Samuel_Tow

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  1. I wouldn't call the Resistance "challenging." They don't hit any harder, they don't die any harder. What I would call them is "annoying," because you're only actually fighting them half the time. If you're on a character who's at least reasonably survivable - and I usually am - then their actual threat isn't all that imposing. They're just irritating. I've fought them with a variety of my own characters and never found the mission impossible or even all that difficult. It just takes longer and frays my nerves considerably more. And then people bark at me for being grumpy and complaining too much.

    The resistance are on the same level of "annoying" as that Mastermind bug which causes enemies to scatter to the four winds whenever you lay down a Poison Gas Trap - it doesn't make things so much harder as it just pisses me off.
  2. Quote:
    Originally Posted by Zyphoid View Post
    Sam, I find it hard to believe that you are not excited by new costume options. Shoot, I am as excited about new costumes as I am new powers. I am banking points for fear that I will not have enough to buy one or the other when they are released.
    I'm excited about the new costume options, hell yeah I am! However, I'm excited about Titanic Weapons many times more, and the character who's using many of the new costume pieces - Stardiver - needs a Titanic Weapon in order for me to play her
  3. OK, I just don't get this. Since I21 launched, something weird has been going on with my characters and some of their settings.

    Problem #1: Every time I start the game, my UI colours get reset to the default for the side I'm on - blue for heroes, red for villains. This only happens on NEW characters I made since I21. It also gets if I log in an older, pre-I21 character and then log in the new one, as the new one will inherit whatever the old one had for window colours.

    Loading the default window file does not work. If I do, some windows change colour, but some do not, and my window colour sliders remain where they were. Before, I could just exit the options menu without saving, reopen it and hit apply, but not any more. As soon as I hit apply, the previous colours get reset. The only way to fix my window colours is to painstakingly set them up by hand EVERY SINGLE TIME I run the game or play a character with a different window colour setup.

    It seems like my current character's settings are not being stored right so the character inherits whatever's in the game's memory at the time, or default if nothing is present.

    Problem #2: The map's fog of war retention is really weird. I'll log in, reveal a portion of the map, quit the game, then start it again later and come to a completely covered-up map, like I never even visited it. Then I'll play for a while, quit the game, come back and I'll see my map from the FIRST session, but without anything from the second session uncovered.

    Then this happened to me: All of a sudden, all the maps I visit are uncovered, even maps I haven't visited. I thought the fog was just gone, but it wasn't. I step into Boomtown and I see that that's partially uncovered, exactly like it would be for some of my older characters. So the game borrowed the fog from one character and loaded it on another. But WHICH other character? The only other character I've loaded up is Samuel Tow to transfer some INF, and his Boomtown map is completely revealed. I know that it is, because I revealed it.

    ---

    None of these problems are big, but what they imply concerns me. Aspects of my character's settings are not being saved properly and aspects of the settings of some of my characters are bleeding into the settings of others. Only new characters made AFTER I21 are affected. Sure, it's fog and window colours, but if some aspects are not being saved, who's to say I won't log into my character one day to find him four levels back from where he was last week?

    And this isn't just from today. It's been going on since the day I21 launched. And, yes, I've reported it as a bug. I have, however, spoken with people who say they're not seeing these problems, so I suggest we compare notes and try to see who's getting this and what's causing it.
  4. I always interpreted the high-level Resistance members to be the "Uh... We didn't actually plan for this level... Throw in all powers, we'll figure it out later!" approach to critter balancing. They only show up in, what? One mission? Two? I can clearly see someone contemplating designing brand new resistance members for just than and thinking "**** it, do whatever we have on hand." I don't know if they're borrowed from somewhere or they've just been given half of Devices, but these are cobbled together with no eye towards balance, just so long as there's something to fight.

    Remember what the Praetorians were BEFORE the update? Night Star and Siege had minions that basically had 3/4 of Energy Blast and half of Energy Manipulation. Their actual minion-class enemies had Power Burst, for crap's sake. When the decision was made to create the Praetorians back in, what? I1? It seems like time crunch demanded that each of the Praetorian counterparts to the Surviving Eight get exactly ONE minion, ONE lieutenant and ONE boss because they had eight (well, seven, Tyrant used Marauder's goons) villain groups to design. So what you had is model-swapped enemies with powers drawn pretty much directly from existing powersets with very little regard to critter difficulty.

    That's what I'm seeing here. At some point it was decided that we had to fight the Resistance in the 40-50 level range, it turned out that there were no resistance members prepared for this range so they either pulled some straight off a Trial or just pulled existing models and gave them ALL three extra powers. The 40-50 Resistance quite literally feel like an 11th hour addition to the game, and they play like one, too. They're just like the 10-20 Resistance if they had more powers from Devices.
  5. Quote:
    Originally Posted by Arcanaville View Post
    On the hero side, there is the in-game canon prerequisite that you register as a metahuman and abide by the laws of Paragon City. On the villain side, there was the in-game canon prerequisite that you accept Arachnos help to break out of prison. Its a little different now, in that you now accept that Arachnos is watching over your shoulder more than normal.
    Obeying the law is more or less a prerequisite for being a hero, not a requirement for hero-side. If you don't want to obey the law, you become a vigilante or an outright villain. Complaining you can't be a hero AND a wanton lawbreaker is like complaining you can't be a Defender AND do amazing melee damage. If you want to do amazing melee damage, play a class that does this. If you want to disrespect the law, play a Vigilante or a Villain, or a rogue if you're feeling creative.

    Being a super-villain's stooge is not a prerequisite for being a villain in the same way that respecting the law is for being a hero. In fact, a great many concepts exist in fiction already for whom the defining feature is that they don't serve anyone. You mentioned them yourself. And these are villains who easily fall square in the field of villainy and not in any of the other alignments.

    ---

    I honestly don't get why villains must always be seen controlled by someone else, and why the game is seen as impossible to function unless there is "a bigger fish." It's a question of writing and storytelling, and I can say this for a fact: There are better ways to explain a city of villains (if you really had to) than Arachnos.
  6. Quote:
    Originally Posted by Jagged View Post
    He predicted the rise of the giant chicken! Wait, what were we talking about?

    Right, new releases. Honestly, there isn't a whole lot I care about between here and Titanic Weapons. The closer this gets, the less interested I am about anything else. Street Justice, when that comes out, will go a great way towards holding my attention just because I have a very cool concept for it, but ultimately, I want my Titanic Weapons. And I hope there's a decent glowing and/or energy tech sword in there, like bAss made a while back. Fingers crossed.
  7. Quote:
    Originally Posted by SpittingTrashcan View Post
    It seems to me that the folks wondering why Katie is so unpleasant to you and to the world in general might not be giving enough weight to the fact that, after she rescued many unlinked Seers and brought them to First Ward, you blundered into her hideout while possessed and let in a bunch of apparitions which murdered all the Seers she saved.
    I don't have a problem with Kathie being bitter and angry. I'd expect anyone living in the First Ward to be on edge. I have a problem with Kathie being sarcastic, condescending and bratty. There's a difference between an initially jovial child losing her positive outlook on the world and becoming disillusioned and possibly cynical... And a kind person turning into Black Scorpion.

    Simply put, people don't change like that. That's not to say people don't change period, but when they do change, they change around the basis of their personality. Noble Savage is a good example. He starts out as a raging but honourable monster, he turns around to become a loyal and faithful ally to the Resistance and then turns around when spurned and descends back into monstrosity, with his dignity now reigned in to only apply to those close to him personally. Yet in all of this, Noble Savage is still Noble Savage.

    Vasilokos, on the other hand, seems to have swapped actors. When first rescued, he's a calm, collected GHOUL who's willing to talk and who serves as the reason which keeps the other Ghouls' violence in check. Yet in First Ward, it seems like most of the Forlorn are level-headed, peaceful people trapped in a violent world while Vasilokos threatens to wear people's neck veins and just about orders the new Monarch to kill the Hetman. That's not character development, that's character replacement. This is no longer Vasilokos, as he appears to have been replaced by Angelo Vendetti.

    And Kathie is even a more expressed example. She starts out acting like a little kind, and later matures to assume responsibility for the Seers she has rescued, recognising the hardships but accepting them as necessary. Then the first thing you hear from her is along the lines of "Hey! What are you waiting for! Give me a hand here!" This is a completely different person, and not in the slightest consistent with who and what Kathie was. She hasn't become disillusioned or angry, she has become ANNOYING. There's a difference. It's like having to deal with Mender Tesseract - constant sarcastic abuse even in the face of success.

    In Going Rogue, Kathie Douglass was one of the coolest, most likeable characters in the whole game. I always did her arc in full because I simply liked working with her. First Ward has done the impossible by making me not give a crap about Kathie Douglass and her endless nagging, and I honestly don't care if she ever leaves the Seer network thereafter, because even if Vanessa says she'll take the blame, Kathie will still find SOME way to nag on me because I exist.

    First Ward has an overall great storyline, even if it ends abruptly, but it also represents the death knell of one of the game's most interesting characters. In a sense, if Kathie had DIED somewhere along the way, she might have come out a lot better for it, even if it's an off-screen death like Vasilokos. Anything is better than that kind of character assassination.
  8. Quote:
    Originally Posted by Gunbunny View Post
    I would like a system such as that. Though, as player I would be to scared to mouth off myself. My villains would end up agreeing to everything
    What I'm saying is that if thou must, then OK, I get it. Some things players just can't be allowed to do (kill canon characters unless the story is built around it) and sometimes players simply have to do certain things (visit Brokers, as used to be the case CoV-side). Sometimes that just can't be avoided. But if I have to accept a specific narrow situation, then having a variety of responses to it that cover at least a somewhat reasonable spectrum of villains would be nice. These don't have to make a lick of difference so long as they allow me to ACT differently, even if the end goal is the same.

    As the example went, if I HAVE to agree, then give me a choice to like it, hate it or make fun of it, just off the top of my head.
  9. Our forum names are constantly underlined, so if you have an underscore in your name, it blends in with that line. If you use a gold name, your name is underlined in white but your underscore shows up in gold and sticks out. Not pretty.

    Personally, I prefer to be ranked Forum Cartel than VIP, and I like having a white name better overall.

    That's not to detract from the merit of the thread, however. That's definitely useful to know and I appreciate the advise.
  10. Quote:
    Originally Posted by FloatingFatMan View Post
    Actually, to me, that just makes the railroading even WORSE! It gives new players the impression that the devs way is the ONLY way, and CoH never used to be about that kind of restrictive play.

    This is a superhero MMO, where imagination is meant to be the most important factor. Devs should not be choking that imagination off before it even starts.
    What I meant was that AS AN EXCEPTION, I can see this arc treating us like puppy-eyed (or in this case snake-eyed) newbies, because if I'm a brand new player, I kind of am. Of course, this goes a bit contrary to one of the things many brand new players praised about City of Heroes back in the day: Other MMOs start you fighting rants and wearing rags. City of Heroes starts you fighting genuine human enemies and wearing a cool costume. Many people have, over the years, have talked about being impressed at how the game is actually fun right from the start. It doesn't start you as scum, it starts you as a legitimate hero doing legitimate hero stuff, even if they're on the lower end of the power scale.

    Obviously, that was before CoV, but it's always bugged me that villains never really enjoyed the same privilege. Heroes start out being cool, saving people and being praised for it. Villains start out like dogs, being lead around on a leash and occasionally smacked with a rolled-up newspaper, and the best they can do is bark at other dogs from across a bar fence, if the analogy isn't too convoluted.

    It all goes back to the same thing - heroes get to start out feeling good, but villains have to start out feeling bad, and I don't know why that is. Because crime doesn't pay?

    Quote:
    Originally Posted by Techbot Alpha View Post
    Sam: Spectrum, not Spectre

    /Pedant. Smeg I'm being bad today
    How about I just give your editing rights to my post?

    Quote:
    Originally Posted by William_Valence View Post
    There are no conditions for new characters. Well, that's not true. The conditions for new characters are selecting origin, AT, primary powerset and first power, secondary powerset and power, costume, Power customization, and name.

    There is no requirement for your character to be dumb, there is no requirement for this to be your character's first rodeo, and there is no requirement that you have to tremble whenever Recluse walks by.
    That's kind of why I wish there WERE some of these things at character creation. Even something as simple as two extra options: Aggression and Intelligence. More intelligent characters would end up with smarter lines, more aggressive characters would end up with more opportunities to kill their conversation partners.

    Or, you know, dispense with the whole perquisites idea and just add more options to conversations. When Scirocco makes his threat, let me reply "Kill me and you have to find yourself another mole." And use that as leverage to get something more out of the deal than "I don't bash your head with this rock." It's not based around threatening Scirocco or beating him so much as just playing up my own usefulness.

    Let me put it this way - Mass Effect is not a branching story in the slightest. It's an almost entirely railroading storyline that nevertheless makes you feel like you have a shot by giving you the illusion of choice and changing minor details about how the story plays out mechanically. Dialogue trees are the perfect opportunity to do this. Picture me being offered a deal and having three options:

    A. Agree emphatically.
    B. Agree reluctantly.
    C. Argue about the terms and agree.

    In every case you agree, but they differ in how you go about them, and how you go about a villain matters. Rather a lot, actually.
  11. Quote:
    Originally Posted by Gunbunny View Post
    Lol @ blackscorpion remark.
    Heh, well, we kind of do sound like him And don't get me wrong, I'm not ragging on the guy or his writing. That sort of character has his place in decent fiction. It's just... If I had to choose my demeanour, I wouldn't choose Black Scorpion Jr. Maybe Ghost Widow Jr. or possibly Nemesis Jr., but that's just why I feel we need more choice in dialogues.

    Quote:
    Originally Posted by Gunbunny View Post
    But yes, not only is the character a rookie but this arc is intended for player rookies as well. It is the extended tutorial. It is not meant to be played over and over by veterans like you and me. Especially not by cold logic superintelligent characters.
    Hmm... OK, when you put it like that, I can see what you mean. When I see railroading writing, I have the tendency to perceive it as one manifestation of a much bigger problem, as I've had that same complaint across the board for years. However, you have a point - this arc can be forgiven for assuming we're complete rookies in both skill and mind since it's aimed at rookie players. I'm not sure if all rookie players will be this small-time and how many will bring established characters from other games they've played or stories they've written, but even so, it's an argument that I can buy.

    Let's just hope that this railroading doesn't spread. Dialogue trees were invented to give players a choice. To make dialogue trees with no choices in them is just bad design.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    Sam: It's still Citadel, no matter how many times you wish it wasn't
    Doh! B before C, I will remember this!

    Quote:
    Originally Posted by Techbot Alpha View Post
    Also, the part you quoted is simply incorrect. You don't steal Blue Spectrums powers, you steal his power, i.e. energy, to make you tougher while you bust out of Galaxy. Think of it as sappin' his powah to get a tier 3 red insp, etc. But in more characterful terms
    I should hope so. The minute the thought crossed my mind that we might actually be written as having the Blue Spectre's powers, a chill ran down my spine because I honestly wouldn't put that past the game's writing. We already got a slightly less specific version of this with the Origin of Powers, so seeing this taken even further would have been disappointing, but not surprising.

    I suppose in the cold light of day, it makes no sense since heroes don't steal his power, but I clearly didn't think that far ahead

    On a tangent, giving and taking "power" really isn't something I'm fond of for pretty much the same reasons I don't like power suppression fields for no reason - not everyone is "powered" by some kind of "power" which could be given or taken. Actually, the character I ran the hero-side arc with the first time was a very tough school girl whose "power" was superior strength and speed. Not really something you can syphon.

    Here's the thing - if the Blue Spectre were described as someone whose own powers revolve around manipulating energy, then this would make more sense. If he has the ability to draw generic-term energy (that's "energy," not "power") out of others, then allowing him to drain us of a little as heroes would make sense even if our abilities aren't the result of having "power." At that point, even a basic ordinary human could have helped him because anything alive needs some form of energy to live. Similarly, villains could drain the Blue Spectre of his energy to supercharge their own bodies.

    This is more than just swapping "power" for "energy." It's about specifically defining the Blue Spectre's powers as based around syphoning and channelling energy. Because right now, we don't know who that guy is and what he can do. He could be a martial artist, for all we know. Defining him as an energy manipulator would give context to the "power transfer" we're expected to make. Same story, same actions, more context, is all.
  13. Quote:
    Originally Posted by Benchpresser View Post
    See, I actually kind of like the Uqua arcs. I understand that you are ignoring the elephant in the room and that may annoy a LOT of players- but I always saw it as my villain seeing right through her and deciding to take the money anyways, it's not my war.
    Which would work if you weren't left with a souvenir where you wonder what just happened. You'd think that intentionally failing the last mission might serve as a rudimentary way to introduce choice and spite her, but no. If you let the last mission fail, you end up looking even dumber, because you're outright said to suspect something might be wrong, but unaware of what that might be. SHE'S A RIKTI SPY! That's what's wrong!
  14. Quote:
    Originally Posted by Gunbunny View Post
    When you play Dr Graves you are still new at this thing, having stolen surplus power from Blue Spectrum and being dumped in a warzone. You need friends, infuence, power or you will be the next casualty.
    Wait, wait, wait... Are you saying I got my powers by stealing them from the Blue Spectrum? That can't be right. That's Origin of Powers levels of wrong here.

    Beyond that, a collection of people here don't seem to "get" what I'm talking about. Everyone keeps telling me "You're a rookie!" Yeah, all that means is my character is weak. It doesn't mean that my character is dump, EXPRESSLY when said character's super power is intelligence. Let me put it this way: Do you think at any point in his career, it would have made sense for Bastion to run around screaming "Dude! Help! I, like, have a mental time bomb thing in my head!" Of course not. He's a logic-driven machine who started life as a logic-driven machine. Even ignoring the fact that he's a machine, at no point did it make sense for Bastion to act like Black Scorpion.

    ...

    OK, I think I just realised what the Dr. Graves arc makes my character sound like - it makes me sound like Black Scorpion. Ignore all the descriptors like "stupid" and "crude" and such. It makes me sound like Black Scorpion, the guy who answers his phone with "FEAR ME!!!" That's not what I had in mind when I wrote my character. CharacterS, actually, sine I don't really want to play his character type.

    Obviously, the story can't predict everything I could create, but there's a LOT of room left in there to be a LOT more inclusive. In fact, Dr. Graves succeeds in at least one part where it says my character's biology has not yet been determined, which is pretty much the best way to go about it. There's a difference from the game having to assume SOMETHING so as not to be completely abstract and the game giving me essentially someone else's role in someone else's plot.

    Why, indeed, am I asked to select an origin and write a description if the game will assume those for me? If my origin is "some arrogant, power-hungry human who stole the Blue Spectrum's power and now wants to make it big in Arachnos," then why even let me pretend I could be anything else?

    Personally, I find that the broader the game's pool of applicable concepts is, the more fun it is in the long run. And honestly, I don't see anything to be gained from restricting storylines down to a very specific concept of who the protagonist is.
  15. Quote:
    Originally Posted by Party_Kake View Post
    Your whole argument is stupid.
    Right, if that's how you intend to behave, then you're not worth my time.
  16. Good point. I like the "you don't buy anything, you just learn" approach to this, as that's precisely what I wanted to have for Star from the beginning. Her shell really isn't designed to be tampered with, and it would require the heat and pressure at the core of a star to modify it anyway. That's part of why she dives - to enact a host of modifications she's collected on her journeys or even just new ideas she's deduced from re-examining her own performance and coming up with novel solutions. One of the less important but still central aspects to Star is that she is perfectly self-sufficient. She doesn't eat or drink, she produces no waste aside from heat emission, she needs no ammo, energy or other supplies and she doesn't need shelter of any kind.

    With this in mind, having her pay for supplies just seems out of character, which is where your idea comes into play. Let's break enhancements down into their very basic concept - something which enhances an aspect of a power. If we view Star's body and subsystems as somewhat modular, then it stands to reason that she could experiment with various configurations. Each time she visits Cook's Electronics and uses their equipment, she comes up with a potential new configuration which may or may not be better than the previous one. In other words, she doesn't buy physical objects, but rather she learns from the experience.

    I can fudge the details as needed, that's not a concern. The main idea is what counts, and that one I LOOOVE!
  17. Quote:
    Originally Posted by Arilou View Post
    They're not undead, the spirits of the deceased, they're broken-off pieces of still-living personalities. They're more like severed arms still twitching than anything else.
    How do you define "death?"
  18. Quote:
    Originally Posted by Venture View Post
    Character concept is subordinate to game rules. Characters in City start as beginners. That happens to not matter in this particular case, but (e.g.) I'd laugh in the face of anyone who tried to RP their level 10 character as anything other than a slightly-experienced rookie.
    I think that depends on how you define "rookie," though. If we're talking strictly power and skill, then sure, I'll buy that. We're supposed to be weak at the start. If you're talking in terms of personal intelligence, though, I don't agree. Not everyone starts a hero's career at 18, so not everyone is "young and inexperienced." Inexperienced in throwing fire out of his hands though he may be, Black Lung still spent 30 years busting his back in coal mines around the world, living in shanty towns and sleeping with one eye open before he dug up that magic rock which gave him super powers. Sure, he's a rookie villain in that he's still trying to keep from setting his own eyebrows on fire, but he's no gullible young fool. You don't lose your last penny and the last of your real teeth getting scammed and not learn a thing or two.

    And, yes, I did make "Black Lung" up on the spot just to serve as an example. I don't actually have such a character.

    My point is that while a game can treat our characters as rookie SUPERS, it shouldn't really treat them as rookie VILLAINS. I mean, look at established canon - Johnny Sonata was, what? 30 by the time he made his deal with the devil? The Magic Man was how old when he got the Magic Watch? Just because our villains may have only recently gained their powers doesn't mean they didn't have a life of crime beforehand. In fact, the old Breakout tutorial pretty much TOLD us we had a life of crime before the game started because we have to have done SOMETHING to end up in the Zig.

    And that doesn't account for villains who were actually incredibly powerful in the past, but who subsequently lost their powers. Both the Transmuter and Kara the Scorpion come to mind just off the top of my head.Hell, you know better than I do what sealed evil in a can is, and how one key aspect of these stories is that said evil was incredibly powerful when it was sealed, but how it now takes time before it returns to its full power. That in itself is a great plot to make a villain after - he used to have godlike powers, but now he has no powers at all. But give him time, it'll come back to him.

    All of this is to say that while I completely get being beaten by clearly superior foes when I'm level 10, I don't really feel it's as justified to be painted as a stooge just because I'm level 10. For instance, raiding Anti-Matter's lab in Praetoria as level 15 character and having Anti-Matter show up as a level 40 AV to essentially one-shot you is precisely what I would have expected to happen. He's a frikkin' super villain! But having my villain walk up to someone and yell "I have a mental time bomb!" isn't even remotely the same thing.

    A "rookie" villain can be week, that much I get, and that much has never been my complaint. That doesn't mean he's stupid, is all I'm saying.
  19. Quote:
    Originally Posted by Arilou View Post
    This.
    This what? Do you perhaps have something to add?

    Quote:
    Originally Posted by Blue_Mourning View Post
    What I find odd Sam is that how you describe Halo is how I find the bulk of the old content in this game, which is why I can't figure out how you're viewing the content....
    I like the gameplay in City of Heroes, whereas I didn't like the gameplay of Halo. At least the original is one of the blandest shooter experiences I can recall even at the time, comparable to games like Serious Sam. City of Heroes, by contrast, has gameplay that is ostensibly fun in and of itself. Perhaps not "great," but then what MMO is? However, compared to pretty much every other MMO I've ever played, City of Heroes is leaps and bounds better and more fun. Actually sitting back and watching a CoH fight is cool and fun, and participating in one is even more so. I can literally never have enough of just going into an instance and killing things. I can't say the same for Halo. I was bored of that game's actual gameplay within half an hour of starting it, though regenerating health and that particular art design has a lot to do with it.

    I don't really ask for anything out of City of Heroes beyond more stuff to kill and a framing device to explain why I'm killing stuff. If story needs to happen, it needs to happen where gameplay isn't going to be interrupted by it. I like both the story AND the gameplay of City of Heroes, just not at the same time, just as I like both the story AND the gameplay of Half-Life, but lengthy "cutscenes" where I'm confined to an area until they play out do drag after the third or fourth time I play through them.

    That, really, is where story begins to drag - not the first time or the second time, but when you play through a game many times over. And our MMO in particular is virtually designed to be played over and over again, whereas Halo is not. It's a self-contained story, like a movie that you go through from beginning to end. I enjoy a dialogue tree the first time I see it. I enjoyed the Dean McArthur dialogue trees greatly back in I17. After running no less than 12 characters through his arcs, I enjoy them rather a lot less now.
  20. Quote:
    Originally Posted by Arilou View Post
    ^Except that at this point you are, at most, level 10. You're a nobody.
    And that's just an excuse for poor writing. There's nothing preventing a writer from writing a level 1 arc that has the player feeling good about himself at the end and that demonstrates the player villain as being somehow special and better than the others of his rank.

    They didn't do that. Consciously. Not because they couldn't, not because it doesn't make sense, but because they chose to. And I don't agree with that choice, on account of "my villain is a stooge" being pretty much the running complaint of villain-side complaint since 2005.
  21. Quote:
    Originally Posted by Arilou View Post
    Not really. They explain what's going on in the story arcs. The apparitions aren't quite ghosts.
    They're the spirits of the living, I know. I get that it doesn't work on the Vahzilok, but exactly what kind of particular spirit something is is just too fine a hair to split, I think.
  22. Interesting tidbit: The Ghost Slaying Axe does not work on Apparitions. That is to say, it damages them with its lethal component same as my Vanguard Axe does, but its special damage component against "true undead" is never triggered. Aren't Apparitions, like... Ghosts? Shouldn't the Ghost Slaying Axe be especially effective against them?
  23. Quote:
    Originally Posted by Arilou View Post
    The problem is, that would run afoul of the entire "don't ascribe motivations to players" thing. "Power" is generic enough that any villain would presumably want it (even if it's not the end-goal, it's never a bad thing to have) kind of like how "helping people" is a decent generic motivation for heroes.
    No, no, I mean I'd like to know what this power constitutes. What is this "power?" Will it work with my power armour? Will it consume my soul? These are all pertinent questions. I don't expect contacts to tell me why I want to work for them any more so than I would want anyone to try to sell me an opportunity by telling me why I really want it. I don't trust used car salesmen

    However, Alistor does a very poor job of offering a tempting opportunity. "Power" isn't an opportunity. It's a word that, absent of any context, has no meaning. "An obelisk that can draw power from others and give it to you that I want you to use because I can't" on the other hand, is a tempting offer. The logistics of how the thing works aren't important so long as I know three things:

    1. What am I after?
    2. How do I use it?
    3. Why do I care?

    "Power" is about a third of the way to answering the first question and doesn't even begin to touch on the other two. More context is needed, and such context can easily be given without putting motivations into people's heads. If, for instance, someone offered me "lots and lots of money," then context follows the offer. I wouldn't refuse money, I know how to spend money and I care about money because it can buy me things. Not all characters are motivated by money, obviously, at which point not all characters will take an offer for lots and lots of money.

    But "power" isn't really as defined and specific a concept as money. It's like a contact offering me "right" or "privilege." I need to know a bit more than just that, dude!
  24. Quote:
    Originally Posted by Tenzhi View Post
    I get the sense that the "complete story" is actually a story with a lot of blanks that need to be filled in with prior contextual knowledge.
    There's really only one word that I think is really crucial in this: "trade." To avoid running afoul of the forum rules (again) let me just say it's a new system that allows trade of in-game items between various games.

    And, no, I don't know who the MS Paint characters are. I'm not sure they're actually FROM something.
  25. Quote:
    Originally Posted by Sailboat View Post
    I have this vision of a mute Stardiver, unable to communicate verbally, choosing to thank someone who helped her by, puppy-like, bringing them a gift. A piece of the sun.

    /earth melts

    "Bad Stardiver! Drop it!"
    I finally get what this reminded me of and why I liked the idea so much! Has anyone seen this promotional banner:



    That's almost exactly what popped into my mind when I read the above post, I just couldn't put my finger on it. I don't know why I find that exchange so adorable, or the little Spiral Knight so cute, but I love this mental image, and that's a big part of what I was shooting for. Bonus points to the pic for telling a complete story without needing to use a word of text