Samuel_Tow

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    I'd just like it if a lot of the lower level contacts had an actual arc, not randomly strung together missions that have no overlaying plot, and that weren't all defeat all, hunts or...oh, yeah, defeat all.
    This brings up an interesting point. I agree with you - the hero-side lower-level game needs more story arcs, and such that don't consist mostly of time sinks. This much is a given. However, I actually do enjoy the one-off missions, as well. OK, not the street hunts, not those, but I have nothing against my contacts having a few one-off missions IN ADDITION to the arc(s) they offer.

    There has been a great decline of one-off missions over the years. You go from City of Heroes, where contacts had almost as many one-off missions as they had arc missions, to CoV where contacts have one to three arcs and maybe two one-off missions, to Praetoria where one-off missions do not exist. And I'm not sure that's a good thing. Let me explain:

    An arc requires a great effort in writing. You need to put down a meaningful plot, pace it over multiple missions, try to keep consistency, flow and logic, construct many missions and in the end you can still have one single stupid mission that ruins an entire arc to where people will no longer run it (see: Stop 30 Fir Bolg).

    By contrast, one-off missions don't really have any of those pressures. You only need as much "plot" as to carry one instance, and it's fairly easy to fit that into overall canon. You don't need complex mechanics because you've had no story to build up to them, and you don't need massive amounts of writing since, hey, it's a one-off. Briefing and debriefing will do.

    I would personally like to see a great body of one-off arcs be created "on the cheap" with simple mechanics and simple stories, just so as to add some more meat to the CoV and Praetorian contacts, and to make it feel that much less like I'm literally exhausting every last bit of content the game has just moving through the level ranges.

    Quote:
    I get the fact that throwing in too many bells and whistles can be an annoyance too. But Defeat All after Defeat All seems to be about 95% of the old content. And it's badly written, too. Very badly written. To the point that, yes, I will avoid it because it's that bad.
    This is probably where we'll disagree, but I enjoy kill-all missions. Even when my mission has "easier" objectives, like defeating a boss, clicking a glowie or surviving seventeen ambushes 10 feet from the entry door, I'll still usually sweep up and down the map and kill everything anyway. I actually miss the old days when I didn't have to worry about ambushes, talking glowies, missions failing abruptly, squishy escorts, backtracking objectives, complex patrols, non-combat missions and so forth, and I could simply go into an instance and know I can achieve my objective by killing everything, whatever that objective may be.

    Sure, it's not good storytelling, but I consider it the best kind of gameplay, since it constitutes the fewest interruptions. I wouldn't want to make stories entirely of kill-all missions, obviously, but that's why I'm suggesting one-off missions in addition to arcs - so that they can serve as the simple, direct alternative to the more complex arc structure. That way, we'll always have a choice between complex, slow, plot-heavy paths and simple, basic, combat-heavy paths. Theoretically, this should leave something for most everyone.
  2. Quote:
    Originally Posted by Scythus View Post
    "The tail? Oh, that's just a recent curse placed on me by my enemies. I just need to find a cure for it, y'know. The usual magical hijinks I get myself into."

    *Shake shake shake. Roll.* [20]

    "Okay, Dad."
    Love it! Thank you
  3. Banning IPs is an empty gesture since so many people have dynamic IPs. All you'll end up doing is banning the IP range of a particular provider and in so doing screw over legitimate customers using said provider.

    *edit*
    For instance, I have to re-verify my identity and approve a new IP every time I log into my PlayNC account because account security requires a static IP to recognise you, and my provided assigns one to me randomly each time I connect.
  4. Quote:
    Originally Posted by NightshadeLegree View Post
    I do agree with you on Golden Roller - an arc that really doesn't go anywhere at all. However I've never come across the two blueside arcs you mention - god knows how many hoops I'd have to jump through to actually be offered an interesting story arc.
    That's the problem with a lot of the CoV missions - they go nowhere. Darla Mavis, Angelo Vendetti, Lorenz Ansaldo, Vince Dubrovski, Golden Roller and so on and so on. These may be well-written arcs (MAY be), but they're arcs about other people that we essentially cameo in. At least in the old CoH arcs, our cameos are rewarded with some sort of revelation, like "ZOMG the Clockwork King is psychic?" or "Hey, so the Outcasts are working for a bigger player?" Many of the CoV story arcs essentially come down to "go there, do that, go away." I'm not interested in fake money that I don't even get, or to forward the agenda of a resistance I don't care about. I want a story that has some sort of closure which I - and my character - can care about.

    The CoH arcs I mention are easy to miss since the 10-15 range only has two arcs to five contacts. One is the Clockwork Captive where you look for and save Lu the mechanic, and the other is BoneFire, I believe, which deals with the war between Hellions and Skulls. There may be a Vhaz one I'm forgetting. The Vahzilok plague is a 15-20 arc which is actually pretty cool. Your contact sends you to fight diseased zombies, then is shocked and amazed when you contract the disease. You get that cured and end up fighting Dr. Vahzilok in person.

    The thing, though, is that all the arcs I mention end up with a revelation of some sort. They don't pretend to reward our characters with fake money, but instead reward US with more lore. The CoV story arcs, by contrast, have no interesting lore at the end. It's just wham, bam, thank you ma'am. Story over, nothing has changed. That's why I like how Leonard's arc ends - sure, I still get fake money, but at least it leaves me with the satisfaction that I took it from Protean, who's pretty easy to hate.

    Some of the Praetorian story arcs are good in this regard, as well. Most of the starter Power arcs end in self-gratifying closure as you steal the spotlight, and many of the earlier Warden arcs are at least less morally-ambiguous. But each path has one chunk of the overall Praetorian storyline that it reveals along the way, and THAT matters.

    Quote:
    We'll have to agree to disagree on the launch contacts. My main gripe with blueside in general would be that the only 'fix' the game offers to the old stuff is to throw in enough new stuff that you can almost entirely avoid it - i.e. AP to the Hollows to Faultline to Croatoa to RWZ etc, with Midnighters etc to fill in any gaps. I'd sooner see the problem fixed than sidestepped.
    No, I agree that the problem needs to be fixed, I just don't agree with the slash-and-burn approach people tend to default to when proposing fixes. One doesn't need to nuke the Launch game form orbit, because it has a lot of good stuff in it that I'd like to see preserved. It merely needs to see Security Chief and Forced Introduction missions weeded out and, if necessary, extracted to new contacts, possibly Security Chiefs.

    I also don't always agree what constitutes a "fix" on older content. One of the criticisms usually levied against it is that missions are simple, repetitive and boring, and newer content is brought up as an example. The only problem is that I've liked content less and less the newer it is, because it becomes overcomplicated and fat with exposition. Yes, I want story and background, obviously. But I want a good mix of "just fighting" in there, too. And this complicated method of content design creates far too many missions with almost no combat and far too much sitting on my hands and reading in-between missions.

    After the release of the Architect, the developers committed to creating content more complex and more elaborate than what players could make, as an answer to the concerns players had of developers outsourcing new content to the players. In my eyes, this was a mistake, because the complexity of content has been raised to such a degree that the cost of creating it now appears prohibitive, and the result is fat and cumbersome.

    Praetoria's story is interesting. Once over. Any more than that and it becomes unwieldy to be bogged down with this much text. It's getting to the point where if I skip reading the text, I can run an arc for a third of the time it would take me if I were diligent with my lore.

    ---

    To summarise: Kill or translocate Security Chief and Forced Introduction missions (and PvP liaison) missions. Add more content TO THE OLD CONTACTS, but don't make it so complex and intricate so as to feel like it's from another game entirely. Make regular missions simple and end arcs with a more complex finale. If need be, rearrange mission door locations to be in the same zone as their contacts at least for the first 20 levels.

    This should fix it.
  5. Most probably, but it's not a bug I feel needs special attention. As far as bugs go, this one is pretty minor.

    I just found it hilarious how Iprit could approach Ashley looking like her father WITH A TAIL and she doesn't bat an eye
  6. Quote:
    Originally Posted by Wonderslug View Post
    Running that on a team is something special.

    "Hello Ashley. We are your father. There is nothing wrong."
    Hmm... If Ashley did indeed have two dozen father who all happened to look the same, it might explain a lot of her dialogue...
  7. Have you ever noticed how Ashley McKnights acts like a deliberate airhead when Darryn Wayde has you pose as Allister McKnight, her father? She'll be like "Oh, dad, you got the password wrong, but it's OK, cause I know you're my dad and not an imposter." and "OK, you can go in, but you have to use the back door, the one that's over there. But you know that, because you're my father and not a villain in disguise, of course." Do you ever get the feeling that she already knows you're not her father, but she doesn't call you on it anyway? Like she doesn't care, or that perhaps she's working with Darryn?

    Well, I finally have proof of this suspicion:



    Ashley! That's not your father! Did your father, per chance, have a large, bony, fleshy tail on his rear end? Because he didn't have one when I beat the tar out of him and took a hair sample to craft his perfect likeness last time. How many times a day do you let "your father" come in and make off with everything from the Midnight Club that isn't nailed now, darling? Do you possibly plan to start crowbars to the crowds of people claiming to be your father? Because ole Allister would certainly need a crowbar to... Open his canned tea, and most certainly not so he can pry off all those valuable artefacts that ARE nailed down.

    This girl slays me sometimes...

    *edit*
    I don't know why my tail stayed on after the transformation. I'm using a male model with the same tail for this character.
  8. The Perez Park Security Chief mission is given out at level 7 and consists of defeating Circle of Thorns. The problem is that most CoT spawns are large, include bosses and spawn from level 8 onwards. A contact in Kings' Row won't give you missions when you're level 12, you'll be referred to a Steel Canyon or Skyway City contact.

    Nit-picks aside, I still disagree with you. You don't like the low-level Launch missions, but your cited objections are Security Chief missions. There is a simple solution to this that does not necessitate a re-write of the contact system. Simply removing the Security Chief missions or otherwise adding Security Chiefs as their own contacts would solve this. It does not necessitate destroying the contact system and replacing it with a frankly horrible, impersonal system of random "proactive" tips.

    More specifically, I LIKE the old Launch missions, and would be very sad to see them go. Yes, the contacts are faceless. So what? I never really cared for the obtrusive personalities of the CoV contacts to begin with. I'm interested in stories about my character and about the enemy groups, not about my contacts. CoV is replete with horrible, terrible "mercenary" jobs that achieve nothing narratively but you getting "paid," which you do in words only. I'd much rather take The Clockwork Captive or the Vahzilok Plague over Shelley Percey's meaningless busywork or the Golden Roller's irrelevancy. To quote Yahtzee: "The characters have achieved nothing, learned nothing, and will now hopefully jump into a black hole and return to nothing."

    Praetoria is not a BAD idea, but it's SO HEAVILY stuffed with new fancy mechanics and walls of text that I end up spending the bulk of my time not playing the game, but instead sitting on my hands staring at static text. This is not what I want for the low-level hero side. City of Heroes requires a balance between story text and and basic fighting. While the old Launch arcs may have too much fighting and too little text, this does not mean that I want the game to go to the other extreme. A happy medium is required, and Praetoria ain't it.
  9. Quote:
    Originally Posted by Zombie Man View Post
    In general, if the blast matches what the MM can do, it can be customized since you're colorizing your blast... which the pets use.
    It depends on the powerset, really. Weapon attack Masterminds who have weapon-wielding or "eccentric" henchmen aren't really customizable. A Mercs Mastermind has the same three blasts that the Commando does and that some of the other henchmen do, but because AR attacks are not customizable, the henchmen aren't, either. They don't even get weapon customization while the Mastermind does.

    As a general rule of thumb, I'm finding that any summon power which takes custom colours somehow affects the summoned pets' powers, as well as the summon effect colours (sometimes). That is excluding Poison Gas Trap which is bugged and doesn't take custom colours for its large-scale poison gas field, but that's besides the point.

    And, yeah, I did miss it. It was partly my fault in not even imagining that kind of customization could exist, but I lay part of the blame on the Power Customization interface, too. It does a good job of showing us what we're changing on Click powers, but not on anything else. We barely see our toggles, we don't see what any of our pets do and sometimes we don't even see the actual power effect if it grants a power to the entity, like Detonator's.

    I hear Incarnate Powers are customizable, so I hope this comes with an upgrade to the power customization interface down the line.
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    If 7 people on a team want to do something one way, and the 8th person wants to do it differently, it is not reasonable for the 8th person to expect the other 7 to do it their way.
    Story of my life.
  11. I'd say what we should be arguing for is pool power customization. Trying to redefine single effects on single powers based on a few opinions is an unproductive process when we really should be looking at letting people pick the variant they like.
  12. Quote:
    Originally Posted by Techbot Alpha View Post
    But the delivery mechanisms are superior to Primal without question.
    Actually, I DO question this. The assertion that Praetoria is unquestionably superior rests on the assertion that more complex missions are always better than simpler missions. I don't think this is a claim one can make on its face, if for no reason other than because I honestly disagree with it.

    Whenever I go back to the old City of Heroes game, I do cringe at some of the writing, the typos and the pointless missions, but at the same time, I feel much more liberated from the straightjacket storytelling of City of Villains and especially Praetoria. In those, there seems to always be a game mechanic waiting for me around every corner, booting me out of the flow of the even more basic fighting mechanics. There's always something complex, always something that I have to stop and think about, always something that's a bother.

    In fact, Praetorian missions appear to have an almost unjustifiable ratio of gameplay to text. In City of Heroes, I can usually expect to take a mission and be given an instance to clear out, meeting a few clues, maybe some NPC banter and a boss or two. In Praetoria, I'm given a conversation, then a long briefing, then a short mission with nary a handful of spawns with three clues and an in-mission NPC conversation, then booted back out into the street to speak with another NPC, then back to my contact for more long briefings, then back into an instance that consists of just one conversation with one guy, then back out for more clues and briefings, then back into a mission which consists of six ambushes before it ends, then my arc ends... And that's it. I've run some arcs where I've defeated fewer spawns than the number of missions in the arc!

    You know me - I'm the last guy to argue about less reading and less plot. But it's like watching a movie: After a certain point, it has too much exposition and not enough actually fun stuff taking part in it. Missions and arcs don't need to be over-engineered to the point where I spend 90% of my time reading mission text, conversations, clues, pop-ups and NPC chat. At its heart, City of Heroes is still a game about fighting stuff, and while a plot is nice, I'd sooner play fights with little plot than read through novels of plot with little fighting.

    In short: Breaking down my game into small bite-sized single fights punctuated with a plot is not an improvement over having back-to-back fights with almost no plot any more so freezing to death is better than dying in a fire. We need a happy medium, and Praetoria ain't it. CoV is a lot closer, ironically.
  13. Quote:
    Originally Posted by Venture View Post
    At best you can only go to that well once, otherwise you subject the PCs to a very bad weakening.

    "I'll get you next time, Gadget!"...no, thank you.
    Once towards the end of the game is enough, really, at least as far as I'm concerned. If you sprinkle in other people attempting to do the same and being foiled - either by you or others - you can at least make the world appear as though it's capable of these things, even if it practically isn't.

    Then there's also the other side of the coin: So I tried to take over the world and failed, but perhaps I achieved something very impressive in return for said failure. I know you hate the Clone Factory storyline, but considering it ends in a total loss... It doesn't really end in a total loss. Sure, we have no use for Protean's money from a gameplay perspective, but the satisfaction that HE doesn't have it is usually enough for me to gain quite a bit of closure.

    A lot of times, a decent villainous story doesn't need to end in success to be satisfying. I'm perfectly happy seeing my villains fail if they manage to make everyone else FAIL HARDER. Sure, I couldn't take over this Arachnos base for my own, but at least I set it on fire so now they can't have it, either. In this, I invoke the Nemesis principle - even when I lose, I still win, if for no reason other than because you lost even more.
  14. Quote:
    Originally Posted by Quinch View Post
    Like I said, it's trivial. It's not something I just CAAAN'T deal with, but meh... there's a simple solution to change it from trivial to insignificant, so why not point it out?
    Speaking of this, something struck me just yesterday - I'd appreciate it if the button to Accept were bigger. A LOT bigger. Back home, I have a very large screen with a very fast mouse, so the unnecessarily small button makes the process more annoying than it strictly has to be.
  15. A developer (I don't remember who) once described the introduction of a single-server environment was something along the lines of the "hardest, most complicated thing we could do right now." That was a few years ago, however.

    I do agree that the removal of server segregation would improve the gaming experience TREMENDOUSLY. Outdoor zone instancing should prevent overcrowding, and people would be exposed to a common environment shared with many others where both social interaction and teaming opportunities should be easy. The game's heavily instanced nature, in addition, would still provide a safe haven for solo players like myself, just as it always has.

    Character name conflicts may be a problem, but if such a move is made I guarantee that non-unique naming would HAVE to follow.

    One has to recognise the publicity downside, however, of announcing that you are merging all of your game's servers down to one.
  16. Quote:
    Originally Posted by Shadow State View Post
    Actually, he said it made Ice looked like cartoony gems, which I took to mean that it looked bad.
    I must have misunderstood his post, then. To be honest, with how many people are asking for a redesign of the basic ice armours (the blocky snowman looks IS a bit passé), I'd say we may be due for a redesign of ice and snow powers in general into something that would look less "bad" when coloured in brighter shades.
  17. Quote:
    Originally Posted by Lothic View Post
    Nope, not a Romulan. He was a eugenically enhanced human from Earth that Kirk and company dealt with in an episode of the Original Series.
    Well... You learn something new every day. So that's why people draw comparisons between the Wrath of Kahn and Nemesis.

    So, how about them model sliders?
  18. Removing the old contacts is a terrible idea because it is completely unnecessary. They work just fine, and are in fact far superior to City of Villain's busywork of forcing you to do boring, irrelevant paper missions and the same damn Mayhem mission I've done hundreds of times, just so I can get a contact that has a story to him.

    I wouldn't be specifically opposed to the constructive part of the suggestion, mind you, but I like the existing contacts and don't look too kindly on suggestions to remove them for no gain.
  19. Quote:
    Originally Posted by Elric View Post
    I think some people have missed the idea behind the WST. Which is to get people running the older TFs/SFs again. Just two weeks ago was the Silver Mantis task force so if you were on a lower level character it should have been pretty easy to find a team. This week while not super low is also not 50 content is the Ice Mistral SF for villains. The Operative Renault SF will be a WST soon as well. It should be pretty easy to find teams to do all of them because of the mixed player base.
    I want to bring up a bit of context here. When I say "lower-level," I usually mean sub-20. I don't swap characters on a whim, meaning the only time I'll swap a character is if I'm putting my current one on hiatus and picking a new one to focus on. What this means is that on a new character, I can go from 1 to about 25-26 before I lose interest and switch focus. I've done the 1-26 trip about five times since I19.5 came out, and haven't done much else.
  20. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Ah that makes sense, I just saw Sky Raiders and Sharkhead and figured he meant SM.
    That TF is so obscure and the contact for it so faceless I'm surprised anyone even remembers it. I have NEVER run this TF, I have NEVER seen it advertised or heard anyone talk about it... I don't even know what it is about Hell, I can't even remember if the guy looks like a Wolf Spider or like an Arbiter.

    Quote:
    Originally Posted by Silencer7 View Post
    This sounds more like a server population issue than a content issue. On virtue I still see lower-level TFs and teams form pretty regularly, especially when a lower level TF is the weekly target.
    To a large extent, that's the problem. City of Heroes has never been a large-population game, even by PlayNC standards. So it seems a bit... Odd to me that they're designing larger and larger team encounters.
  21. Quote:
    Originally Posted by Wicked_Wendy View Post
    Only one zone for that level means a lot less travel time to accomplish tasks and get back to your contact for more.
    It also means I get sick to my stomach of looking at the same damn zone over and over again, and doing the same five missions and the same one contact chain on every character I make. City of Heroes has enough variety to where I can run three or four characters back-to-back without really running much if any of the same content. City of Villains doesn't have enough variety for even just one.
  22. I was flabbergasted to get "Duriel" on Pinnacle. How that wasn't taken is beyond me, but it's taken now

    I was surprised to get "Attack" in Victory. Surely a term so obvious would have been taken, but it wasn't. It's free again now, though, since I deleted the character to make room for my literal cow girl.

    I was only slightly surprised to get Lurian on Pinnacle. I guess not many people played Advent Rising.
  23. Quote:
    Originally Posted by NuclearToast View Post
    Otherwise, I'm still leveling other characters. My TA/A defender is now 48!
    Leeeeeave eeeet!
  24. Quote:
    Originally Posted by Gr33n View Post
    Ill have to wait to make a MM until we either get the ability to totally customize the pets or the offer up a 'sidekick' set.
    When it comes to customization of the actual henchmen, by the way, I want to see something more exciting than getting the same soldiers with different faces. If we do indeed get the choice to pick from a variety of henchmen models, I'd like for the customization options to span as wide a thematic field as possible. Off the top of my head:

    Soldiers: The current soldiers we have resemble generic modern-day armed forces, SWAT dudes and an Arnie-style Vietnam era commando. An alternative could be WW2 soldiers, Star Wars reminiscent storm troopers, black armour clad faceless goons and even alien soldiers, like lizardmen. Bonus points if each model comes with its own custom weapons.

    Thugs: We have modern-day gangs. How about Freakshow-inspired cyberpunk gangs? How about Wild West bank robbers and gunslingers? How about la resistance?

    Robotics: We currently have largely Malta-inspired robots. How about more human-looking androids? How about less human-looking Rikti-drone-inspired things? How about WallE style torsos on caterpillar tracks?

    Ninja: We have B-movie ninja filled in with what looks like esoteric stuff. So how about techno-ninja in the style of Metal Gear Solid's Grey Fox? How about orange jumpsuit wearing ninja? There's room for more options.

    Not touching Necromancy at the moment. I'm happy with them right now, which blocks my imagination on the subject.
  25. Quote:
    Originally Posted by Venture View Post
    In a future chain of events you've probably prevented by the end of the mission. I.e. not something you actually get to do.
    I tried to stay out of this as much as I could, but there's something I have to say to this train of thought:

    Just because meta-game limitations will not allow us to do certain actions, it doesn't mean that the game shouldn't let us at least ATTEMPT them, even if we all know they'll never succeed. It's a lot like Wardog's plan to nuke all of Nova Praetoria. From the very moment he suggested it, I knew it wouldn't work, because I knew we couldn't remove a zone from the game. So when the twist came to make sure he couldn't, I was not surprised, but I still appreciated the storyline.

    One doesn't need to be allowed to destroy or rule the world, but one should at least be given the illusion of trying to do so, nevertheless.