Samuel_Tow

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  1. You know, I just thought of something: A problem that I've had with the game for a couple of years now - it's shoving theatrics down my throat.

    Let's not feign ignorance here - City of Heroes is a pretty standard click-n-kill dungeon crawler where the majority of the meat of the game is going into window dressing dungeon and killing for spoils and money until you reach an objective and kill or click it. Everything else is dressing up the core gameplay in distractions.

    To some extent, these distractions are good, in that they enhance the experience, but TOO many distractions actually distract from the actual game with fluff. You see this with the "continuing tutorial missions" that are 90% dialogue trees, you see it with contacts like Roy Cooling whose arc is 90% gimmicks, you see it with Praetoria where half the missions are awkward and devoid of enemies, and now you see it in the new "Tutorial."

    The old actual Tutorial had you do things you'd be doing in-game - fight enemies, use enhancements, use inspirations, con enemies and so forth. It was like the game, but with instructions. The new "Tutorial" is - as someone said before - little more than a commercial, shunning actual gameplay in favour of shoving flashing lights, spastic voices and big explosions in your life. It's as if we had Michael Bay design our new tutorial, but without the robot balls. It's all flash and no substance. It's not a tutorial so much as a slightly interactive cutscene. And you know what? My original City of Heroes CD from 2004 came with an intro cinematic. If that's all the "Tutorial" is supposed to be, then why not make a pre-rendered CGI cinematic or a big cutscene or some such? Because that's all this really is.

    The funny thing is that the more you try to present an MMO like this action-packed thrill ride of constantly pumping adrenaline and high-octane excitement, the more you'll have people crash and crash hard once they come to grips with what an MMO really is - slow, calm, sedate and methodical. Once upon a time, the old Tutorial was a lot like what the actual game was - you standing around fiddling with your settings, reading text and trying to decide what to do. That's the game in a nutshell, and no amount of theatrics is going to change that. This IS what City of Heroes is. And yet they choose to dress it up like an action game that City of Heroes simply isn't, and in the process serving only to hamper actual gameplay.

    You know what a proper Tutorial SHOULD teach players? How to fight and how to run missions, because that's what they'll be doing for the majority of their gameplay.

    ---

    Also, I'm pretty sure the new Tutorial NPCs do have info on them, but not on their right-click menu. You have to select them, then expand the Options dropdown at the bottom of the Target window. There's usually an Info link there. For some reasons, someone decided not to put Info on the right-click menu of any of the new NPCs dating as far back as Praetoria, which really makes no sense whatsoever.
  2. You know what's funny, though? Almost every time custom weapons come up, a comparison is drawn between the many options Broadsword and Dual Blades have and the few options the set in question has. But it isn't Katana or Claws or Archery that has too few options. EVERYTHING that isn't Broadsword or Dual Blades has too few options. And of the sets that have a few, most of those are either Legacy weapons (Legacy Katana and Legacy Ninja Blade) or they're direct prop dumps from NPCs (three quarters of pistol options) which look really bad because they weren't designed for player use.

    Broadsword and Dual Blades should be the benchmark of weapon customization. Please, developers, make ALL weapon sets have at least roughly comparable numbers of customization option to that set. Hell, devote a chunk of a whole Issue to adding more weapons. Have you any idea how many new characters a sufficiently large dump of new weapons could make possible? Of all the sets in the game, weapons are the most reusable, because you can pick a different weapon, slap on a recoloured secondary and you have a radically different character. From broadsword to scimitar to Rikti sword to Tech Sword, these are all fundamentally different characters.

    To be quite honest, there are few things I want more than more weapons. In fact, the things I want more than that pretty much come down to "muscular women" and "giant swords," in that order, with "more weapons" being a very close third. This is a massive opportunity for more variety that doesn't come with nearly as much of a workload as making new content or new powersets. The costume editor is your baby, Paragon. ALL of it.
  3. See, and people ask me why I always complain. I don't, but WHEN I don't complain, my threads sink to the bottom of the world and no-one remembers I made them in the first place
  4. Quote:
    Originally Posted by Arbegla View Post
    To be fair, flambeux is both the emo, and the angry one in later tip missions.. it just takes awhile for her to go that route.
    She doesn't fit that role in the arc itself, though.
  5. Quote:
    Originally Posted by Arbegla View Post
    Isn't there a contact near Miss Liberty that will tell you what the server trial is about, and how to join it? I coulda swore there was a new guy somewhere near her..
    I don't know. I didn't see one and one wasn't pointed out to me.
  6. I found the whole cast of Twinshot's arc, including Twinshot herself, to be quirky but very much likeable, even if they're a little too heavy on the funny talk. Whoever wrote this did a bang-up job, I'd say, as there is a quite a breadth of concepts that work well together, even if I feel they lack a more dramatic cast member (the emo, in other words) and possibly lack an angry one. Still, good job all around.
  7. Quote:
    Originally Posted by Arctic_Princess View Post
    However, in terms of old content, go and play The Clockwork Captive or The Bonefire Plot and tell me it's a delight of story-telling and gameplay!
    I always seem to miss out on Bonefire for some reason, but I actually do enjoy the Clockwork Captive greatly. It's a simple story simply told, it follows a logical path of progression and it lets me play the game at my pace. Sure, the writing is basic infodump exposition with no character or personality to it, I can't argue otherwise, but the story itself is actually pretty clever, and the gameplay is pure City of Heroes - my character against the NPCs. That's all I've ever wanted out of this game.
  8. Quote:
    Originally Posted by Snow Globe View Post
    Some people aren't grateful that (a) they'll never miss the tutorial badge on another character, and (b) that you don't have to delay getting into the game to hunt for badges.
    Some people apparently forget that both badges are achievable via Ouroboros from the Pilgrim's arc.

    The new tutorial is a waste of space, and I said as much on Beta. It doesn't teach you anything you'll actually need to know about the game other than how to jump and purchase from the store (obviously), so why even have it? Because it's fun? News flash: It isn't. Combat at level 1 is slow, boring, plodding and crippled, especially against a giant monster that you fight alone as I had to when I ran this thing because everyone else was smart enough to skip it, apparently.

    The old tutorial may not have been fun, but it was functional. It didn't feel like it was rushing me, I had plenty of time to review my instructions and it actually asked me to learn things and then replicate them. "This is how you con enemies. Go con these over there." "This is how you use enhancements. Go use these I gave you." "This is an instance, go run it."

    I know "continuing tutorial missions exist," but they are both very late in their appearance and STILL don't teach you about how to con enemies. I could use Dual Origin enhancements as early as level 12, but the mission to teach me to use them doesn't exist until level 15. And to this day I still don't know how to join the new sewer trial, because no-one has actually told me.

    If the new tutorial is just there to throw flashing lights at people's faces like I'm subscribing to Michael Bay's fan mail, then why have it at all? And indeed, with the option to skip it, why would anyone want to run it at all? So they know how to jump and buy from the Store?
  9. Quote:
    Originally Posted by Severe View Post
    listen...the kid could be outside smokin crack or having unprotected sex with a teenage girl so that they can be placed in another mtv reality show.maybe drinking and driving.
    You do realise that's a pointless argument, right? So what if he's smoking crack? He could be dead from gang violence. Or criminally insane. Or he could murder you in your sleep. Just because there are worse things out there doesn't mean that the bad things should be tolerated.

    Or to quote Weird Al: Doncha know that kids are starving in Japan so eat it, just eat it!
  10. Speaking of Pia Marino, I still feel her arc is one of the best-written in the game, and is easily among my top five favourites of all time. It's not very mechanically complex, save for one cutscene, it doesn't really any dialogue trees, interactive or otherwise, it doesn't have intricate threaded objectives. It's just a simple case of going into a mission accomplishing several objectives in no particular order.

    And yet this simple arc is still one of my favourites solely on the strength of its writing. Actually, no, not solely. It is one of my favourites on the strength of its writing and because it actually allows me to play the game without being interrupted by a pseudo cutscene every five minutes. It allows me to appreciate the amazing writing when I sit down to read it, and it allows me to appreciate the great game when I'm actually running a mission.

    If Veluta Lunata was a fun, well-written experience, Pia Marino is that, times ten. Call me a Luddite if you will, but I don't think any of the new starting content has anything on those two very basic arcs. I keep finding myself going back to the oldest of things to rediscover my love for City of Heroes, it seems.
  11. Well, Veluta is technically not I21 content, but it's I21 content that's letting me play her when there was absolutely no chance I could have done that prior. If this keeps up, I'll run arcs from the famous slot machine and even Viridian soon, and possibly even other contacts I didn't even know about. Should be sweet

    Plus, Veluta seems to be very well written for. A bit anti-climactic, ending the act with her getting kind of what she wanted and saying "Beat it!" but the writing was absolutely solid and I didn't say stupid things along the way, plus I got to clear a few very large maps of all enemies. All good stuff at the end of the day

    And I haven't even started gushing yet. Wait till we get Street Fighting and eventually Titanic Weapons. Then my head might just explode with sheer awesome. I'd say City of Heroes is heading for success, judging from how things are shaping up right now.
  12. Oh, yeah, and that. I thought they were a cool idea. You can theoretically take any in-game model and make it a ghost, but I liked the fact that they matched the storyline. Someone's making ghosts, so it makes sense that these ghosts would look like who they were in life.
  13. Actually, continuing to play Veluta Lunata's arcs now, I'm reminded of another aspect that I really liked - her missions are very simple. I typically only have one or two objectives, there are no complex mechanics to interrupt the flow, no conversations to stop me in my tracks, no distractions. Just get to a building, kill everyone inside, go back out and continue the story from there. I really missed this aspect of older content.

    And, yes, not having to unlock unlockable contacts is sure to provide a bounty of "new" content for me
  14. You know what one of the best parts of the new "Find Contact" feature that rolled out with I21 is? Once unlockable City of Villains contacts no longer need to be unlcoked. They just show up in the Find Contact window, ready to speak with you whether or not you've earned the badges needed to unlock them. Earlier today, this allowed me to work with a contact I barely even knew existed - Veluta Lunata. Imagine my shock and amazement when a blond Fortunata Seer with a pretty but stern pale face popped up in my contact window. I'd heard the name, but I never really thought that's what she was. Based on the name, I expected a Sorceress of some form, though not being a visual person, I can't tell you what exactly that form was.

    Veluta's origin story is pretty dark, having had an affair with a Wolf Spider, whom Ghost Widow made her kill, then helped Veluta bind his soul to her forever and ever. This is the story that showed up for her in the Find Contact window, and I expected the woman to be a tragic, sad figure in the vein of Pia Marino, but I found her instead to be a bitter, spiteful, slefish person with a giant monkey on her back about big bad Ghost Widow and how we must always keep her happy or she'd have both our heads. Surprising, but given that this is CoV Launch content, I can't really attribute this kind of darkness to new trends and therefore feel incapable of complaining about it. And, to be honest... It kind of works for her. Veluta is just not a very nice person, which really does kind of come with the territory.

    Veluta's story arcs aren't anything to write home about, in the sense that they're not AMAZING!!!, but they are competent, they are interesting, they fit the setting and at no point do they feel gratuitous. As per usual CoV Launch content, they assume I want to serve Arachnos - and I don't - but also as per CoV Launch content, they don't really assume anything about my character beyond that. Veluta gives me tasks, I bring back clues to her and she gives me more tasks. I get to choose why I'm doing these things and how I behave while doing them, and that's a MAJOR plus in my book.

    But there's something more about Veluta Lunata, something about her writing that really intrigues me. A lot of the Launch City of Heroes contacts come off like Mission Terminals (which is what was originally intended to give us our missions back in pre-beta times, predictably enough), in the sense that the contact is nothing more than a means to deliver text to the player, said text written as though it has come from a disembodied narrator and in no way seeming to be unique to the character speaking it or reflect said character's personality.

    Well, Veluta is different, and different in a non-trivial way like for instance Grant Nylor is. She doesn't just have an eccentric speech quirk or an accent, she actually has a personality as a character, and this personality comes out through her speech. Of course, this is the personality of a whiny, demanding, prissy brat who just had her toy taken from her hands, but that too is a legitimate personality. Everything she does, she does reluctantly and because she feels she has to for fear of consequences, and every conversation she has is clearly unpleasant to her.

    Considering I've spent so many years criticising the writing and storytelling in City of Villains, I'm surprised how much I'm enjoying Veluta Lunata's story and writing, considering she dates back to 2005. I'm also surprised just how bad of an idea locking contacts really was back in the day, and how much more fun I'm having now that I'm experiencing these contacts for the first time. I wonder if even Viridian became thus unlocked?

    Anyway, I was due to find something to praise, and I feel compelled to praise good writing wherever I see it, hence this thread. Veluta Lunata's story arcs are awesome, and I'm happy to have been able to do them.
  15. Quote:
    Originally Posted by Zombie Man View Post
    So, you are made to feel incompetent when you continually best Graves and every other member of your 'Villain Group' and are singled out by one of Recluse's lieutenants and then force the group to acknowledge you as their new leader? I don't think 'incompetent' means what you think it means.
    I think it means being played for a fool by a "mental time bomb," being presented like a low-brow thug who's too arrogant for his own good and made to say incredibly stupid things and who cannot achieve his own victories without Scirocco effectively handing them to me on a silver platter.

    "Incompetent" means exactly what I think it means. Stumbling over backwards into success doesn't demonstrate competence if I didn't show a lick of competence on the way leading up to said success. Actually having Scirocco tell me "I don't think like you do" was simply inexcusable, because that arc makes me think like a low-brow thug with ill-advised ambitions.

    The entire arc is one humiliation after another, and what successes it brings don't do much to mitigate this. The game should not make me say and do stupid things.
  16. Hey, if that works for you, you should. I am, however, kind of disappointed the new update got rid of Kalinda and Moongoose. I mean, they still exist, but they won't speak to me. I honestly would very much prefer to rerun their arcs, or even the Burke/Creed path.

    I'm not interested in being EEEVIL, I'm interested in being dignified, and say what you will, but there's more of that with Kalinda and Moongoose.
  17. Samuel_Tow

    10 Years of CoH

    I first heard about City of Heroes from a review on SomethingAwful back when they were actually funny, and it was one of the few things that wrote a positive review for. The article writer basically talked about being a troll to other players, but the game itself seemed good enough to research. I looked through a lot of screenshots and failed to find two player characters who looked alike. Having been bred on games like Diablo where you picked from one of 5 existing characters and then looked like your gear, that was AMAZING.

    I then heard the game had swords AND guns, then I heard there were no items, then I heard you didn't have to keep taking powers over and over again and that they scaled up with you, that nothing you picked ever became deprecated and so on. Plus, it had a modern setting in an actual city, as opposed to a Fantasy forest or jungle or crypt or old medieval town number eleventy billion.

    I tried City of Heroes back in May of 2004, just a month after Launch, and I fell in love with it immediately. The gameplay was cool, my character was strong, I had a unique look and everything was pretty simple. I DREADED playing an MMO because I thought those were always an overcomplicated mess that emphasises your woodcutting or embroidering skills and that bogged you down with grind and repetition and time sinks. As such, I got City of Heroes, plus a two-month time card, wholly convinced that I'd be bored of the game within a few weeks of playing it and I'd never have to "waste" my money paying for a game over and over.

    Seven years later, I'm still here and I don't regret (almost) a moment of it. Turns out I was completely right about MMOs in general, but City of Heroes was simply different and much better. Turns out I was wrong in my reluctance to pay a subscription. You get what you pay for, and a game that I was continually subscribed to could have bugs fixed, mistakes recitifed and new content added. And considering I bought the original game on a single 750MB CD and I'm playing a ~3GB game now, I'd say a lot has been added indeed.

    City of Heroes is one in a million, and I'm very, very happy I caught it in its early life. It's been a fun ride
  18. What I have to wonder is how "New Mercy" hasn't bumped up the age rating of the game. Within my first day there, I witnessed Arachnos soldiers piling graphic Longbow corpses into a mass grave, throwing out graphic Longbow corpses in the garbage, cakling about "Time to take out the trash." and a man who had a Longbow woman down on the ground and was kicking her in the face. When did City of Villains turn into GTA?

    And all the while, I'm running that god-awful stupid Dr. Graves arc that makes me feel like a complete idiot and crippled incompetent who needs to have his hand held the whole way through and is caught between being the lackey of one of two people I do not care about.

    If the idea behind the new villain experience was to make me feel EVEN WORSE about playing a villain, then congratulations. It's a smashing success. I never want to deal with any content in Mercy ever again. I might just have to break my own rule and start all my villains in Praetoria. The gameplay there might not be fun, but at least the story isn't so degrading and unpleasant.
  19. While I generally like the new Circle of Thorns look, I still don't really like the minions. The complex textures and multiple layers make them feel less like people wearing clothes and more like people whose skin has been replaced with some kind of mould. The first time I ran into these guys in a Port Oaks paper mission yesterday, I first thought I was fighting the Devouring Earth. My first question was "Why am I fighting an army of swamp things?" Only upon reflection did I think to look at their faction given and realised these were supposed to be the Circle of Thorns - people in robes - and not walking mounds of seaweed and dried leaves.

    The lieutenants are much better, I'd say, as they have a two-colour design which makes it obvious they're wearing clothes, but the minions just look like coral reefs on legs. Also, I really liked the bosses. I fought a mage with a strong pink motif, and yet somehow that didn't really look out of place with the overall villain group. I'm impressed
  20. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Pants-on-head retarded.
    Yes, that is indeed how I feel right about now. And I get to go to bed feeling this way, and I'm pretty sure I'll wake up tomorrow feeling this way. I do not intend to play this storyline ever again.
  21. Funny how these things work. Currently, Dr. Graves is LITERALLY hurting my brain. I have a mental time bomb! Hurry, my head could explode! I'm a useless idiot!

    Oh, good god... They turned my character into Tidus from Final Fantasy X. Why do I bother trying to make cool, sinister villains when the game turns around and makes them into whiny, spineless, all bark and no bite SISSIES!?!

    Whoever you were who told me that these arcs get better after the first, YOU LIED TO ME!

    "Phew! Thanks! I might actually live another day!" Who writes this stuff? Honestly - who wrote this? Because resisting my urge to demonise you, sir or madam, is proving very difficult right at this moment.

    ---

    It's amazing to me that I can pine for a meme, but this arc is making me find brand new appreciation for "hoorb." Dillo, I'm sorry I ever spoke against you! You were annoying, but at least you were funny! You were entertaining and clever! You didn't make me feel like a ten-thumbed cripple! Dillo, please! Come back to me! I'll never complain about memes again!
  22. Quote:
    Originally Posted by Energizing_Ion View Post
    I guess I don't understand the hate...

    Aren't all the stories in this game "railroading" you (everyone) into a set path?
    Not as much. Most of the ye olde Launch storylines aren't railroading at all. You're essentially told what you need to do and it's left to your discression how and why you do it, what that involves, what you say to whom in the process. The game did a good job of emulating a real world while still leaving the actual events open to interpretation. It was railroading only insomuch as "you are a hero, you do heroic things."

    This is different, in that it dictates who your villain is, what he says, how he says it, how smart his is, what his regard for others is and even what he thinks. I'm playing someone else's impression of what my villain represents, and that someone doesn't know a thing about my villain at all. I am, in effect, playing someone else's character.

    Rule number one when writing stories for other people: Don't assume anything.
    Rule number two when writing stories for other people: Make them so they work for all characters.

    When I said that the latest batches of content smack of Architect writing, I didn't mean that as a compliment. I meant they feel like someone had a pretty static idea of who and what the protagonist will be in his head and made a story that only really works for that protagonist and doesn't give ill-fitting protagonist interaction option that fit them. If you can account for all types of protagonist, then do it. If you can't, then don't write your arc to require a specific type of protagonist: In the case of Dr. Graves, a vein, stupid, brutish, crude, easily-intimidated one. There's nothing wrong with PLAYING a specific kind of villain, but when you make content that will be played by all kings, account for all kinds, or as close to that as you can get. Don't just account for YOUR OWN villain.
  23. Quote:
    Originally Posted by The_Foo View Post
    I assumed this would be an apology to me for all those terrible things you've called me, like troglodyte and ham sandwich. I will continue to wait.
    I don't recall calling you anything other than Foo
  24. First of all, I like actually HAVING these choices. Having run through Twinshot's arc on Beta and Dr. Zombie's arc on Live, I'm sick and tired of seeing dialogue "trees" with only one branch ever.

    As for your duality, I could go with either, depending on the situation.

    If we're talking about actual, practical choice that determines the outcome of an encounter, I'd say I prefer the more generic options, because they determine what I DO more so than what I say. However, City of Heroes is limited in how much your decisions can change, as one way or the other you're getting the next mission.

    If we're talking about cosmetic choice, then I prefer specific lines. The better and more detailed these are, the more they enhance the cosmetic feel, because they determine how we act more so than what we do.

    In fact, if I had my way, most dialogue trees would always have at least three different paths to the same conversation, depicting the same events and reaching the same result, but representing three different character types. To borrow from Alpha Protocol, let's call these Professional, Aggressive and Suave/********. Professionals would get straight to business and end conversations when they're no longer necessary, aggressives will yell, growl and threaten while smartasses will joke around, toy with people and occasionally spout nonsense.

    Having my character's words written for him or her is a bad idea unless there is enough variety to match at least one option to my character's personality even just roughly. For instance, a contact of mine was crazy and murdered the woman he loved. I had the option to console him or tell him he's an idiot and I used him. I'm not sure what effect the different options would have had, but I'm glad to see I was given the option to either be nice or a jerk.

    I don't really need functional freedom of choice outside of some very specific situations where decisions really matter, such as whether I want to kill people or take them in. I do, however, want cosmetic choices in as many places as possible.
  25. Quote:
    Originally Posted by SlickRiptide View Post
    I will say that one touch I liked was when you first go to the local Arbiter and pretend that you've been mind-wiped he says "Mindwiped? I'm unaware of any local individual who has been authorized use of those powers, let alone deign to use them on you."

    The implication is that Arachnos actually does have some kind of investment in my villain and in helping him achieve his potential; that he's special in some fashion.
    It also makes him an idiot, because the mission immediately prior to this one, I fought a Longbow psychic who was mind-controlling the Infected. Yes, no-one should have been sanctioned to mind-wipe me, but that doesn't mean no-one did. There are a lot of uncontrolled agents in the Rogue Isles, psychic-equipped Longbow being one major such. My first reaction when I read this was "Yeah, what about that psychic I just fought?" but then I remembered I was supposed to have been mind-wiped and not remember her.

    The reason I came back, though, is that the Graves missions aren't getting any better. I just beat Zephyr like a punching bag, and then I HAD to gloat at him and make him say uncle almost literally. I had to, speaking with him was a mission objective and my only conversation path was saying "I didn't hear you. Tell me I'm awesome louder." which on a scale of 1 to BANANAS is completely out of character for Mother Hagan, the dogmatic, reserved, ultra-intelligent scientist.

    Why, I ask, this doesn't make much sense, that a conversation tree must exist without any options in it? The game has the tech to make trees happen, and all it takes is for someone to write text for it. This is not a major undertaking, writing a few screens of text. So why, then, am I forced to gloat like a five-year-old that I beat the world's biggest loser? Let's talk examples for a reason.

    One particular tip mission has you meet Peter Thermai at the end. He acts polite and dignified in defeat. When speaking with him, I have the option of being polite in return, of insulting him to his face, and of being a wiseass and cracking jokes at his expense. To the best of my experience, each of those paths has about three steps that I think let you swap choices at every step, but I could be wrong. My point is: Why wasn't this in place with Zephyr?

    OK, cards on the table - I don't like Zephyr. He's an incompetent idiot. But of all the villains in that arc, he was the only one who was "adorable." I saw him as the bumbling idiot that I could beat with my hands tied behind my back and he's still joke about it. Yet the game forced me to insult him, then forced me to make him beg. I don't mind doing it so much as I mind not having a choice in the matter. What was the problem with letting me either humiliate him and make him beg, pat him on the back and say "That was fun!" or just walk away saying nothing? It's just text! And not all that much text, anyway. Why go out of your way to make a multiple choice system and then only ever give one choice?