RuthlessSamael

Recruit
  • Posts

    89
  • Joined

  1. I don't see any reason why contacts shouldn't give out their number the very first time you meet them as a general rule. Bugger, I don't really see why they shouldn't be given to me by the previous contact in the first place. If Alice is friends with Bob and apparently my confidant, why doesn't she just give me Bob's number?
  2. Quote:
    Originally Posted by Blood Red Arachnid View Post
    According to alternate interpretations
    Your ability to pretend the gameplay outputs results different from the results it actually delivers is irrelevant to the discussion. Stop bringing it up.

    Quote:
    As for the second statement, it is false. The "narrative" of the game is quite abstract, since I haven't seen an explicit statement that says "A Citizen throwing a Malotov Cocktail at a Bone Daddy should not be able to fend off or defeat a Bone Daddy".
    Actually, it does. Citizens in Atlas Park fall under attack from low-level Skulls and Hellions all the time and are unable to defend themselves, requiring your assistance. This is often something which is made explicitly clear in mission text wherein you are called upon to go save them. Even if a citizen with a rock could stand a chance against the Bone Daddy in narrative, they would not win without contest.

    The game mechanics are inconsistent with the narrative because the citizen is overwhelmingly more powerful than the Bone Daddy in game mechanics, but not in narrative. Potential doesn't matter, because that Bone Daddy could also potentially train up to level 50 and become a Natural Origin super in the style of Batman or the Joker. But at the moment you fight him at Perez Park, he hasn't, and at the moment you fight the rock-throwing citizen, they haven't, and the fact that the citizen could represent a narrative threat consistent with their mechanical threat someday is irrelevant to the discussion we're having.

    I'll rephrase this again just to make sure you get it: It doesn't matter that a rock-throwing citizen could be Green Arrow, because they aren't Green Arrow.

    Quote:
    I have seen the game imply quite the opposite with an entire power origin: Natural. According to Natural Power origins, there are superheroes who are "super" only in the sense that they have trained hard enough and worked out enough to become a superhero, fighting with swords, guns, and smoke.
    And those rock-throwing citizens have not trained to that level, nor do they have swords, guns, or smoke, so you have no point.
  3. I've decided to write up a general post wherein I, given my exalted position as Some New Guy You Probably Hate Already, tell you all how to fix the game. It should be remembered that everyone is entitled to their own opinion, and it should also be remembered that the old joke where you immediately follow that statement up with an arrogant quip about your opinion always being the right one is just that: An old joke.

    Anyways.

    1) Rewrite ALL the things!

    The new Galaxy City tutorial is actually really cool. It throws you right into the action, in a desperate situation that serves to provide a nice Act One sort of feeling (having acts one and two be covered completely in the opening cut scene is a big problem with video games in general). The new level 1-7 content in Atlas Park is similarly very well done (haven't tried the Mercy Island bit yet, haven't logged into the Blind Girl for close to a week now, should probably show her some love sometime). Icedrone or whoever from the Skulls mission had an interesting arc concerning taking matters into your own hands versus complaining to government suits to take care of things, Matthew Hashawhoever was an interesting character even if he was kind of short-sighted, and the mole at the end actually presented a very interesting moral dilemma.

    Twinshot and friends aren't quite as compelling, but they're still of roughly the same caliber. They're distinct characters, many of them have a specific arc, and there's the whole "who's the traitor" bit going on with it (I haven't done the level 15 mission for them yet, but Twinshot's an obvious red herring and Flamebeaux's "too stupid for treachery" shtick is obviously a front, I'll be very surprised if I'm proven wrong), as well as introducing us to Manticore in such a way that feels appropriate to such an early point in my hero's career without making me feel completely insignificant.

    And then I got to the Hollows and did the Flux and Julius(?) missions. These were fun to play for the most part, in that this is the bit where the game started actually getting tricky, and trading blows with elemental super villains felt right. The characters of Flux and Julius both had a lot of potential...Which was never really explored. These storylines don't really have any theme or statement to them the way the others did, and that really needs to change. Even if you don't want to rewrite the actual missions (and I wouldn't necessarily recommend you do so, either, because they're fun in terms of actual gameplay already), I would definitely recommend rewriting the dialogue. Take Julius' arc. Why do the Trolls want to dam the Red River? What exactly are they using their slaves for? What kind of overarcing theme can you attach to this?

    Here's something that could probably be easily worked into the Julius arc that would give it some real punch. Back in high school, life just really wasn't treating Julius right. His home was broken and poor, his teachers had pidgeonholed him as a troublemaker, and thanks to that his efforts to revitalize his grades and actually graduate were pretty much stillborn. On top of all this, his girl-next-door love interest (let's call her Julia for now) eventually shunned him because of his pariah status, even though they'd been friends since they were kids.

    His only friends now were the druggies, and being shunned by the rest of society, he joined the worst of them in doing harder and harder drugs. Eventually, he juiced up on Superadine and mutated, and thus began his life as a Troll, eventually moving into the Hollows. Julia,meanwhile, had come to regret the way she'd treated Julius as one of her stupid high school mistakes, and now was looking to reconcile. She'd heard he was in the Hollows, so she took a day off work to try and find him. She eventually ends up in the Trolls' clutches, and gets shipped off to do slave labor in the same cave Julius is hanging out in. Julia can't even recognize him anymore, but he recognizes her, and speaks with her, and she tells him why she came to the Hollows and begs him to let her go so she can find her old friend. Julius realizes that he's become a monster and tries to break Julia out, but he fails and barely escapes with his life.

    This backstory is revealed over the course of the first 2-3 missions, wherein the Trolls are trying to dam the Red River in order to flood a cavern full of Igneous, which is still full of their former human slaves and even a bunch of abandoned Trolls. Julius asks the player to stop them from damming the river, clear out the Igneous, and finally to rescue the slaves, including Julia.

    There: Exact same mission structure, but with a far more compelling set of characters who're on par with the new 1-7 content. Rewrites like this for all the old storylines would obviously be a lot of work, but I think it'd be well worth it.

    2) Stop Putting Words In My Mouth!

    As a general rule, giving my hero or villain a specific response to an NPC railroads their personality. In particular, I'm thinking of my main, Samael. He's terse and laconic and sometimes dips into the realm of the anti-heroic. The dialogue written for him often doesn't mesh well at all. Examples (paraphrased):

    Aaron Thiery: Would you have become a hero if it weren't for the disaster at Galaxy City?
    Mandatory Response: I would have become a hero regardless!
    Response Appropriate to Samael: Yes.

    Ice Super: While the government does nothing, I'm out here with the people!
    Mandatory Response: I understand your frustration, but we all have to do what we can to help.
    Response Appropriate to Samael: The people suffer and die while you waste your powers.

    And so on and so forth. It'd be nice if, instead of a forced response, there was just a "continue" button, and we can fill in the blanks as to what exactly we said for ourselves. Otherwise, make it very vague. For example, with the one Ice Super in the Sondra Costel arc, have the options be "chide him for his irresponsibility" and "encourage him to help in spite of government negligence." Or whatever.

    I realize I just spent about five hundred words telling you to rewrite the old plots because they sucked, but they were actually much better about giving generic responses that made it easier to fill in my own character's dialogue. You can have awesome customization for costumes and powers, but we don't have anywhere near the technology to customize human interaction, so just abstract it and let your players imaginations fill in the blanks.

    3) Gameplay And Story Segregation

    This has come up a lot in the forums lately. At level 3 or so, the Blind Girl is chewing through Longbow forces like they're nothing. At level 7, Samael breezed straight through an Arachnos horde. Also, rock-throwing citizens. One of the biggest pulls of the RPG genre is the steady advancement from weak baddies up to overwhelmingly strong ones. Longbow and Arachnos are both supposed to be trained, credible threats, and they shouldn't be put on the same level as Atlas Park Hellions. At the very least, drop an explanation as to why these ones are such insignificant threats compared to, say, Malta Operatives, who should be basically the same thing. "Longbow will accept anyone on the ground level these days. Bet they just pulled these volunteers off the street, gave them a gun and a uniform, and then shipped them off to Mercy Island to die. How very heroic."

    Alternatively, you could excise the statistical increase from levels altogether. If the only major difference between a level 5 and a level 50 is the powers, inspiration slots, an enhancements, then it doesn't grate so much to be taking on trained soldiers from the word go. Yes, they couldn't really stand up to, say, the Outcasts, simply because of the Outcasts superior ability sets, but the fight would be close and the Outcasts have freakin' super powers, so that makes perfect sense anyways.

    I'm going to go out on a limb and say that excising half the level system is easier said then done, however.

    4) I'm Too Heroic To Protect The Weak And Innocent

    This is basically gameplay and story segregation part II, but with a different gameplay mechanic. I've been talking about the Aaron Thiery plot a lot, because I just barely did that one through Ouroboros since I accidentally outleveled him back when I was actually doing Atlas Park. This is because I feel bad about leaving mugging victims to their fates when passing through, even if the thugs con blue or green or even grey. Since there is an absurd number of muggings in Paragon City, I end up going out of my way to fight a lot of unnecessary mobs and leveling much faster than normal, and then that locks me out of interesting content. Content wherein Aaron Thiery berates other heroes for being lazy. Well of course they just run right past crimes in progress while on the way to Pocket D, if they didn't, they'd out-level their missions, their contacts would stop talking to them, and the really important stuff would never get done!

    You should either be allowed to talk to any contact regardless of your level or, more preferably, you should be able to level yourself down at will, as if you'd been Exemplar'd or Ouroboros'd. This mechanic already exists, and allowing players more ready access to it should hopefully not be too difficult. It would make one of Ouroboros' purposes a little bit redundant, but it still covers the "ultra-stupid hard versions of old storylines" niche, as well as the "replaying old favorites" niche. Particularly since Ouroboros isn't something most players are even going to know about until much later in their super's career, whereas I obsessively crawl wiki's for information whenever I get bored of the game.

    5) And You Thought Detroit Was Bad

    Paragon City has astronomical crime rates and there's nothing you can do to stop them. This actually kind of takes the edge off of Super Heroing. It no longer feels like you're making much of a difference, because there's always a dozen-odd muggings going on within spitting distance of your trainers, the monorail, or other typical haunts.

    DCUO actually has about 80-90% of their game world as non-war zones. There's no criminals mugging people, or shooting it out with the cops, or super villains running around wreaking havoc. It still grates that when you leave an instance having beaten a super villain, his minions are still running amok outside even as you leave, making it impossible to ignore, but at least you can get from point A to point B without feeling very non-heroic for ignoring all the crimes happening around you. Decreasing mob frequency would, at least, help with the feeling that criminals are infinite.

    Guild Wars 2, while not yet released, has been talking up their system for observing how many players are currently participating in a fight and adjusting the number and strength of monsters to compensate, such that the exact same open-world mission will be of roughly appropriate difficulty whether you're soloing or brought enough friends to lag the server. If a system like this could be incorporated into CoX, it would be a huge improvement. In this case, however, the "right number" of enemies may well be "none at all" if you've already outleveled the area and you have no relevant missions.

    For example, let's say that Samael is running through The Gish in all his level 16 glory. It's a slow day, and he's the only one in the neighborhood. The game sees that he's the only one there, and since the max level on The Gish's range is 8 and Samael has no "kill ten rats" missions active, so it doesn't count him as a hero at all. Since the game sees no heroes in The Gish, it spawns no criminals, and instead citizens will talk about how crime rates have been way down lately, and they don't feel unsafe walking the streets anymore. Alternatively, if it's a redside area that's been cleared like this, the place isn't cleaned up, it's taken over, and people will instead talk about how Subject Name Here is the new person in charge, and must be the terror of Subject Hometown Here.

    Moving back to The Gish, let's say that Captain Awesome enters. He's level 10, but he has a mission active to defeat 10 Skulls, who normally spawn in The Gish (I think?). The Gish sees that Captain Awesome has an appropriate mission, so it counts him as a hero even though he's outleveled the area, and spawns roughly enough criminals to satisfy just Captain Awesome. If Samael encounters these criminals (and there won't be very many, since the game is only making enough to satisfy a single hero), they'll run away, abandoning whatever crime they were committing (i.e. mugging, assault, vandalism, loitering, whatever).

    Then Star On Chest arrives. He's only level 4, which is actually below The Gish's range, but it hardly makes sense for the place to be all cleaned up for him already, and besides which taking on an extreme challenge can be satisfying in a way that muscling through endless legions of helpless foes generally isn't. The game counts him and Captain Awesome both (at least until Captain Awesome finishes his mission or leaves the neighborhood) and spawns enough baddies for two heroes.

    The current density of criminals in any given neighborhood is enough to satisfy something like ten or fifteen heroes, no problem, so typically speaking the number of criminals in an area would decrease dramatically. In addition to raw numbers of mobs spawned, spawn rates should also be taken into account. With fifteen active heroes in the same neighborhood, you need a new mob to spawn and replace a lost one within five seconds just to keep up. With just the one hero, however, you can easily afford to wait 2-3 minutes before the replacement spawns.

    I've tried to make this system such that it's immune to glitching heroes out of quests by refusing to spawn mobs they need and immune to griefers as much as possible, since the worst they can do is make the city the way it already is now, covered in criminals committing crimes. This is obviously a lot of coding work (I especially imagine finding a way to flag heroes as having an appropriate mission could be a huge workload), but I really wouldn't underestimate the difference it could make for game quality. You also might have a toggle that always counts your super for purposes of determining spawn rates, regardless of what level you are.



    tl;dr It's kind of hard to summarize a five-point list into a single sentence, actually.
  4. The problem with telling people to ignore a storyline they don't like is that it feels like skipping content. If there were an alternative "screw your stupid Well, I'm going to invent my own Well, and it'll do what I say and be covered in chrome" sort of plot, that would work. Since there's not, though, it plays like the game assumes you'll be beholden to the Well, so much so that it might even assume you are even if you choose to ignore Well content specifically because you don't want to be.
  5. Quote:
    "Mender Silos" is an anagram for Something Else
    M-E-N-D-E-R---S-I-L-O-S
    1-2-3-4-5-6---7-8-9-10-11

    S-O-M-E-T-H-I-N-G---E-L-S-E
    7-10-1-2-?-?-8-3-?---5-9-11-?

    Uh. No. No it isn't.

    S-O-M-E-O-N-E---E-L-S-E
    7-10-1-2-?-3-5---?-9-11-?

    Nope, doesn't work either.

    Conclusion: Theory mongers are high.

    I'm thinking of the new Villain tutorial in particular, which requires that you either break someone's arm, break their leg (why are these separate options when they're pretty much the exact same thing?) and then something about threatening the Longbow grunt. The options I want to see:

    1) Persuade him to tell you what you need to know.
    2) "Persuade" him to tell you what you need to know.
    3) Threaten him.

    The "alright, alright, I'll talk!" reaction is slightly inappropriate with the first route, but oh, well. Turning a fake decision tree into a real one is a lot harder than just writing more vague text.
  6. I've posted before about how there is no way to effectively measure how much of the game's population thinks one way or another, and that goes both ways. If you just want to smugly stand aside and claim that those who talk issue with the game's problems are just a whiny minority, you could be in for a nasty surprise. Mechanical/narrative disconnect is a major complaint throughout the entire gaming industry, particularly amongst the creatively driven players, and considering CoX's selling points boil down to "creative flexibility" and "spandex" that's not a small thing.
  7. It should be noted that the content we're being encouraged to ignore is Incarnate content. There isn't a whole lot of Incarnate content in the first place, the more of it that's so bad large swaths of the playerbase are encouraged to forego it altogether, the less likely those players are to care about Incarnate content at all.

    And what, besides Incarnate content, is worth paying a $15 subscription fee for? The people telling us to just not play the content we don't like are making a strong argument that we should stop supporting CoX altogether.
  8. Quote:
    Originally Posted by Eva Destruction View Post
    There's a fine line between underwhelming and contrived
    ...Which side of that line do you want Paragon to be on?
  9. Your only combat power is "rude gesture" and your only travel power is "stumbling."
  10. Quote:
    Originally Posted by Wing_Leader View Post
    I was gone from the game from just prior to GR to just prior to Freedom, and upon my return after those 3+ years away
    Quote:
    Originally Posted by wikipedia
    Going Rogue: City of Heroes: Going Rogue was released in 2010.
    Quote:
    Originally Posted by wikipedia
    On June 20, 2011, City of Heroes announced the City of Heroes: Freedom subscription model, which was implemented in September 2011.
    lolz
  11. Quote:
    Originally Posted by Issen View Post
    Because you're comparing early game to end-game. If you're going to compare two things, at least make the comparison relevant. Compare the rock-throwing civvie to any other end-game mob. Or, rather, what I'm trying to get you to do is recognize that the end-game content isn't always going to be internally consistent BECAUSE it's end-game. It's going to be Level 54 because all trials are level 54.
    ...Do you know what mechanical/narrative consistency means? This whole paragraph is gibberish, so I'm going to assume you don't. Of course I'm comparing early game to end game. That's the whole point. Mechanically speaking, our characters have progressed leaps and bounds since early game. Narratively speaking, they haven't progressed at all. That is the source of the disconnect. How on Earth could you possibly think that's not relevant? The whole point is that a rock-throwing citizen should not be an end-game mob. That just doesn't work with the narrative. They need to be something other than a rock-throwing citizen, even if they have identical mechanics.

    And what the Hell makes you think that end-game mechanics can't be consistent with the narrative? That doesn't even make sense! Do you know what these words mean? All it means is that what happens in the game's story and what happens in the game's gameplay are roughly the same. Which means when, in story, I can punch out a cybertank and civilians are no longer a threat to me, in gameplay I can also punch out a cybertank and civilians are no longer a threat to me, and vice versa. It is trivially easy to write end-game content that is consistent with the story. People do it all the damn time.
  12. The ArchVillains need some kind of explanation as to why they're a threat again. Most comic book villains don't just show up again and are automatically threatening, the ones who do are guys like Green Goblin and the Joker. They're high-end from the start. Almost all villains, when they return, have a new trick up their sleeve.

    And anyone saying that the story is fine because you can completely ignore it is really just admitting that the story is terrible. Some of us are only here for the story (or setting, or characters, or whatever) in the first place. If the story is terrible, we're done.
  13. It's not how America works, it's how all of society ever works. If providing a service requires resources (servers, the time and effort of programmers, and etc.) then someone's got to provide those resources. If Paragon Studios doesn't make money, then they cannot keep the game online. It's not like there's some law that could be passed that would magically make food, medicine, and shelter infinite, and it's not like there's a bunch of European companies who are giving their product and everything to do with it for free and somehow not going under.
  14. Quote:
    Originally Posted by Issen View Post
    This is a bad example. Why? The rock-throwing civilian is only level 54 because it's a part of an Incarnate Trial. So really, you're comparing an early-game enemy (Bone Daddy) to an NPC used specifically in one and only ONE piece of content that's specifically in the end-game (Rock-throwing Civvie)
    So was there a point in that paragraph, or what? Yes, I understand the game mechanic of a level 54 enemy coming at the end of the game because that's how you challenge end-game players. Thank you for your efforts, but that is not a hard concept to figure out. The complaint is that they made those enemies rock-throwing citizens who, according to their own narrative, should stand no chance against supers who eat cyber-tanks for breakfast. There's no reason why they couldn't have made that trial involve enemies more powerful in the narrative.

    All you've really done is offer an extremely explicit example of why rock-throwing citizens present a gameplay/narrative disconnect, because there are other rock-throwing citizens who, according to narrative, have pretty much the exact same capabilities, and yet one set of rock-throwing citizens could stomp all over the others.

    Quote:
    I'm not stating the disconnect doesn't exist.
    You spent two paragraphs arguing that, but okay.

    Quote:
    I doubt anyone is. But just as it's our opinion that the disconnect is an issue that doesn't break our suspension of disbelief or ruin our immersion, it's also just an opinion that it's a problem for you.
    Well, see, you're wrong about that. The first part, I mean. People (Blood Red Arachnid, at least) are trying to argue that the very existence of the disconnect is an opinion, and that's what's really got me irritated, because that is provably false and we can't even begin to have a discussion about why we do or do not like something when someone is obscuring the issue by pretending that facts are opinions (or vice-versa).

    I don't mind when people say they don't have a problem with the gameplay/narrative disconnect, but I do mind when they try to tell me that it doesn't exist, because it is a problem for me and I can't begin to have a discussion about how to fix that problem when others are ruining it by yelling about how the problem proven to exist doesn't.

    Personally, the reason I don't like the disconnect because it feels like such a letdown to go from winning a slugfest with a walking tank to requiring the help of a dozen others just to be effective riot police. I like the steady gain in power that the game offers, it's one of the major draws of the RPG genre, and the narrative we've got spits right in its face by keeping that power gain strictly in the mechanics, totally unacknowledged by the story.
  15. Alright, I'm going to make this painfully simple.

    1) If we plucked a Bone Daddy from Perez Park and one of the rock-throwing citizens and had them actually fight in the actual game without changing any of their stats or abilities, the rock-throwing citizen would win, and the fight would not even be close. In fact, the rock-throwing citizen would probably one-shot the Bone Daddy.

    2) According to the narrative, a rock-throwing citizen wouldn't even stand a chance against a Bone Daddy from Perez Park. Note that if they could, all the mugging victims we keep saving are mostly just being lazy.

    Which of these two statements is either false of unprovable? If neither of these two statements are false or unprovable, then there is an inconsistency between gameplay and story, period, since the gameplay delivers the opposite result of what the story would imply. If you wanted to have a consistent gameplay mechanic wherein levels reflected a progression of time and not power, then you would not get increased health and damage as you leveled up.

    If you think that the disconnect between story and gameplay is not a problem, that's an opinion. If you think it doesn't exist, you are factually wrong.
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    I honestly don't see why people are getting so defensive about a time gate that has always been pointless and purely based off the 'not a switch' statement. That statement is no longer true.
    No matter how many times you say this, Alpha, it will never stop being false. If it costs you five dollars to switch alignment, then alignment is not a switch that you flip on and off, unless, for some reason, you assume that Positron could only have meant that he was referring specifically to the amount of time required and nothing else when he made that statement, which is completely absurd. That's not even what the phrase means. The point of saying that something is like "flicking a switch" is that it is trivially easy, with no significant costs of any kind associated with it. Thus, once you attach a literal monetary cost to something, it is not like "flicking a switch" as is popularly understood.

    Yeah, more freedom would be delightful. Like, for example, it'd be awesome if I could have Incarnate content without paying for VIP. And if the Prateorian content was available to me free of charge, too, and the alignment system (although those're both a bit moot, since I already bought a copy of Going Rogue and I'm just waiting for it to arrive). It'd also be nice if all the costume options were free and, well, the whole bloody game. But then who the Hell's going to pay for the servers, let alone development costs?

    The time gate is there because it makes the alternative, which is being sold for money, worth that money. If the in-game version were easier to obtain, the value of the store item goes down objectively. Paragon Studios is a business that makes money, and the only promise they made you was that alignment switching would never be trivial, and it's not.
  17. Incarnate stuff doesn't count because you can only get it by doing specific things, while XP comes from doing basically all things. I also like the idea of having options. Particularly, it means that VIPs can get Incarnate things out of it, allowing them to unlock Incarnate powers without being the Well's errand boy.
  18. The only real problem with the Well is the way it dictates a character's motives. There are too many character concepts that just won't kowtow to another entity, ever, which are perfectly valid in the supers genre, and there is no other way to get the Incarnate powers. If I want to skip the Hollows because I've decided that my hero is cool with the Trolls, I can do that and still get to level 20. If I want to skip the iTrials because I've decided my Villain can't stand to have any other creature legitimately claim to be his master, I'm locked out of Incarnate powers.

    Obviously there are some concepts that can't work just because you can't emulate everything, so the concepts that turn up less often in the relevant genre get neglected. You can't be a guy who goes on globe-hopping adventures because even if we had occasional door missions where the door was a helicopter that takes you to an ancient Tibetan monastery, that would still never be more than about 10% of the content. But for the iTrials? Just make the method of power acquisition more open-ended. If the Well were more vague, that'd work. If the Well were one option among several, that could also work.
  19. DCUO has three origins, each with its own origin plotline for hero or villain side. If you're a metahuman hero, for example, you get a starting mission with the Flash to defeat Gorilla Grodd, while if you're a tech hero you get a Scarecrow mission from Batwoman, and a meta villain gets a Power Girl mission from Lex Luthor (even though Lex is obviously a tech guy, but whatever), and so on and so forth.

    I hate it.

    There are a grand total of three missions unique to each plotline, one at level one, another at level fifteen, and the last at level thirty (the level cap). It's just enough to make me feel like I'm missing out on some interesting content, but nowhere near enough to make me actually consider leveling from 1-30 just to see it, even if the extra character slots were completely free.

    If Paragon Studios does decide to implement origin-based missions, please make sure to make them very, very big and involved. If there's something origin-based every five levels or so, it would make the content between magic blueside and natural blueside big enough that I would actually consider paying money to get an extra character slot to check it out. If there's any less than that, though, you can pretty much forget it.

    Problem is, that's a lot of new content to make.
  20. I like it. It's always kind of depressing to hit cap and realize the game's reward system has suddenly turned its back on you.
  21. A few thoughts...

    1) Don't add too many new areas. Having a beach area for the summer and a ski area for the winter and, I dunno, a corn maze or something for the fall, that would be a cool idea. Having three or four new areas stapled onto Pocket D would spread out the clubbers to the point where it would start to feel deserted a lot more often, though. Best to keep the crowds concentrated in a few areas, like they are now.

    2) Do add some more things to do, however. Pocket D would be an excellent place to add in a few mini-games. There are a lot of times when I just want a quick break from standard MMO mob-bashing, and having a few mini-games (arrow key based DDR, mouse-based rail shooter, maybe some standard arcade games like a 2D top-down flier or a Space Invaders clone) in Pocket D would do really well, as well as giving me something to do at Pocket D besides just talk to people, something that often ends in disappointment when it turns out that literally everyone is just looking to hook up.

    3) Definitely get some more music. A wide variety of different tracks that switch up every 10-15 minutes would be ideal.
  22. There's also the fact that removing the timegate makes alignment tokens less valuable, which means a lot of people who might otherwise have bought them will just power through the tip missions instead. Why is it such a terrible thing when Paragon Studios tries to turn a profit? The whole game goes down if they don't.
  23. Quote:
    Originally Posted by Wing_Leader View Post
    Well my design whiteboard has a huge title above it that is my mantra: Question Everything.
    By which you mean "make it all exactly like Champions."

    Quote:
    And that starts with the assumption that "character progression" is the only thing that will motivate players to play.
    And here you've already started making incredible assumptions. No one ever said that character progression is the only thing that will motivate people to play. It's just something that is fun for the vast majority of people. Picking new powers and adding new enhancement slots, seeing your inspiration tray get bigger, these are all things that I enjoy and look forward to in the game. The game would be flat-out worse for me if it didn't have them.

    Your level breakdown is, as you yourself admit, pulled straight from Champions with a bit of elementary math applied, and it shows, as the level progression makes little to no sense (multiple hero concepts are differentiated between level 3 and 4, but none whatsoever between 4 and 5?) outside of the point-buy system from which it originated. None of this would irk me so much except that you said it all in the same breath as a rant about questioning assumptions. "Make a Champions clone" is not exactly an innovative idea, even if it would be fun to play.

    Quote:
    Originally Posted by Issen View Post
    Touche on the trope, but still, there's a good reason why Incarnate Trials use gimmicks and seemingly super-cheap mechanics like the Rock-Throwing Citizens or the Gamma Pulse from Keyes Island Reactor. They have to. They cannot use normal in-game mechanics against Incarnates. It's why all the enemies in trials are automatically 54 and the AVs go up to 54+3. If they don't, we'd stomp ALL over them.
    I...Don't get your point at all. At what point is challenging the Incarnates contingent upon making their enemies rock-throwing citizens instead of space aliens in powered armor?

    Quote:
    Originally Posted by Blood Red Arachnid View Post
    The violation of consistency is opinionated because it is based wholly on the assumption that the game is trying to tell a story in a particular way. If one sees the level progression in the game in a different way than another person, then the violations in consistency of the "attempted story" become little more than subjective.
    It is impossible to see the level progression as anything other than an advance in power without being factually wrong. In game mechanics, you level up and you become more powerful. In the narrative, you do not increase in power. There is factually an inconsistency. Citizens throwing rocks are objectively far more powerful than Hellions with shotguns. No amount of mental gymnastics will change the fact that if a rock-throwing citizen and a shotgun-toting Bone Daddy got in a fight, the rock-throwing citizen would win. That is something Paragon Studios could actually make happen and the discrepancy in power is so massive that there could not possibly be any other conclusion.

    Quote:
    For future reference, all things "can or can not be proven" since there is no alternative.
    Congratulations, you caught a typo. Have a gold star. I'm fairly certain everyone else knew that I'd meant a fact can be proven true, and an opinion by definition cannot. "Consistency" is measurable and it either does or does not exist (and there can be degrees of consistency, of course, but I should hope I don't have to illustrate every single one of my points in legal speak just to prevent a misunderstanding).
  24. The forums are no measure of community thoughts and feelings, because only a specific kind of player visits them. There isn't really any good measure of community thoughts and feelings except a mandatory random poll. The facts and evidence needed to argue about how the community feels about any given plot just don't exist.

    That doesn't mean that a given piece of work can't be objectively bad, though. Murdering good ideas by overexposing them has a long and bloody history in comic books, but I think CoX could stand not to emulate it regardless. No one liked X3: Wolverine and Friends, nor was Origins too well received, and part of it is because Wolverine wasn't nearly as cool after two straight hours.

    Remember: Too much of a good thing is an awesome thing. But too much of an awesome thing is...um...really, really dumb and bad.

    As is quickly becoming standard, however, I reserve final judgment until after I've actually played through the endgame content.
  25. Look, this game and its associated communities are old. Years old. Very well established. It's safe to say that server communities are not going to be changing for the foreseeable future. And some new players are going to enjoy the game much, much more on some servers than on others. I think it might do something for player retention to give the servers a brief description on the server selection screen. As an example, Freedom is densely populated, Virtue and Union are both far more RP-heavy than normal, Liberty and Triumph are friendly, Justice was the victim of an evil Australian conspiracy, and so on. I had the foresight to google around and find that Virtue would probably be the best fit for me, but not all players will, and in fact the only reason I had this foresight is because poor server choices have hurt my game experiences in the past.