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Neither am I. I'm mostly just good about sticking my nose in situations where I'm competent and feigning competence in situations I'm not. But I still feel we should all strive to be wiser, more intelligent and more experience at everything. You know, you live and you learn.
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Quote:Not necessarily. It's fairly easy to not make briefings clash with a character's concept simply by avoiding assuming motivations and preferences. Simply tell the player what needs to be done, give the player the possible options and let the player decide which option his or her character would take and why said character would take it. You don't have to assume a character would HATE HATE HATE Westin Phipps in order to send said character to beat him into tar at the expense of the lives of a few hostages.What if my character is a precise ninja assassin Stalker who prizes taking people out without collateral damage? What if my character's an unthinking killing machine who doesn't care that the enemies called him out, but is just attacking the nearest target? Really, in order to make the text never clash with character concept, it would have to be so vague as to be pointless. Anything less generic than some variation of "There are armed individuals inside of this structure, some number of which you will fight soon" is going to conflict with somebody's character concept. The real debate is over just where that line should be drawn.
My character could have chosen to beat Westin Phipps into a pulp because Westin isn't doing a good enough job pacifying the people of the Rogue Isles, where "order" is more important than "freedom" for said hero. Or maybe my character is just a violent jerk who signed up for a hero license because it allows him to set people on fire for jaywalking. If you don't try to assume why a character is doing a particular task, then you allow for a far broader range of possible motivations why actually having to account for even fewer than that.
What City of Heroes writers need to get comfortable with is trusting people to fill in the blanks and forward the stories of their own characters. The official writers don't need to write for us. Instead, they need to present us with an environment which encourages us to write for ourselves. Such an environment would PROMPT you for personal input, rather than overriding your input and substituting its own.
In simple terms - let the narrative tell the story and let us figure out our own attachment to it. You don't need to do more work to give us less freedom. It's not necessary.
This is something I caught pretty much two sentences into Roy Cooling's arc the first time I played it. However, not being a native speaker, I try not to ***** about awkward grammar and curious sentence structure and word order. Chances are "some people just talk like that" and I haven't heard it, and that's just not an argument I want to start, since I'm badly unprepared for it.Quote:Was this written by a Rikti spy? I find typos or spelling or usage errors or mangled sentence structure like this in a lot of newer writing. When I first did a Lambda run on test, there was a typo in one of the giant in-your-face pop-ups...how does this not get caught?
Suffice it to say, however, that there appears to be a new hand writing a lot of the newer post I19 content, who has a... Different take on word order than much of the rest of the game, especially when it comes to splitting infinitives. It's distinct enough that you can spot his or her hand in pretty much any stretch of text that this writer has had a hand in. This sort of thing kind of bugs me, because you're not surprised to see the man behind the curtain. Characters are supposed to come off as their own people, not as all being the puppets of one fairly opaque puppeteer behind the scenes.
Granted, I'm horrible cynic and an overanaliser, so I'm likely to spot these trends much more often than a casual observer may. But even if I squint and look at it sideways... This is still pretty obvious. Kind of like the "want to" epidemic in I11 writing. It's... More visible than it should be. -
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Quote:Normally I'd disagree with this approach, but considering there are a grand total of 10 Tip missions per level range (or thereabout) and you need 10 to get an alignment mission and at least two alignment missions before you can earn a single Hero Merit, yeah, I've been skipping past a few briefings, at least the third time they show up.The meeting briefing, as I see it, for the Freymouth mission, is
"Whoo hoo! You just hit the jackpot with the quickest tip mission. Run to boss (downgraded to lt.) defeat him and the guy beside him. Next!"
I will say one thing, though - there are quite a few interesting, well-written tip missions, and not all of them actually assume or mandate. Take this one I just got right now, for instance - The Unstable Trigger:
Perfect! Really, that's all that needs to be said. The mission presents you with a moral choice and explains what you're supposed to do and why that's desirable, but at no point assumes to tell you why you want to do things that way. "This is what things are, these are the consequences, this is what you need to do. Are you a bad enough dude to save the president?" Simple, direct and effective. I couldn't ask for more.Quote:If these bomb triggers were to get into the hands of the purchaser who commissioned them, or anyone else for that matter, the sheer amount of destruction that could be caused is unfathomable. Whatever plan these trigger switches are intended for can be stopped by destroying the trigger switches themselves. You may be able to track down who the buyer is later, but you have to put a stop to the means by which their plan is intended to be carried out before any innocent lives are lost!
Oh, sure, the mission's actual plot is a bit of a mess, but I can forgive that as long as the mission is well-written, and this one is. This is what I'm talking about. This is a respectful mission which manages to handle morality without foisting morality onto our established concepts and gives us paths without telling us why we're picking them. I couldn't be happier. Not by much, anyway. -
Quote:No, you're not misquoting me, that is how I come off. In my case, it's because I've been ragging on those issues very much since I6 came out and the Villain content ended up being largely insulting to any character concept that wanted to have a shred of dignity at the end of the day. My beef is that the narrative keeps getting worse and worse and no-one seems to care. We're inclined to let this slide and look past that problem and ignore that inconsistency and on and on and on. WE are to blame for the state of writing in general, because not only do we put up with it (what choice do we have?), but we do so quietly without so much as a whisper. Occasionally someone comes out and badmouths the writing, to the tune of a bunch of people reply with, effectively "Yeah? So what?"You can claim I'm misquoting or misrepresenting you, but if that's not the impression you wanted to convey, then you failed to convey your sentiments effectively, at least to me.
A poster here once said that the developers gave us the Architect expecting that we'll show them the kind of great stories we wanted to see in the game. Well, we sure showed them! We showed them that we don't care about plot, story or writing. We showed them that if we were given the chance to farm for crap until we died of old age, we would. We showed them that they could fire all their writers and half-*** all their future storyline content and we wouldn't care, because we would keep grinding for them shinies and we would not give a crap about all that text we skip past anyway.
Venture's managed to turn himself into a pariah that people have taken to dismissing even when he's right, and I have nothing but sympathy for the guy. But sometimes it feels like he and I and a couple of other people are the only ones left who actually care about the quality of the game's writing, and that bothers me. It bothers me because it's pretty simple for a casual observer to see one of these threads and go "Huh... What is that idiot blathering on about? It's clear no-one cares about his pet peeves!" and keep churning out mediocre storylines because those don't require any actual artistic effort, and... Well, people don't care about stories anyway.
I don't want to stamp on anyone's taste or preference for story or narrative. To each his own. What I DO want to stamp out is this culture of "don't know, don't care." OF COURSE we'll never get good storylines if we don't care about story to begin with. Why would a development team waste time and money on something that people will just ignore anyway? I want to show that we still care. I want to show that we still want decent content. I want to show that we do see the declining quality of storytelling and aren't just looking the other way in disinterest.
And, yes, I even do want to put the writers who write the kind of dreck (yes, dreck) to shame and make them realise that they can do better. They can do better, because they HAVE done better. And not six or seven years ago. Even now, from time to time, we get a piece of writing which seems positively inspired, so I KNOW they can do better. AND THEY SHOULD!
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I've tried to keep this thread in particular as clear of specific bias and criticism as I could. I've even tried to look past the merit of second-person narrative in itself by phrasing my concerns as to how appropriate it is and what its effects are. I apologise if I've come off as offensive. I just really like the good bits of City of Heroes, and I fully believe that the game deserves better. I fully believe the game CAN get better. -
Quote:Oh, wait, is that what you were doing yesterday? I spoke with Zamuel about that - kept trying to distract him all day, but he said he was doing an "AEnvasion of Pinnacle"And not arranging personal meetings with the characters, per say...
I'm stopping by a different server each week with the A/Envasion team... so, trying to get some submissions while I'm there visiting. If there will be more than that... I'm not sure of it yet.
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Quote:When I say "redundant," I don't mean that it serves no purpose but rather that it drags to repeat the same word multiple times in the same sentence. I'll review that bit to see if I can't come up with something better. That's what happens when I don't have an editor to proof-read my workI may be wrong, but I don't believe the "his" in this sentence was redundant. By removing it you're basically saying he has to pay for all crimes, not just ones he committed.

*edit*
I ended up touching a little more of the sentences, probably more than I should have, but it should make more sense now. -
That's pretty much what it comes down to, a lot of the time. This is partly why I feel so... Disappointed, let's go with that. This is why I feel so disappointed that all 50+ content seems to be in TF and Trial format, because while that may (or may not) make for good gameplay, it does make for bad storytelling. And that's not because the developers don't try (even if they don't, for the most part), but rather because the format just isn't good for it. There's too much to do, only the leader sees most of the briefings, the mission info resets itself every time anyone so much as sneezes, making it unreadable, and there's really just never time to sit down and read said story. That's why I want to see story arcs that can be done at a slower, more personal pace with an eye for the story, not the goodies.
Roy Cooling's arc suffers from complete and utter shallowness. What is it that we're after? Why, "the tech," of course. What is "the tech?" The tech is the tech. It could be a circuit board or a chip or electronic data. It doesn't matter what it is, only that we need it. Except in a good story, it actually does matter. And that's just one of the pleathora of questions that can be raised about it, with no real answer to be given. I understand that this is fiction and we're not supposed to think about it too hard, but there is a certain threshold of nonsense beyond which I start asking for explanations, and that arc makes NO effort to establish any sort of setting. It's just one "go do" mission after another with nary a thought given to the overarching world which this arc exists in. And I hate that! It's sloppy writing, and it doesn't have to be!Quote:Roy Cooling's arc, I felt had some real potential but just didn't quite live up to it because it had to shoehorn in the new 'latest thing'. Once the Praetorian war is over (as in we get to beat Tyrant), it won't stand on it's own as well as the self contained stories of Vernon Von Grunn or Oh Wretched Man.
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Inscidentally, I just set through a bunch of videos for Portal 2, with the expectation that the rampant humour of it would really bug me. To my surprise, I found myself chuckling at a lot of it, even some of the more cringe-worthy examples. I'm still not sure why that is, but I think a lot of it has to do with the fact that Portal DOES actually take itself seriously and inserts jokes on top of that, as delivered by well-developed, established characters. I can only dream of our own Freakshow and our own Carnies to be so lucky. They were at one point, until they became the butt of everybody's jokes. For the Carnies, I blame Fat Cat City. -
Quote:Oh, I agree with you there. I praise the Launch content, BUT NOT THE TFS! Those are trudge and toil, and not because of the commitment. Once upon a time I soloed the original Posi TF (we had one padder and one who logged out) and the TF was both easily doable at my own pace... And completely boring and devoid of story. OK, almost completely devoid. I've run the two new Posi TFs recently, and even though they make a mockery out of the timeline, they're still significantly better content.There are times when the plot matter to me but they're rarely on Taskforces, I have the mentality of 'get this done' when it comes to taskforces. Now this is actually a byproduct of the attrocious storytelling the original six heroside taskforces have, they're bland, boring and nothing but a series of missions which are barely connected. I'm there to tank and hit stuff.
Talk about boring dreck... Want to run Dr. Quaterfield or Sara Moor with me some time?
There IS plot to the Shadow Shard, but there isn't enough plot in any one of the existing TFs to justify their horrendous length and padding. Hell, just read the Quaterfield souvenir and you'll see how intellectually bankrupt the whole TF is.
I am at the edge of my seat! This narrative is so gripping, this plotline is so interesting! I can hardly contain MY ENJOYMENT!!! Ugh... Don't remind me.Quote:You next attacked a Crey forward base. and found information that could lead to more of their bases.
You struck the first of 4 Crey bases you found. taking it out.
You struck the next Crey base. shutting it down as well.
You took the third Crey base down. leaving one left.
You finally hit the last of the Crey bases you knew of.
I agree with you on both counts. The I17 content on both sides is just very well done, because it has dramatic tension, it has narrative depth and, yes, it even has humour that, yes, even I can appreciate. Because I like Dean, too. I was convinced I'd hate the guy from the moment I met him, but gosh-dang-it! Dean is so useful and so enthusiastic I can't help but like the guyQuote:I like the Clone arcs in Talos. They made my character feel important, I like Dean McArthur's arc because, damnit, I liked Dean.
This is good writing right there. This is what I'm talking about. Sure, I have complaints here and there - when have I not - but I largely don't talk about them because the stories are good enough to make up for any faults they may have (like that missing clue telling me why Protean is in a Portal Corps lab). This is what I want to see - content that's engaging, well-written and which gives off the feel that someone actually cared about it when writing all that text and building all those missions. It's good! 
Vernon is one of the VERY few exceptions where the obvious camp and obvious parody doesn't bother me, because it's not what's defining for the character, but rather just one symptom of what is otherwise well-developed person. Sure, he's an IDIOT a lot of the time, but he's also brilliant and his exploits are built more on results than on camp. And that line about "That page must have fallen out of my three-ring notebook! I knew I should have gone for spiral support!" or however the exact quote is still cracks me up. Because... He actually has a pointQuote:I found him one of the few likeable characters villainside who I can picture most of my villains ending the arc going "you know what Dean, you're alright..." amd giving Dean a little fistbump, or atleast a wry smile, which puts him up there with Vernon Von Grunn, an arc that I hold dear to my heart.
It's not all monsters and aliens and such. Basic office supplies matter too, you know!
But Vernon seems to have been written with love for the character, and with an ear towards making him endearing. I can't say the same for many others.
Most villain characters are blank slates because most of their arcs are meaningless grunt work with no narrative or emotional weight to them. "Hey, knuckle-dragger. I gots' me some dudes what need beatin'. Go do it and I's pay ya!" This is not interesting.Quote:Almost every arc (O'Wretched Man is a stand out exception, along with a few others) made me not give a toss about the contact, most of my villains would much rather gut them than play lackey, especially Hardcase or Westin Phipps.
On the flip side, I LOVE Oh Wretched Man. It's probably one of the most weighty stories in the entire game, and it does a brilliant job of developing every single character who takes part in it, even down to second-stringers like Ohanko and Mu'Rakir. The mere fact that I remember Pia Marino's first name even though it's used only once or twice and that I still occasionally slip up and refer to her by it should be testament to how strong the narrative is on that one. It's a bit annoying that you're always forced to travel to her on every character, but it shouldn't dock any points from the strength of the story itself.
This is what I'm talking about. This is a great story written with respect. It comes off as very professional and simply exudes writing skill. Whoever wrote this one deserves major props. THIS is the quality of writing I hold the rest of the game to. If an arc can reach even a fraction of the greatness of Oh Wretched Man, then it's already head and shoulders above most others.
We shouldn't be content to laugh at corny jokes and roll our eyes past crappy writing so we can punch more faces. We need to hold the game's writing to a higher standard, because if we keep accepting the kind of dreck we've been getting lately, then dreck is all we'll ever get. -
I like my games to be more than just pushing buttons and seeing loud colours on-screen. I tend to look for depth of narrative, quality of writing and so forth. Now, obviously, I won't look for that in a game which is obviously not ABOUT those things. Really, how much narrative power did Space Invaders have?
But City of Heroes is... Or at least WAS a game about good writing, good stories and emotional content. Much of the original Launch content did a lot to inspire me into both the writing style and the preferences I have today. Sure, it wasn't stellar writing, I can admit that, but at least it seemed like it was trying. It constituted a genuine story. A lot of what has come since hasn't been nearly as good, either constituting a messed-up "they just didn't care" tangle of continuity or a complete failure at comedy, which renders any drama behind it a complete failure by default.
I praise the original CoH content for trying to tell a good story, rather than subsisting on knock-knock jokes. And I still respect it for that. Indigo's "person behind the professional" character is something I hold to a very high regard to this day. The end of the Missing Melvin and the Mysterious Malta Alliteration was actually a very touching, if brief scene which inspired me to write quite a few characters and more than a few stories. It's just that good, because it isn't strictly narrative for the mission progression, but it's still a nice and very deep look into the very heart of the character. And it's even a little funny, as well as more than a little sad.
I don't get that from dreck like the Roy Cooling arc or clowns like the Admiral Stutter TF. And I actually LIKE the Stutter TF. I hold the game's writing to a very high standard because it has earned that standard, and it's continually disappointing to see that there's no-one left who gives a crap about it. War Witch is apparently content on throwing in self-referrential humour, but I've long since seen anyone so much as care about professional integrity or artistic content when it comes to writing. It's just an excuse to get us from instance to instance, from one amorphous sack of hit points to another, and maybe throw a very basic joke at us from time to time, because that's about the height of its intellectual aspirations. And it's a cryin' shame to see a fictional world of the quality that Rick Dakan left us with perverted into THIS.
We can do better. We SHOULD do better. And we should not be so quick to excuse bad writing because, really, who cares about writing? I care about writing. I happen to do a lot of that. And it HURTS me when potentially good stories are half-***** because no-one cared enough to even try.
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I'll be honest here - if the game ever devolved into "the act of punching the crap out of whoever was closer," I'm gone. Instantly. Without a second thought. City of Heroes without the plot, setting and writing is mediocre garbage at best. It's the super heroes, the amazing and improbable stories and the fantasy of "anything goes" that keeps me here. Half-*** that and you ruin the fun of the game right quick. -
Quote:I was about to say somewhat the inverse of this, though it's similar in spirit:So, if Defenders get a Cold APP.....what do the other 11 ATs get to make it fair?
We're about due for another round of new Epic pools. A lot of ATs got proliferated sets and now lack the appropriate Epic to match that element. Blasters got Psi, but lack a Psi epic, Scrappers got Electric, but lack a matching Epic and so on.
I know "more systems" is what it's all about these days, but adding more "stuff" to existing systems should not be relegated to such a low priority as it is. If some Epics can't be proliferated between ATs, then just make new epics. It's not like they use unique powers all that often. What are our power guys and animators doing these days? -
Quote:Good point. I'd forgotten about that. I'm really not sure what to do about that. Normally I'd suggest just filling the detective's bar anyway, but since each hero level range has two detectives, "which one" becomes a relevant question to which I don't have an answer.Because paper/scanner missions work to add to the detective/broker bar in that area. If you can just do scanners in Atlas, where does the credit go for doing those missions when Atlas doesn't even have a police band contact?
Dang.
A tip may drop off any enemy, but a tip will not drop off every enemy. I usually have to defeat quite a few, on the order of 20 or 30 to get a drop, just because the RNG hates me. This is a problem, because I have a steadfast rule against fighting greys if I can avoid it. It's just no fun.Quote:Besides that, you can defeat *any* enemy and have a tip drop. They don't need to be worth xp and you just need to be over lvl 20.
I did end up travelling, I believe. Sure, it took a bit of time to do that, but I ended up running a full Scanner mission, which made up for it. I'd rather do more "work" if that means said "work" is actually fun, than do less WORK that I don't enjoy. -
Quote:Yes, yes, yes. But City of Heroes is not a comic book, and "it's like that in comic books" by itself is not a meaningful argument. We need to go by the rules and laws that this particular intellectual property has set for itself.There's also precedent for it in the inspirational source material: comic books. Superheroes travel to another universe, find everyone's the opposite gender in that other universe. It's been done a lot over and over again. People shouldn't be shocked to find it in this game either.
Of course, this is just semantics, since in either case, precedent exists. -
I have one. Let's pick on the most obvious candidate: You're a mean one, Mr. Grinch... I mean Mr. Phipps! I'll skip the "orange text" as that's mostly exposition and focus on the hero and vigilante responses, instead. I'll do my best to change as little as possible. Here's the Tip's hero and vigilante response text in its original form:
Quote:It's a lot of text, so please bear with me. I'll colour the corrections in yellow and give explanation for why I've made them where it isn't obvious. I may not resist and change grammar here and there, but I'll do my best to stick to the original text as close as I can. Here goes:You weren't sure how low Arachnos could possibly stoop, though the heartless Westin Phipps shows just how cutthroat they are. If Arachnos thinks they can use this act to distract everyone else from there kidnappings, they have another thing coming to them. Someone needs to rescue Amanda Vines and the other people in the Isles who truthfully stand for the people.
Westin Phipps, however just might be the most evil man you've ever heard of, purposefully earning the trust of the people in the Isles, only to betray them. Just the thought of what he does is utterly disgusting. He is a man who has never truly paid for his crimes against his fellow man. It's time for that to change - today.
Hero:
Arachnos is going to use every trick in the book to keep the people of the Isles oppressed and under their control - to the extent where they'd force people to have more faith in their pawn, Westin Phipps. If the people lose more figures like Amanda Vines from WPSDR, the people who are truly looking out for them, all they'll have left is this puppet of Arachnos.
You need to make sure the people of the Rogue Isles still have someone they can trust!
You'll make use of one of the helicopters in Independence Port to get yourself into the Isles - then it's a matter of following the clues to find out where these people are being kept!
Vigilante:
Westin Phipps is a man who goes beyond the very term 'evil'. His sick heart knows only pleasure from the suffering of others. You can imagine he might actually be enjoying the beating that Arachnos is giving to him, if only because it will give him opportunities to exploit others.
You're going to storm into the base where he's being held and give Phipps what he dserves - a beating that will last him a lifetime.
Even if it's caught on tape for all of the Isles to see...you don't care. Phipps will live knowing that you look over his shoulder, waiting for the chance to beat him to a pulp.
You snag a ride on board a helicopter and begin your journey to the Rogue Isles. Phipps won't know what hit him.
Every time it seems like Arachnos can't possibly sink any lower, they pull something like this. The heartless Westin Phipps really does show just how cutthroat they are. If Arachnos think this act will distract everyone _ from there kidnappings, they have another thing coming _. Someone needs to rescue Amanda Vines and the other captives, (people-people redundancy) who truthfully stand for the people.
However (word order and punctuation), Westin Phipps just might be the most evil man in all the Rogue Isles, purposefully earning the trust of the people _ (Isles-Isles redundancy), only to betray them. Just the thought of what he does is utterly disgusting. Phipps (man-man redundancy) has never truly paid for all the people he has betrayed (he-his-his redundancy). It's time for that to change - today.
Hero:
It looks like Arachnos will (simple tense instead of continuous) use every trick in the book to keep the people of the Isles oppressed and under their control - even going as far as to trick people into believing (this was a complete mess) in their pawn, Westin Phipps. If the people lose any more figures like Amanda Vines from WPSDR, those (people-people-people-people redundancy) who are truly looking out for them, all they'll have left is this puppet of Arachnos.
You need to make sure the people of the Rogue Isles still have someone they can trust! (that's actually pretty good)
You'll need to make use of one of the helicopters in Independence Port to get yourself into the Isles - then it's a matter of following the clues to find out where the captives (still more people redundancy) are being kept!
Vigilante
Westin Phipps is a man who goes beyond the very term 'evil'. His sick heart knows only pleasure from the suffering of others. He's probably even enjoying the beating _ (give-give redundancy), if only because it will give him even more opportunities to exploit others.
You should storm into the base where he's being held and give Phipps what he deserves (typo in the source text) - a beating that will last him a lifetime.
Even if it's caught on tape for all of the Isles to see... who cares? Phipps will live life looking over his shoulder, afraid that you're waiting for the chance to beat him to a pulp again and again.
You should snag a ride on board a helicopter and head off to the Rogue Isles. Phipps will never expect you. (He'll know what hit him. That's the point!)
*edit*
Let this be a lesson to you folks - if you ask me for feedback on your Architect arc, that's what I'll do to it
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Quote:I'm with the Freak on this one (apologies if I'm shortening the name improperly) in what I feel needs to change here. "You remember hearing" here isn't really as egregious as some others, but it's still a bit presumptuous, and I feel it can be said better. "It has been rumoured" is a good alternative to this. I'd personally go with "Didn't you hear that..." as that would both retain something closer to the original wording and still avoid writing for me.You remember hearing that she was last seen heading off to a Circle of Thorns temple to perform some ritual or another.[/LEFT]
I'll try to look for a more striking example, however. -
As I said before - multiple-path locations doesn't have to entail open-surface maps with no defined paths, and it doesn't have to preclude going through specific locations. It's what I like to call a hubbed design. This is where you split your map into various checkpoints where important events happen, but give the player multiple paths between said events. In older office buildings, lifts act as such checkpoints. No matter how sprawling one storey is, you can only enter and exit it at one point.
What I mean by this is that a map can be designed with many branching and re-merging paths, but still have a linear progression of important locations if all paths are occasionally bottlenecked through said important locations. All roads lead to Rome, as it were. This gives the map a more open feeling, it makes progression through it easier to track and it gives developers specific locations that they can be sure the player will pass through in order. Other games have used it in the past.
Games have historically always had such bottleneck points, even games where this isn't obvious. Whenever you have a level which ends when you reach a certain point, you have a bottleneck. It doesn't matter how sandbox the level itself is, you can always bottleneck the player at least some part of the way directly before the exit point and force him to go through specific events. Assassin's Creed does that all the time by use of unclimable fortresses with only one viable entrance that specific missions force you to find and then play cutscenes when you do.
All I'm asking for is that a little more care be taken with map design. We're obviously not using random-generated maps (as should be obvious if you do a /whereami inside an instance), so there's really no reason why these should be done with so little regard. Remember, guys - we spend almost our entire time in this game inside instances. These are the environments we see the bulk of the time. They should be an important part of the game which receives a high priority and much developer attention, not something to knock together whenever there's time between other projects and drop it entirely.
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Incidentally, what killed Halo for me was that its locations were BORING. Forest to indescribable tech base to forest to indescribable tech base. When your locations don't look like anything, it doesn't matter how architecturally diverse they are (and Halo's weren't), because in the eyes of the player, it's all just weird alien tech and non-descript forest. This is a problem we faced with Arachnos maps way back when. It doesn't matter what pipes and cables and consoles you hook up to the sides of your corridors when they're of this hard to describe fantasy tech. At the end of the day, all players see is "still more corridors" with different props strewn about. Locations don't need to BE diverse, they need to LOOK diverse, and in order for one location to look different from another location both locations need to look like something the player can recognise and tell apart.
This is a common problem in modern gaming, especially with the proliferation of the Unreal engine of late: Locations don't look like anything. When it's all an indescribable alien mess of stuff, is one pile of unrecognisable metal really going to look different from another pile of unrecognisable metal when all you really see is just different flavours of the same general thing? It's more important to make your locations memorable in some way, so that when players see one, they remember it, and they remember it when they see the next location, and they can tell at a glance that they're in a different place.
This is why Half-Life succeeded so well back in the day - because its locations looked like something. When you're out at the dam wall, you know it's different from the offices you were in before, and you know those are different the service tunnels you were in before that, and you know those were different from the elevator shafts you were in before still. "Where am I now?" is a question the player should be able to answer at every point in his journey, because if he can't, then every place he goes to will look like every place else. -
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Quote:Doesn't really have to be a reason for it. In fact, there's precedent for it in existing lore. The 35-40 Crey story arc from the old content starts with the Freakshow attempting to murder Kimberly Kellerman (that's from before the Freakshow were the punchline to every joke ever), operating under orders from Crey. Kimberly is a problem because she is interfering with the brainwashing of her husband, Ken Kellerman.Which reminds me of the original question: Why are they different genders?
Later on, there's that one Nemesis mission where the Nemesis Army is fighting the armies of Nemesis Rex, and you find a scientist from his world - Ken Kellerfield, who tells you that his wife, Kendra Kellerfield is dead on their world and he's not coming back. To me, this is pretty much a straight-up comparison to suggest that counterparts across dimensions can vary based on a whole manner of different factors.
We never got a solid definition of the one true way in which Praetorian counterparts are differeint from the the ones in Primal Earth. Once upon a time they were said to be the opposite, but nor really. They I think it was Manticore (the developer) explained that they were more like exaggerated versions of Primal Earth characters... But not really. And now we've seen Praetorian Earth first-hand, and... There isn't any one general rule of thumb as to what is retained, what is removed and what is changed and how.
Some heroes are villains, some villains are heroes, some villains are still villains, some heroes are still heroes, the clockwork King is no longer a brain in a jar but is instead a ghost, Wu Yin is no longer a simple shopkeeper but an international crime boss, the Praetorian Clockwork are not made by the Clockwork King but by Anti-Matter... There's no hard-and-fast rule to explain all of it.
As well there shouldn't be. "Opposite land" is useful as a general concept only if you don't expand on it much. Once you try to create an in-depth world, it's generally a good idea to avoid making it describable in a single sentence. It gives the world greater believability and makes it feel more organic. In the long run, Fusion and Jane Temblor - rather than being a cheap joke - only serve to add another layer of depth to Praetorian Earth and the many different ways in which it is different. And that's a good thing. -
Really, my problem is less that I don't appreciate the humour (and I don't) and more that I feel it's a cheap humour that gets in the way of potentially less cheap humour. And I'm not trying to bash people's preferences hear. But it really IS cheap, because it's based on an obvious gag, and because it frankly doesn't take much creativity to produce.
If it were just that joke over nothing else, I'd groan, probably complain and move on. But it's not JUST that joke. Because beneath it, there is an actually amusing bit of writing, and I want to highlight THAT, because it's a much more masterful use of comedy and humour. Because it took work, because it took imagination, because it took genuine artistry. Yet it gets buried under the cheap laughs.
To me, it's like going to a fancy uptown shoes-and-tie restaurant and ordering a burger and fries. It's missing the point of what could be so much more. Of what IS so much more.
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I've spent inordinate time bashing the game's writing in a whole slew of locations, but this isn't because I hate writing or I have the game, merely because so much of it is bad. There's actual GOOD WRITING here, but it's eclipsed behind bad jokes and corny one-liners. I want to bring that to attention, I want to praise it, I want to make it known, because I want more like the actual writing behind Fusion and Jane Temblor, their inter-personal dynamics and their power designs.
Few people fully realise what the two of them represent. Not just good writing, but GREAT writing. We have actual characters who manage to be established and fleshed out in all of two sentences. We have characters having actual believable conversations IN REAL TIME. We have character interaction written just about as well as I've seen it anywhere in this game and coded to a level above and beyond anywhere else that I've seen.
On top of that, we have a boss fight which relies not on simple "Get away in time!" tactics, but on actually using the two bosses to impede each other. Yes, when Fusion pulses, he knocks players away, but he also knocks Jane down. And when Faultline rumbles, she not just knocks players into the air, she knocks Fusion down. Pulling the AVs apart actually removes this element, and playing one boss against the other is a GREAT idea that exists precisely nowhere else in the entire game.
And yet all anyone remembers about them is "Haha! Fusion is wearing a girl's spandex!" It's demeaning to what is probably some of the best writing we've seen in literal years. -
I appended mine to my original submission. @Samuel Tow, just to repeat it here.
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Quote:I disagree. There are more types of humour than obvious parody. In fact, I feel it's a major disappointment for the developers to hinge on obvious unfunny parody when the ACTUAL humour was staring them in the face the whole time - the dynamics between the two characters.Sam, without the "inexplicably different gender" bit, it has zero humor at all.
You could have kept their gender. You could have even made them completely original characters with no relation to Jim and Fusionette. You could have made them their own characters and they would have been funny, because their inter-personal dynamics are more than amusing enough. And to have those dynamics transcend simple writing and enter into actual mechanical gameplay? That's BRILLIANT!
To my eyes, the "They're the opposite gender! Ha ha ha!" approach to humour is childish, unnecessary and more than anything DAMAGING to what is writing good enough to stand on its own. It's demeaning to the characters. Being Fusion and Jane Temblor makes them less funny than they would have been if they were original characters. It does nothing more than ruin a good joke by supplanting it with a really really bad joke.
That sort of "tongue-in-cheek" self-referrential parody is the Jar Jar Bings of City of Heroes. It doesn't make the humour any more funny. It just makes it more embarrassing and corny. -
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Quote:Mostly, I'm just looking for a reference of how many people have applied for which category and how many, if any, have been accepted already. It gives me a good idea if there's any point to apply. Last I checked, you had no-one listed on Victory, so I figured I'd step upThere's an updated list of applicants on page 1 of the thread. It was an afterthought. Normally, this isn't my type of thing... took a little bit of courage to post this. More than plays or ratings, I really just want to honor the creativity and the CoH community in general is some way.

I agree with this. I don't really worry about rewards in these things. IF anything of mine is accepted, that recognition is reward enough. -
Quote:Consider me counting Launch maps and I1 maps, and anything beyond that is "new." However, keep in mind that not all instances added to the game thereafter are actually genuinely new. A lot of those are texture swaps, which do constitute new visuals, but the actual instances still use the old layouts.So, just to be clear, "newer maps" in the context of this thread basically refers to every map added since launch in 2004? Right, got it.
And, really, i haven't noticed that on the larger office and warehouse maps for Preatoria, just some of the lab maps.
So, Villain offices, villain warehouses, villain caves and villain sewers are actually old instances, as are Praetorian offices and Praetorian Warehouses. The new instances which came with CoV were Arachnos bases, Longbow bases (they have some new rooms and entirely their own layouts) and Arachnoid tunnels, and the new instance maps that came with Praetoria were only the Praetorian Labs and the Praetorian Tunnels. Everything else is recycled, and thus using old tileset layouts.
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I have to admit to one thing, however - outdoor missions are almost never linear. Even in cases where they aren't just large open fields (such as in a city), they still usually constitute a series of interconnected paths dividing the instance into large grid sections, even if said "grid" isn't exactly comprised of parallel and perpendicular lines. City instances are easily dividable into blocks by just following the city blocks, but wilderness instances are usually dividable in a similar way based on certain terrain features. -
I was under the impression that the suggestion was to pick Scanner/Paper missions from everywhere that were OUR level, not to enable people to redo old Paper/Scanner missions. If there is need for that, stuff those in Ouro.
I'm personally mostly interested in convenience. The other day I finished my tenth Hero Tip in Founders' Falls. I now needed to kill stuff to get a Morality mission, so my instinct was to tune into the Scanner. Only because this was a level 41 character, I couldn't. I had to trapse all the way to the station to get to Talos Island to get to the Ferry to get to Peregrine Island, because the game wouldn't let me get level 40+ missions in Founders' Falls. Even though I had just come out of a level 41 mission in Founders' Falls.
I understand why this is, or think I do - each zone has its own Scanner/Paper contact with a different set of missions - but if Tips work from anywhere, I see no reason why Papers and Scanners shouldn't.
