Premonitions

Legend
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  1. Quote:
    Originally Posted by Vyver View Post
    To be fair, the lack of aim and short circuit is made up by the set actually being worth a ****.

    CoH's electric blast was gimped for its entirely pointless secondary sapper power.

    Which did absolutely nothing since enemies don't use energy the same way we do.


    Besides, Aim is pointless in CO. You never completely "miss".
    Aim is such an odd power to "miss" in any case, because it's standardized across most sets and is married to the mechanics of City.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    You have to consider one other thing - City of Heroes has "trained" us what to expect, but what it has trained us to expect isn't always a good idea.
    Ehhh, no, The "Energy melee" powersets were based on established concepts in numerous works of fiction. Cryptic/Paragon didn't invent the concept. People weren't "Trained" to expect energy melee powers by City of Heroes.

    Quote:
    Like you, I too started out wanting energy melee powersets... But then I remembered WHY I started using Energy Melee to begin with - because I wanted an energy-using character who wasn't squishy.
    If I could get Kinetic melee, some very specific inherent typed defenses(fire, energy, psychic, and maybe negative energy) active dodge mechanics, and a few gravity-type powers in City of Heroes, my main would be perfect.

    Currently he's a Km/Ea brute, but if Paragon had been able to release the "Kinetic assault" powerset talked about, I'd most likely re-roll him as a Grav/KM Dom.

    My point here being I'm actually more at odds with the hardiness of my character than the fact that he uses energy powers in close combat.

    That's a thing that makes him feel more unique. Instead of a hard line between shooting energy and punching, there's the fun middle ground.

    In fact I'm pretty sure that for most people, if they're "kludging" energy/fire/ice/darkness/kinetic melee powers as anything, it's other energy-type melee powers that aren't specifically in-game.

    I hate that all my melee characters in this game are naturally tough and none of them can defend themselves in other, more unique ways while still being basically defenseless otherwise. None of them parry with their swords or brace with their shields or throw up stone walls to hide behind. This is, of course an engine limitation, that doesn't mean it's not a flaw, just an unavoidable one.

    "Defense" Vs. "resist" as a metagame thing is a big perpetrator.

    Defense as a concept represents attacks not hitting you, something often achieved via action on the part of the target, but it's a passive effect in City.
    Resist is fine as a passive effect, things still hit you, you just don't care as much for whatever reason is appropriate to you.

    Having defense achieved from a purely "behind the veil" numbers calculation feels less like you are dodging attacks and more like enemies all just have completely terrible aim. Super Reflexes doesn't feel like having Super reflexes, it feels like having super luck.

    I like the "blocking" mechanic in Champions for this specific reason. Although it's using different calculations and functions more like Resist than defense, it still represents action taken to defend oneself.


    Quote:
    That's why my Princess Inna is Energy/Will, a reroll from an Energy/Energy Blaster. Champions' considerably different system is kind of helping me think outside the box, and the more I think about it...
    It's just a different, and smaller, box, Sam.

    Really, my biggest issue with Champions is how rigidly they define broad concepts. Fire is always used in one way, Ice, Darkness, Energy, e.t.c.

    In City I'd have to answer two questions when creating a character:
    1. What kind of powers do you want
    2. How do you want them to work?
    If the answer to the first question was "Fire" I'd then have to figure out exactly how my character used fire to answer the second question, which helps me flesh out their concept more(when designing characters within the confines of the game, anyway) and make it more unique and fun.

    In Champions I'd only get to answer one question:
    • What kind of power do you want?
    And then the game would tell me what that was.

    Every single powerset in Champions has a few powers designed to fill an essential role, Energy Builder, Self-heal, block, passive, energy unlock e.t.c. Many of these are actually pulled from the same framework, so certain sets don't even have a unique expression of these.

    The rest of the set is geared towards a very specific type(or not, if that's the set's primary gimmick) In Champions, fire is all ranged blast powers. Want Fire-control? Tough. Fire melee? Sucks to be you. The trade-off is that you can select from multiple groups and mix-and match, but being able to have a fire blast and a punch as two separate things doesn't mean I have a "fire punch", it means I have a Punch and a Fire blast as two separate things.

    This could be easily solved by having Melee and Ranged versions of each Power Set's energy builder, at the least.

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    The more I realize that elemental and energy melee sets don't make sense TO ME.

    Quote:
    Hear me out.
    Ugh, fine, but if it's more of your "I can't imagine my characters having any kind of weaknesses or having unique or interesting powersets or being creative, or doing anything but being the strongest ever" again, I'll flip a table
    Quote:
    For years, I complained how "punching with darkness" is goofy when you stop to think about it, yet I kept doing it because... What else was I gonna' do?
    not make Dark melee/assault/manip characters?

    Quote:
    But if I had options? Well, Inna wouldn't be punching with energy, because that's not how I envisioned her back in 2007 when I first made her. She'd be shooting energy and be very hard to kill.

    The oddest part about this is Melee archetypes actually do have ranged energy blast abilities.
    and you definitely seem to adhere to the "as long as I have one blast, it counts" mentality, so, I'm not seeing the problem, unless the late availability of ancillaries bothers you that much.

    And, again, you don't have any more options there than you do here. If anything you have less because now you can't define your Energy powers as anything but ranged blasts and a few explosions. Powers you may or may not have used are now more narrowly defined. Instead of five(or seven, if you include kinetic) nine-power powersets for energy powers, you have one fourteen-power one.

    Quote:
    When you start being able to mix ranged sets with defenses, the "glowing fists" powersets start to lose their appeal, at least to me. And I can always pick punching attacks from other sets to make do. The fists won't glow, but they'll still be punching attacks.
    This is that ridiculous "no difference between a punch and a laser punch" thing you're afflicted by again, isn't it?
  3. Living the dream, baby. I have to admire the courage both to d that and to throw yourself out like that. It's something I think about all the time.
  4. Yeah I'd do it. I was planning on re-rolling lots of my alts in i24 anyway, I'd like to take some characters through the newer content as fresh faces. I know much more now about how to build so It'd be much easier, too.
  5. 1: Why did Back Alley Brawler change his hair?

    2: If Neuron could, apparently, Engineer purely by super-speed Trial and Error, and gave himself Super Powers even before that, is Synapse a genius as well? Is there a reason he doesn't display this intelligence in our world?

    3: Is Nemesis tech(particularly the nearly-impossible to detect Nemesis Automatons) actually steam-powered or is it just steampunk-styled? Is there some crazy super-science/phlebotinum explanation or is he just that good?

    4: What exactly where we doing in the Summer movie event? Were we going into some Alternate movie world or engaging in an AE-style Virtual Reality thing or where we actually doing the things in that movie?

    5: The same for the Halloween Trial
  6. Quote:
    Originally Posted by Arcanaville View Post
    WHY DIDN'T YOU ASK TWO YEARS AGO?
    WHY ARE WE YELLING?
  7. Should we start a petition or letter writing campaign to SOE since it was rumored they were trying to buy out CoH?
  8. So I just read something about how the President of SoE was a pretty Ace dude. While this all sounds like conjecture and rumors and what haves, the fact that the guy in Charge seems to be, at least, a decent human being about topics I really care about makes me happy enough to potentially Have SoE in charge.
  9. Almost forgot. Work with the VirtueVerse crew on this.
  10. I wonder how much of the game has to be transferred over in it's original form.

    That is to say, what sorts of cost-cutting measures could be employed(in the event the idea is able to go through) to allow players the City of Heroes experience without having the full game transferred.

    An idea I had was to turn it into a lobby-based or menu-based game with an optional Open world experience.

    The idea would be that when you log in, You are treated to a Character select screen, Then a chat client and a mission select UI+ team invite UI, or a button that would take you into the open world environments. So the number of players existing on the open environments at any given time would be relatively low, but people could still team and experience missions together and even take on Zone events together. In addition, a single-player offline mode or direct player-to player link mode would probably reduce server load and costs a great deal.
  11. I'm down. I have next to nothing. But I've handled having nothing before. Let's be the next City of Heroes.
  12. This dev team is one of the most responsive and creative I have ever heard of. They have consistently listened to the player base and implemented their ideas into the game. It's one of the things I will miss most.

    Let's reminisce on the things we or others have suggested that made it into our beloved world.

    For instance.

    Did you know I suggested both the Absorb mechanic and Bio Armor way back when?

    Yes, I'm pointlessly bragging about something stupid. I'm sad, humor me.
  13. So, who get's the LPARN?
  14. Premonitions

    Anime and CoX

    Quote:
    Originally Posted by Samuel_Tow View Post
    Oi, lordy... OK, let's go through the motions.
    You're always my favorite dance partner, after all. You'll learn to tango eventually, Sam. It would help if you actually listened to the music.

    Quote:
    It doesn't offend me, it's simply wrong. If anything, it should offend you because it's a straw man, but that's your own deal.
    haha, no.

    The rules of what guns can and cannot do within reality are different from those of fiction. Said rules are clearly documented. If you are arguing that guns and swords should operate less upon the rules that fiction has established over the course of history, and more towards what you believe(often wrongly, but let's ignore that for a second) they should do, based upon a desire for these things to be treated in a way that fosters more "believability", you are arguing in favor of more "realism". If you are arguing that these things be treated with more "gravitas", that the consequences of such things should be handled more severely, for the sake of the style of the narrative, you are asking for an overall darkening of the tone, AKA "Grittiness" The fact that you are arguing for both simultaneously is you arguing for more "Gritty Realness"

    Quote:
    No, I'm not arguing for realism, else I wouldn't have brought up Superman. I'm arguing for believability. Those are not the same things. I can believe that a man can run faster than a speeding bullet and jump tall buildings in a single leap. I know that's impossible, but within the realm of super heroes, I can believe it. I can believe that a man whose key power is invulnerability can be shot with an 88 anti-tank howitzer and not suffer serious damage. I know it's not possible, but within the world of super heroes, I can believe it.
    okay.
    Quote:
    I can't believe that a man is shot in the chest with a shotgun and walks it off unless the story has a specific explanation for why this happens, and the more characters you come up with that have that specific explanation, the weaker it becomes.
    It happens because it's a superhero story. Or an action movie. Or even just a work of fiction and works of fiction do this all the time. Tropes are not bad, Sam.

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    It's the same reason why hospital reclimators in City of Heroes make dramatic storytelling impossible and why the story ignores them so often.
    You're using a very odd use of the phrase "dramatic storytelling" if you think characters not dying makes it impossible

    Quote:
    Because if the story didn't ignore them, then Sister Psyche would never have died from an arrow to the chest. She would have been teleported to the hospital and insta-healed.
    Okay? unrelated entirely.


    Quote:
    "Real" and "gritty" are not the same thing, either.
    Hypothetically, yes. In practice, no. Life tends to be a lot crappier and less stylized than fiction. Any attempt to ground something in reality will deal with the realistic ramifications of the actions people take. Which can get depressing, I.e. "gritty"

    Quote:
    Most "gritty realism" games, movies and otherwise stories are hugely unreal.
    Yup. This is mostly out of a desire to cater to a specific audience or evoke a specific response via stylistic means.

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    SSA1 in nearly its entirety is gritty, but it's in no way realistic because it deals with super heroes. "Realism" is a technical term while "grit" is a stylistic one.
    they tend to overlap due to life being kinda gritty. Particularly in any story dealing with physical conflict.
    Quote:
    Realism is a question of technicalities and details, whereas grit is a broader storytelling concept. A "gritty" story is pretty much the opposite of a romantic one - it's a story where good doesn't win because it's doing the right thing, people die, hearts are broken and the plot bends over backwards for the sake of shocking plot twists and unpleasant plot developments.
    This is kind of a grey(hah) area. For instance, is a story that explores the consequences of a Hero's murder of a "bad guy" on others that serves to make said character seem less "clean" "Gritty" for it's darkness and moral ambiguity, or "real" for it's accurate handling of the consequences of murder and the after effects of death, as well as the complicated nature of conflict?
    Quote:
    Bible Black in all its incarnations is a "gritty" story, but it's nothing at all like a "real" one, for a variety of reasons.
    You're going to need to come back to some common ground for me, there.
    I could, and probably will, google it, but you need to actually talk about what you're using as an example if you're going to use it as an example.

    Quote:
    It's not arbitrary at all. You simply choose to label it as such. I don't want to assume why that is - whether you have such character or what - but you can't play an "unpowered" character in this game's higher levels unless you do a radical mental reimagining of what's actually taking place on the screen. I'm not saying you can't do it, I'm saying you have to take significant liberties with the material you're working with.
    It works perfectly well within the established confines of the genre. The fact that you want to talk about super heroes while ignoring the ones you don't personally like is pretty arbitrary indeed.



    Quote:
    Yes, I am. There's nothing wrong with a character who refuses to kill. It's actually quite admirable, though it can get tedious if the story keeps bringing the problem up. However, characters who refuse to kill don't tend to arm themselves with lethal weapons, and it's those that do which I don't buy.
    All of them are armed with potentially lethal weapons, is my point. The only thing you want is for certain things to have a certain stylistic storytelling element(death and dismemberment) automatically assigned to them.

    If a super power is some how inherently less dangerous than a gun, it isn't very "super" at all, now is it?

    Quote:
    It's a sci-fi magical fantasy world of super heroes. If you don't want to kill people, you don't arm yourself with knives, guns and grenades. You pick a sonic rifle or sleep gas or something else that's more appropriate.
    You could always want to kill monsters as efficiently or cheaply as possible and be willing to be more careful when dealing with people. Really, you're hamstringing the idea that every single human being(or other thing) in a Setting has access to the same exact resources, skills, intentions e.t.c. when you make this argument.

    Quote:
    What I take issue with is a character who wields a lethal weapon for the sole purpose of wounding and never going for a kill shot. That's just taking a square peg and hammering it into a round hole.
    Soooo, every character, then?

    Quote:
    When I talk about what's unbelievable for people to survive, I tend to go for the extreme, such as close-range shotgun blasts to the chest, high-explosive rockets to the face, sustained heavy machine gun fire, being dropped off a 40-storey building and such. You don't tend to walk away from those unless you have some kind of meta-human power which protects you. To some extent, body Armour can stop low-velocity shotgun pellets, I agree, but look at the crap our characters go through. The Kronos Titan, for instance, can hit you with a barrage of high-explosive, incendiary missiles as big as you are, and those things tend to fly super-sonic.
    Kay.

    Quote:
    I know people are tough, but they are not indestructible, and the end game REALLY raises the stakes of what we suffer.
    We don't suffer them, our fictional avatars do, within a world that has different standards(dictated by the genre) than our own.

    Quote:
    When are you going to grasp that "it's just your opinion" is not an argument that works on me? I mean, I take no issue with trying it on me. Go ahead. But it's not going to work.
    I'll stop doing it when you come up with a good reason why your opinion matters. Or is accurate. Or is based in a logical progression instead of just "how I feel" At the end, you're saying "I just don't like it" and that's fine so long as you realize that. That's not based in something you ca accurately defend in any way. We're both wrong. You just like to tell people what they can and cannot do.

    There's also the thing where you choose to ignore wide swathes of precedent and pretty much just do not seem to like or know much about superheroes at all but feel the need to discuss them.

    Quote:
    And unless the narrative has an explanation for it, I don't buy it. It's like Will Smith's power in Wild Wild West to survive increasingly ridiculous falls, on Indiana Jones' power to survive a mid-air plane ditch in a rubber dingy or a nuclear explosion in a fridge.
    Here it comes..

    Quote:
    I don't buy these for a dollar, but the movies they show up in are so out-of-step with reality I pretty much don't try to question them.
    That is what you are supposed to do.

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    But it doesn't mean I don't stop to tell myself that... This really shouldn't work like that.
    Does not matter in the slightest.
    Quote:
    No, I'm really not. Care to carry on this thoughtful argument line?
    Okay, this is going in a circle. The point here is. Your argument looks like. Sounds like. And Seems to be in every way, shape and form, the exact same argument of "That's not what would really happen, this needs more murder" You're a 90's comic writer defending.. well... 90's comics. You fail the duck test, Sam.


    Quote:
    Then you'd do well to check your reading glasses. I don't question how any of my characters "arrest" people with a rifle or a sword, because I don't give a rifle or a sword to a character who wouldn't use them for their intended purpose. If I had qualms about doing so, I wouldn't give them a rifle or a sword.
    Or exist in this game, by your logic.
    Quote:
    How do you "arrest" someone by impaling him through the chest with a sharp length of bone? Well... You don't. You just impaled him through the chest. Either he's now dead since you pierced his heart, or the magic of hospital reclimators teleported him away and healed his wounds with fairy dust and crushed unicorn horns.
    I can queue up a melee attack and have it animate and "kill" an enemy even as they are miles away from the actual end of my sword.

    The Visuals of the powers are to be interpreted at the whims of the players, as the game cannot, and should not, explicitly dictate what they are "doing" as that would be far too limiting. For one thing, it would have to decide on a particular cause and effect. Muscles tensing as you heft your titan weapon, for instance. Even if your character has no physical body. You say your character is actually a haunted axe? Nope. Human, See/hear the muscles?

    If the game went so far as to give a Mortal Kombat style x-ray of each attack going through the flesh of each enemy you'd have a point. If attacks had to physically hit or miss like true action games and fighting games, instead of characters shooting numbers at each other, those numbers rolling dice at each other, and then animations playing, you'd have a point. But it doesn't, and they don't, and pretty much every character you've ever made benefits in terms of creative freedom from it.

    Quote:
    What I'm saying is that this argument doesn't need to exist unless you're deliberately bending the rules of what guns, swords and fire do.
    The rules of what guns can and cannot do are bent the minute they enter most fictional universes as what they actually do tends to not be very entertaining to watch or read or do. Further, they often exceed or fail to match up to the average person's expectations of what they should do.

    Quote:
    And if you're bending the rules,
    No one is bending the rules. You're ignoring them.
    Quote:
    The onus is on YOU to explain it.
    The rules are not bent until the narrative explicitly says so. Usually via the exact same means of explaining it. "This is being done because of super powers" until that point, everything functions within the realm of possibility and/or "Normality" of the narrative. Jump on top of a two story building from the ground? That's what people can do in this world. It's only "special" if the narrative says so.

    Quote:
    And you can really only use the same explanation a couple of times before it starts dragging the whole fictional universe it's part of down a hole.
    Hole of what, exactly?

    Quote:
    You can have one person in the world armed with a magic no-kill gun. You can probably have another who's sort of linked to the first.
    Why?(the point being there can only be one or two of such people, I'm assuming)
    Quote:
    But once you make guns with bullets that blow large holes in people without killing them, I start to not buy it.
    Are there many stories that have people being directly visibly shot in the head that don't also have those people dying without some type of powers?. Pretty sure when guns are used in non-lethal ways in fiction they tend to have non-lethal effects.
    Quote:
    Superman's no-killing policy is just fine. Batman's no-killing policy is also just fine. The two of them put together are about enough, however, since that aspect of their characters, slightly unbelievable though it may be, is a big part of what makes the two unique.
    That is pretty much the most unremarkable aspect of both of those characters.
    Quote:
    They're non-killers in a world full of killers.
    Not even in the slightest. Not even in the very best adaptations where they don't share the world with hundreds of other super-heroes.

    Quote:
    That's a powerful statement. Creating a whole world full of non-killers, however, to the point where people claim any character who actually kills isn't a hero (and I've had that said to me on these very forums)
    The fact that your characters are or are not very traditionally "heroic" has nothing to do with this. Please stop bringing your emotional baggage with other people about tangentially related topics into discussions.

    Quote:
    just lose any impact that decision might have had. It's hard to buy and it really serves no purpose.
    The real world is full of non-killers. Many of them even engage in direct physical conflict with each other on a regular basis.
    In fact, not killing people is a pretty basic thing that everyone is more or less accepted and expected to do naturally.
    Killing people is generally more the unique, impaction decision than not.
    Quote:
    Ruroni Kenshin hitting people with the dull side of the blade, I can buy. It's his thing. The whole Samurai class hitting people with the dull of the blade, however, would make me question why their swords are even sharp to begin with.
    Ruroni Kenshin isn't really a good comparison simply because his sword actually has the blade on the wrong side, hence he's essentially using a tool that looks like a weapon as a weapon.

    He's using a claw hammer, hammer side down.

    You didn't bring it up, though so that's not really your fault.
  15. I'd want the same thing, and also an option for just the left.
  16. Premonitions

    Anime and CoX

    Quote:
    Originally Posted by Samuel_Tow View Post
    If that's the "point" you inferred from what I wrote, then you inferred wrong.
    No not really, I've just simplified your very long post in a way that offends you.

    Quote:
    I'm merely saying that if you don't want to involve killing in your story, it becomes more and more cumbersome to do so the more your story goes into territory where that's unavoidable.
    Your definition of what territory is "unavoidable" hinges on your interpretation of things which are, ultimately, a stylistic choice.

    You are arguing for more "Realism" in stories that contain certain things. That the consequences of actions performed conform to your ideas of what "Should" happen.

    If a gun is in the story it's more "real" (read "gritty") and must be handled as such, according to your argument. Even though the very nature of filmed combat of even the most "grounded" kind is so completely removed from what actual combat is like: Quick, Simple, Dirty, Confusing, and Unfun to watch, That your argument is drawing the same completely arbitrary line you yourself tend to draw at the idea of "unpowered" characters. Basically, what you're saying is "That's unbelievable" Well, so is the very idea that we can even understand what is going on, because fights aren't like that.

    Quote:
    It's like making a war movie where no-one gets killed - you could, but you can pretty much only make one movie like this since THAT will be the point of the movie.
    I'm going to assume we're talking about purely the action and, not, you know, the entire story being about a character's fighting methodology. Because that is ridiculous.

    I don't really see the "problem" here of creating unique applications of ideas.
    Shooting a guy? okay, cool.
    Shooting a wall, ricocheting off three light fixtures, and hitting his gun? stylistically cool.

    Quote:
    Basically, if you give your character bladed claws or a gun, then NOT having him use those for what they're designed just makes the story awkward.
    Having characters engage in violent confrontation and not having them constantly being harmed in the way normal people are actually harmed doesn't seem to make the story "awkward" in your mindset. People are neither as Fragile nor as Durable as you seem to think they are. I know of just as many people who've survived gunshots to the head as have died from a tumble down the stairs.
    Quote:
    And again, you can - Fox Kids did it with the X-Men, and it got very silly very fast. I can see Superman not wanting to kill since his powers aren't naturally destructive, sure. Not unless he wants to make them so.
    You're sort of vastly underestimating super strength there. It's actually a pretty common method to inject drama and/or pathos into Superman stories to show how very hard he has to try not to murder pretty much everyone he touches accidentally.
    It's Showa-era Kamen rider Cliche that the Rider of the day will angst about his uncontrollable freakish strength every few episodes, usually while he tries to hug a puppy or child and inevitably wounds it.
    Quote:
    But I draw the line when a man with a gun only aims for limb shots or a man with fire powers only uses "healing fire" or sucks the oxygen out of the air or something.
    When exactly are you going to grasp that the things you personally feel are neither facts nor genre/medium defining concepts?

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    If you want a hero to not kill, you need to take care to give him powers that aren't imminently lethal.
    If people aren't killed with said powers within the narrative than they aren't imminently lethal within the confines of the narrative.

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    If you DO give him lethal powers but have him only ever use "the blunt edge of the sword," then I'm not going to buy that.
    People can kill each other with their bare, unpowered hands. They can do it accidentally even. You can be knocked unconscious and fall on someone smaller than you a certain way and smother them to death.

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    I'm not advocating "gritty realism."
    you really are
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    I'm advocating less "I'm arresting them with shotgun blasts!" arguing.
    This is pretty much exactly what it looks like.
  17. Premonitions

    Anime and CoX

    Quote:
    Originally Posted by Samuel_Tow View Post
    As far as I'm concerned, if you create a story involving deadly weapons and cosmic powers, trying to come up with "creative" solutions to keep your characters from killing people is just hamstringing your narrative. Sure, if you make the story ABOUT that, you can pull it off, but really... How many stories about that do we really need?
    About the same number as the amount of stories of people murdering and maiming each other?

    Death in writing is neither a positive or negative, it's simply a "thing". I'm not entirely sure what your point here is besides a call for more "gritty realism" or some such.