.
First, the villain group. It contains a mixture of pretty much every gang-type enemy that spawns at level 20, which makes for some fun variety. That's not the best part, though. Those of you who remember Miami Vice will recall that every darn thing on that show was either day-glo or pastel. So is the villain group here! Let me tell you, a hero has not truly lived until he has battled a Warrior Crusher with a hot pink gang emblem and acid-washed jeans.Their dialogue is entertaining, too.
Aside from that, this is the kind of PG-13-rated club that routinely appeared in pre-'90's cop shows. And, being in the Paragon City universe, it's a superhero-themed club. We meet Libby and Kat, two dancers employed at the club. Their costumes and bios are great. My only criticism here is that Kat's is a bit too much like the original Mynx's. Libby's, on the other hand, I can actually imagine appearing in a seedy dive in the CoX universe.
After a couple of rescues and more well-drafted clues, I run into Detective Croquette again. This time, he's in a close-range firefight with Warriors. This doesn't make much sense, given that the Warriors put away their guns to shoot at me with bows. On the other hand, it hardly seems worth creating a special enemy group here just to threaten Croquette.
I figure the mission will end when I retrieve him, but I still have an objective to "find out why the Family is here." I make my way back out toward the entrance, figuring there's a triggered objective, and I'm right. Croquette (who's a Thugs MM without the thugs, meaning he uses Dual Pistols) and I beat own a spawn of Family and capture the guy with the aloha shirt. (The bad cop always has an aloha shirt, doesn't he? Another great nod to the genre.)
One minor point, here: one of the clues refers to "margueritas." I believe the drink is a "magarita."
My only significant criticism for this mission is that it takes place on the Freakshow Warehouse map. That's fine, but it seems that the "Dance Rave" map would really fit a lot better. I know some posters have argued that MA authors shouldn't use maps that appear frequently, and that one certainly does, but in this case, I think you're well-justified in using it. (Of course, it may not have enough spawn points, in which case, ignore this suggestion.)
Mission 3:
Time for the final beatdown on the Superadine smugglers. The mission text tells me I'm riding to the final battle in a speedboat with Croquette, and when I zone into the mission, I'm on the "Mercy dock and ferry" map. Excellent use of an underused map! Unfortunately, the entry text tells me it's night, and it's day as I step onto the dock. Oh, well.
This is a good mission marred by the inability to place objectives precisely on outdoor maps. The goals here are to recover Croquette, defeat a (unique) boss, and destroy some drugs. I run up the ramp and am immediately attacked by two spawns, one of them containing the unique boss. There really isn't any way to avoid this. It's just the nature of the map. Being set on a lower difficulty might've decreased the inadvertent challenge here; I'm not sure.
The boss is a custom character resembling a Family Underboss. He's Thugs/Superstrength and seemed about the right level of challenge for my character. I took him and his friends down with judicious use of my powers and a couple of inspirations.
Anticlimactically, I then locate Croquette and easily rescue him, defeat the last couple of Family thugs, and destroy the Superadine, which is in a refinement station that's just sitting there outdoors for some reason. This objective might work better as a crate.
This mission, unlike the others, didn't have any clues, which I found somewhat disappointing. Yes, there's no additional information that needs to be revealed to the player, but the clues in this arc are present for atmosphere as much as for plot advancement.
The arc concludes with a nice exchange of dialogue. My character finally gets to say a great line, as I noted in my notes, although, since I failed to write it down, I've forgotten what it was.
Overall comments:
The arc is exactly the right length and difficulty for its level. The plot is nothing to write home about, but setting and atmosphere, not plot, are the draws here, so I don't view that as a negative. The arc perfectly captures the feel of its source material.
As much as I enjoyed it, this is very much a "niche appeal" arc. Its humor depends on the player's being old enough to remember Miami Vice. Players not familiar with the show may not understand either the over-the-top allusions or the reason the interaction boxes are all written as script direction. Even without that, it's a fine "crime" arc, but I wonder if players might be put off by the way the arc dictates their characters' dialogue. As I mentioned above, I didn't mind this, but some people might.
Overall, I found this to be a well-written arc that uses factions and especially dialogue in interesting, new ways. As I mentioned, the challenge level seems just about right. I gave this one five stars.
I hope you find this helpful. -
Yes, the CCC is still active. Sin_Stalker is sort of the group organizer/cheerleader, so you might PM him if you're interested in getting involved.
All of the CCC members, so far as I know, use either Comic Life (mentioned above) or Comic Book Creator. There was a contest some years back now sponsored in part by Comic Book Creator, which means that a lot of CoX comic makers use it. I'm not sure if the program is still supported or not, honestly. As you can see by the link in my signature, their site has been passed from hand to hand so many times that it's no longer even in the hands of a comic book-focused organization. (Also, you can see from the comic linked there that resizing fonts can become a problem on publication in that program, so it's not without its flaws.) -
Quote:Someone had better grab "Fistful of Bullets" as a name before it's snapped up . . . be right back!OP:
How dare you not like your dual archery with selectable damage type set?!
You mean you didn't like Rain of Bullets? Or Fistfull of Bullets? What's wrong with you?
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The last time statistics were released on this, back around the time of the first anniversary, Mutation was the most popular choice by a significant amount I can't remember, followed by Magic, Tech, and Natural at all about the same frequency, then Science coming in slightly below the others. However, those data included the era of CoH release, the Age of Clones, when there were probably a disproportionate number of characters who were attempts to duplicate the X-Men or other famous mutants from other sources.
These days, the only origin I don't see that often is Science. I think it's partly that Science is more of a Silver Age-y type origin (bitten by a radioactive wombat) rather than the more Modern Age Comics or Manga-influenced stories people tend to make up more often. Additionally, for those who care only about mechanics, low-level Science content for heroes features the challenging Vahzilok, and SO's for most of the other origins are somewhat easier to come by.
Personally, I seem to use Magic about 50% of the time, Natural and Tech each about 20%, and the others the remaining 10%. -
tl;dr version: 1) I think "gun-fu" is dumb. 2) It's way too early to complain about this stuff, and I don't see anything to complain about, anyway.
Long version:
No, you're not the only one, but I'm not really sure what there is to complain about at this point.
I've never understood the obsession with "gun-fu" or whatever it's called (I refer to it as "hopping around in slow motion shooting stuff"). I don't like John Woo movies, couldn't sit through all of that Equilibrium thing, and generally don't care much for anime including the ones with guys using a pistol in each hand, let alone all the lower-quality knockoffs inspired by those things.
However, I realize I'm in a decided minority on these boards and probably among the game population. If the devs have a choice between creating a set to satisfy all the people crying for hopping-around-and-shooting-stuff and creating one to satisfy just me, they should probably go with the former.
Also, after having seen those animations, they seem to fit fine with my current Dual Pistols idea (a supernatural, 18th century type), so I'm satisfied. Yeah, the animations are flashy, but, contrary to what the video might lead you to believe, the powerset doesn't cause doves to appear spontaneously from nowhere, doesn't cause the character to move in slow motion, and doesn't require the character to wear sunglasses and a black trenchcoat. It seems to me like it'd work for a fair variety of concepts. Even if it doesn't, it's no different from ignoring the sparks from Superspeed, wishing mastermind henchmen could be customized, or any number of other things. Sure, it'd be nice to have something different, but it's not a deal-breaker, at least, not for me.
And, of course, it's just plain too early to complain. There could possibly be alternative animations in the works for Dual Pistols (though that'd be a first for weapon sets). There are also likely to be plenty of as-yet-unannounced features that at least some of the people complaining right now will enjoy. It's at least six months until Going Rogue releases; have some patience. -
I ran into someone once at a professional networking event who had played a little, but she and her husband primarily played WoW. In fact, that was the day WoW released its last expansion, and her husband had taken the day off to play it. At least she understood what I meant when I said that I'd considered writing a law review article about online game communities.
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Quote:The same thing happened to me, the instant after I got the "Trick!" message and the door opened, but before the enemies stepped out. In my case, a character in Stealth costume pieces appeared. For a second, I caught myself wondering if there were special, unique bosses who occasionally pop out of doors. Then I noticed that the unique boss had an AT icon and a badge title . . .my fave ToT coincidence was clicking on a door right when a team was exiting a mission.
I was very confused for a moment!
I sent him a tell, apologizing for surrounding him with ToT enemies, but he just stood there for a while, then wandered off. -
Quote:I was commiserating with Golden Ace earlier tonight about the lack of a moon zone. Now I know why it doesn't exist yet: they're using heroes for construction, and the workforce has to commute there on foot.Note for people itching to give me negative reputation: Maybe I'll have to talk to the Terra Volta Security Chief, or I'll have to patrol Independence Port, or I'll have to go to the moon ON FOOT.
Also, I agree with everything Samuel Tow said in the OP, as well as the erudite way it was expressed. It's particularly frustrating (and conceptually odd) that contacts give out these talk-to missions early in their mission queues, meaning you spend the first half to third of their contact bar doing nothing for the contacts themselves. -
Quote:Well, some of the 5th Column enemies ARE painted red and black. I don't think there are any with horns, but there probably should be!^ This
I know you guys in the States are still very 'Omg Nazis Killkillkill!' and such. Anything including 'Nazi' might as well paint itself black, red and grow horns.
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Returning to the thread's real topic, I think there are several reasons the 5th Column spawns tend to beat the Council ones. First, 5th Column minions generally have more powerful melee attacks than otherwise equivalent Council minions. Second, the two types of Council enemies that aren't essentially duplicated in the 5th Column, Galaxies and (especially) Ascendants, don't routinely spawn in "fight" spawns. Finally, the battle spawns seem set to favor the 5th Column. Often, the 5th Column starts out with one more enemy than the Council, which ends up making all the difference. -
Quote:Ah, this is why I've never seen this work, even though I've seen it tried. I've been on plenty of teams with tanks that can taunt the Nictus away (and, often, pull all three of them away), but I don't think I've ever been on a team that has immobilized Romulus at the same time. (In teams that have tried this, there has usually been a second tank trying to taunt Romulus instead, which never works because that taunt hits the Nictus, too.) Like of a lot of things, this seems kind of obvious in retrospect.Splitting the Healing Nictus off is easiest with at least one player with Taunt. The few times I had to do it (using my Tank, Brute and Warshade), my method was to be the first to approach. I'd taunt the Healing Nictus while someone/everyone with an Immob power uses it to stop Rommy from following. I'd pull the Healing Nictus down the stairs a bit until its heals aren't affecting Rommy. Hopefully, the meleers and immobers can keep Rommy from moving.
Note, you need to continue to taunt and attack the Healing Nictus to maintain aggro.
Note, try not to move too far away or it will cause the Healing Nictus to have an uncontrollable urge to get back to Rommy. Once the Healing Nictus is close enough to get hit by AOE splashes, it is very difficult to pull it away. You can try to "reset", but that requires you to shout and yell at everyone to stop attacking and back away--while maintaining the immobs on Rommy, until your taunt has effect again.
Note, you can pull the other Nictuses too if you're lucky so they're not harrassing the rest of the team. However, their attacks will slow your recharge to nothing and you won't be able to hold aggro.
I have been on teams where the Scrapper or Crab Soldier pulled and kept the Healing Nictus for the whole duration. There's the DPS trade off though. Also, I've had times where I was able to momentarily pull the Healing Nictus off a running Rommy with my Blaster, but it was very difficult to maintain its interest. However, the difficulty there could have been due to the constant varying distances with Rommy moving around so much. -
Quote:Teams I've been on that have failed, aside from one team that was just plain incompetent, have had one of two problems. First, some of them have been, as you implied, lacking in support. A team of mostly scrappers and a single blaster or dominator, for instance, might have trouble due to the need to have so many people in range of the healing Nictus. More often, I've had the other problem: straight-up lack of damage. Several teams I've been on have been heavily laden with controllers, with the odd defender (usually empathy) or dominator. A team like that might have trouble with the unique aspects of the Romulus fight, especially beating the healing Nictus's damage. You'd think the controller secondaries would be helpful, and on a competent team, they will be, but not every controller knows how to make effective use of them.Having done so many, I can't imagine the sort of team makeup it would require to be literally incapable of tackling Rommy. It may be that I'm used to building a support-heavy team where at least half the group is made up of Corruptors and VEATs, but I've never once suffered one of the "failed ITF attempts" that I keep hearing people talk about. Even on super-high difficulties. One of my friends has tried a dozen times and never succeeded, and I just can't fathom why, unless she forms a team with 1/8 being a support character or something.
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Quote:I've done the ITF perhaps 20-30 times total on various characters, including six failed runs. All of the failed runs were teams that either couldn't survive against Romulus and the Nictus long enough to damage him or just couldn't beat the healing Nictus's heals. Your mileage may vary.I don't recall ever being on a team that couldn't just kill romi 4x where he stands ignoring the nictus. I've been on teams that did it differently, but I can speak from lots of experience that it wasn't needed.
Also, I've never seen a team successfully split the Nictus from Romulus or vice versa. Aside from using the roof overhand, how is this even possible?
Also, I've only ever had the "kill the Nictus at range" strategy work once, way back when the ITF went live. I've tried it since, but it hasn't worked. Have their stats been adjusted? -
That was, as I figured, incredibly obvious once it was pointed out. I had just been clicking the wrong thing. Thanks!
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How do I add to or reduce someone's reputation on the boards (assuming they have it enabled)? I can't seem to find this information anywhere.
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My most-played arc, "The Love Talker: a City of Heroes Faerie Tale," #30242, was originally written as a Halloween story.
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Quote:This, this, a billion times this. Crey, not Nemesis, is the most clumsily handled faction in the game. As I like to put it when I'm on Manticore Task Force teams, "Crey is a joke." Put aside the fact that it's an Eeeebil Corporation (since it sells things, does that make it an Ebil Marketeer?), which is pretty darn cliched; cliches have an important place in the superhero genre. The problem is that everything it does is an evil plot. All its products are designed to control people's minds. All its employees are either evil drones serving the Countess (those in missions), individual blots of corruption (street spawns), or whistleblowers who get murdered, mindwiped, or whatever to preserve their silence (a couple of hostages, plus the Doctor). All its attempts to do things in hazard zones are a deadly danger to the city (this one I've never understood, but whatever). Even in CoV, where things tend to be a bit more nuanced, the point of the Public Relations spawns is to show that Crey is really the one initiating all the hostility. I've often joked that the reason Crey never really succeeds at anything is that it spends all its time on subtrefuge, espionage, and double-blind plots instead of occasionally just trying to grub some money in a more straightforward way. Honestly, I can't figure out how it supports any of its villainous ventures, let alone why it apparently requires background checks to ensure that everyone it hires possesses few or no redeeming qualities. The one time Crey is portrayed in anything resembling a nonhostile, let alone positive, light is in the hero tutorial, where Lieutenant (lieutenant of what?) MacReady is standing around while some scientists rip apart Rikti Drones, apparently with the full approval of the nearby Unaffiliated Scientist and PPD.I actually like that idea. If anything, crey seemed clumsily handled to me, too obvious they are an evil corporation, I'd prefer we start by thinking they are good guys and then find that they are...well, cliched. Frankly id wouldnt mind not seeing them out harassing people in bricks, too obvious, too many people have camera-phones, and you cant control all the news, Id prefer we only see their true faces away from the public eye.
This is a shame, because Crey has a lot of potential. Its archvillain, in particular, is one of the more interesting characters in the game. I'd like to see not only a few helpful Crey, but also just some non-evil Crey, hanging around and doing the ordinary stuff that forms the "cover" for its villainous activities. After all, it's much easier to explain why Crey isn't erased from existence after the umpteenth Crey story arc if doing so would put thousands of innocent people out of work. Moreover, it'd be nice to see a little variety in "helper" NPC's, quite apart from anything to do with Crey.
For my part, I tried to weave Crey more fully into Paragon City in one of my story arcs, in which Nemesis basically decides to conquer the city through brute force. One of the groups fighting against the Nemesis army (in a series of "battle" events), along with Longbow, Vanguard, and the PPD, is a group of Paragon Protectors. Of course, unlike the other groups, the Paragon Protectors are hostile to both the Nemesis and the player characters.
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As for Hero Corps, I always assumed that there was originally meant to be a higher level arc in which it's revealed that they actually sponsor crimes in cities where they exist. The plaques about them vaguely imply this. After all, they're paid, not volunteers like those Longbow everyone loves, so they must be eeeeeevil!(For those who couldn't tell, that was sarcasm; most players seem to think Longbow is one of the most immoral of factions, which makes me wonder what people would make of Hero Corps.) Remember that originally, there were no difficulty slider NPC's, so Hero Corps presence was limited to the two contacts associated with it, both low level characters. I imagine there just wasn't sufficient time to develop this thread of the story back before release, so several stories that would have been about Hero Corps may have been reworked to feature Crey or even Malta instead. I hope Hero Corps gets left out of future stories, simply because I think it makes for interesting characters (I have one character who's a Hero Corps rep). The tension between the need to earn a living and the desire to perform heroic acts is a staple of the genre, and I find the idea of being paid to perform heroic acts an interesting variation. I wouldn't like to see Hero Corps pop up in, say, Going Rogue, and require every character to make a choice between one and the other. I wonder how binary the morality of Going Rogue is going to be . . .
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Is there any background for the banner portion of the Halloween event? Or the Zombie Apocalypse, for that matter? The old Paragon Times article indicates that the Malleus Mundi incident started the original "two weeks of night" thing, but why are banners that represent negative aspects of humanity showing up all of a sudden?
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A longtime SG-mate got tired of hearing people say "void" or "Q" when playing Kheldians and started saying "bob" instead. Therefore, "bob" is a Void Hunter or Quantum gunner. I've sometimes caught myself saying "bob boss."
I often refer to Red Caps as "dopeys."
Like a lot of people, I usually call Lady Jane "Lady Suicide" and Fusionette "Dumbette." In a sort of extension of this that's more a habit than a term, every time I run the Serpent Drummer mission with the Vanguard party on a team, I make it a point to note that "Dumbette is dressed like a tart." This was really more fun when her skirt was on sideways. -
For a portrayal of Jump Bots closer to what I think they're intended to be in lore terms, check out the Faultline mission in which you confront the Code Breaker Bot . . . and even that one doesn't get to jump.
On the jumping, it's just sad. First, as already pointed out, Jump Bots are never required to, well, jump. Second, all enemies seem to have an inherent ability to jump so precisely as to negate the need for Super Jump (replacing it with a need for monstrous suspension of disbelief on the part of the player). Thus, Jump Bots aren't even that unique. I never really understood why they didn't just make them Flight Bots to begin with, which would have made a lot more sense for a group called the "Sky Raiders."