Samuel_Tow

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  1. You know, I kept talking about contacts serving us and us having grand plans, all of this without actually having played any of the new content, on account of me having made a Mastermind when I17 hit. Well, this Mastermind is now level enough to attempt both Dean's mission AND Leonard's missions...

    ...

    And they're exactly what I had in mind. Dean is an idiot, but he's a useful, endearing idiot. Useful enough, in fact, for me to go calling him even outside of his mission arc. He's really cool about helping me out, too. Always happy to help, always eager to perform. I'm not sure what Leonard's deal is so far, but even though I suspect he will double-cross me, he still acts cordially and professionally.

    And to top it all off, we're building me a clone factory, pretty much exactly as I described it. Oh, sure, it's make-believe and it won't serve me in the long run, but so what? I'm making my own clone factory! That's villainous enough for me. If all the content in Praetoria is like this... Wow! That'll be something to see!
  2. Quote:
    Originally Posted by flashrains View Post
    Really? Man, what a buzzkill.
    I'm not really sure why that is, but yeah. Doesn't seem like a power can do a teleport, THEN an attack, which is why the current teleport attacks do this with a fudge - a teleport and a summon at the same time, with the invisible "pseudopet" attacking as you're in the process of teleporting. Just like you can't attack two separate targets with the same single-target attack, so you can't Teleport AND attack, yourself.
  3. Quote:
    Originally Posted by Steampunkette View Post
    Okay. With this... Do you mean you want the pets Targetable (and thus easily slaughtered) or do you want the player and the armor pieces to both take full damage from any attack that lands on the player? In which case the armor will be slaughtered...
    The armour getting "slaughtered" is kind of the point, as it would be balanced by its death (i.e. the cost of reapplying it faster than it breaks). Under such a system, you're going to NEED to see the armour break, and break a lot, otherwise it would be a zero-cost toggle, which is not good game design.

    And, yes, I do envision both the player and the corresponding armour piece taking one instance of full damage. However, since the armour's hit points do not directly contribute to the player's survival until the armour actually falls off, this shouldn't produce a noticeable drop in survivability. It WOULD, however, produce a noticeable jump in cost, which is the point.

    Again, I don't think it's a good idea to share damage between player and armour, as that sharing is not susceptible to enhancements, not susceptible to buffs and, more than anything else, not susceptible to debuffs. This gives the player absolute protection that only high levels of raw damage can overcome, booting pretty much the entire to-hit and resistance mechanic out of the equation.

    *edit*
    Quote:
    Originally Posted by Steampunkette View Post
    The "Untouchable" is all or nothing, sadly. However I'm not -certain- that you can't set up the Bodyguard effect to take only one damage type (I.E. Breastplate taking S/L only). I'm 90% sure that the Devs -could- set up the "Bodyguard" effect pawning damage off onto the pets would deal full damage to said pets, minus any resistance the pet might have. And, similarly, it could deal full damage to the player, as well.
    I'm not convinced that could work, as the damage a Mastermind sends to his henchmen is untyped, lacks an owner and has no logical connection to the damage type or source of the attack. I'm not sure if it even registers in the combat spam, but I can check. However, provided we CAN apply resistances to armour pieces, how about:

    Each armour piece has minuscule health, say 100 hit points at level 50, but has 90% resistance to the elements it protects against, and only takes damage from those elements. In essence, you're covered in Metal Slimes. This makes the armour very resilient in its own right, but VERY susceptible to damage that ignores resistance, as well as to resistance debuffs. Strip down its resistance and the armour breaks like an egg shell. It'd be the equivalent of cascading defence failure for defence powers.
  4. When thinking about a teleportation melee pool, you need to remember the things the game CAN'T do with teleportation. They are:

    Teleport + Single-target attack. Teleportation requires using a reticle and consists of a single power targeted at that reticle. Furthermore, this power does no damage, but rather spawns a pet that does damage after you show up.

    Teleport + Cone attack along your path. Castle tried to get that to work with Shield Melee and there were a series of problems with it.

    Do multiple teleports. One reticle, one teleport. You can't teleport to target, so you can't teleport to multiple targets.

    Basically, all you can do in terms of teleporting attacks is what both Lightning Rod and Shield Charge do - appear and do AoE damage centred around yourself. That's it. You can't tele-punch ONE target, you can't hop between multiple targets and punch them all. The powers engine doesn't support it.
  5. You know, these kinds of responses make me sad for the community. Seriously, guys - haven't the developers done enough to prove they're not soulless, money-grabbing ******** whose only goal in life is to bog you down in meaningless grinds? Don't they keep saying they don't want to reward practices that ruin the fun?

    I'm all for this idea, even if I'm never going to use it for the simple fact that I don't do badges.
  6. You know... I do NOT miss the end-of-mission fanfare, myself. I never liked it, and it's a SERIOUS drag when you're listening to your own music, especially villain-side, since that tune lasts about a million years.

    It does suck that I don't get a cue when my mission completes (and I think the Mission Complete text went with it), but I'd honestly have preferred a much more practical notification, like the level-up sound. I actually wouldn't mind a Rip of the Metal Slug "Missiooon... Complete!" sound, to be honest
  7. Samuel_Tow

    Incarnates?!?

    I highly doubt they'd restrict themselves to the powers of existing religious deities, or even mention contemporary ones at all. That's if they go with Gods at all. Me, I'd probably pick to be incarnate of the Earth, itself.
  8. Quote:
    Originally Posted by minago View Post
    when issue 11 dropped all that went away missions and contacts could easily be re done what made it worse is they actually gave you badges for doing the flashback missions
    Good riddance to bad rubbish.

    Quote:
    issue 16

    adds nothing either far as content being able to change the colors too powers ....and that's it
    So you didn't get what you wanted and now you get to proclaim what's worthwhile and what isn't? Sorry, but I'm not going to agree that easily the best Issue in the game was crap just because your run-on sentence says so.

    Quote:
    and the Enhanced Difficulty Options which itself just alienates teams more and is basically only good really for someone that's farming.
    To quote Spoony: "Yes! I CAN call ********! Let me count the ways!"

    *Enhanced difficulty settings alienate teams: ********! It allows teams to ramp up the challenge to meet their power or lower it down if dying too much.

    *Only good for someone who's farming: ********! It gives people the ability to tailor their experience to their preferences.

    *Is not a good addition: ********! Along with SSK, this is easily the greatest game-wide mechanics change to happen to City of Heroes IN ITS ENTIRE EXISTENCE. Now those looking for challenge can have it without messing with those looking for an easy time and those looking for few, tough enemies can have that without messing with those who want many, weak enemies.

    Quote:
    for real go back and check the issue's and you can see a trend in the quality of issue's

    http://paragonwiki.com/wiki/Issue_10

    issue 10 was awesome ..then it progressively got into the realms of more detail went into costume packs than actual issues.
    As well it should.
  9. Quick question: If I have the I17 planner from... When was that, a week ago? If I have that, can I use the automatic update, or do I need to redownload and reinstall the new version?
  10. Quote:
    Originally Posted by Lady Arete View Post
    Only played this arc once with a female char that yes.. is a looker! It was very, very, very suitable that Dean would try to date my char. The message alone that gave me the Dean as contact at lvl 25 was oooh so right.
    The way that he continues to treat your char was oh so fitting. But as said elsewhere.
    One reason I LOVE the arc is because he sees you as the Alpha, the strong one and himself as a helper. He helps you to do get forward in the arc and do your villainious thing (trying to to spoil anything).
    Yeah, I've only done the first couple of missions for Dean, but I already love the guy. As a contact, that is. As a person, I want to punch him, but it's the good kind of need Dean is the sort of guy who makes you slap your head and make that face a lot. But you know what? That's GOOD! It gives the dude some character, even if it's grating, and it makes me feel like the only competent man on earth who has to make sure Dean doesn't decapitate himself on his mobile phone. Instead of having ultra-professional contacts that act as if they're dragging us scum along, riding their coat tails, Dean is the kind of contact that makes me feel like I'm dragging HIM along.

    And it's GRRRATE!
  11. Quote:
    Originally Posted by Golden Girl View Post
    As Recluse and Statesman are the two main Incarnates in the game lore, it seems quite possible that the Incarnate System might use them as a hook.
    There's still a choice between beating them up to get their power and working with them to earn power like theirs. For a hero, the latter would be very much the way, but for a villain, the former is the only way to go. After all, by level 50, I've already handed Recluse his mask (along with his ***), so it makes sense for me to want to find other ways to screw with the guy.

    Quote:
    Originally Posted by Golden Girl View Post
    Stuff like that could possibly break the T rating.
    Stuff like what? You get that in frikkin' GI Joe.

    Quote:
    Originally Posted by Golden Girl View Post
    He'd send you, one of his most trusted followers, to investigate whatever the reason for the Incarnate System appearing will be - and then you'd doublecross him, and take the power for yourself
    OK, now you're being just intentionally contrary, and it's about as cute as a gravel pit with a Sarlac in it.

    "One of his most trusted followers?" After I broke his face in the future, humiliated him in front of his lieutenants and was told by Recluse himself, that he's not going to try to mess with me anymore? Yeah, GG, why don't you play villain-side first before trying to make wild guesses as to what red-side fiction implies? Because you keep missing the mark by a continental divide.
  12. Quote:
    Originally Posted by minago View Post
    i noticed this thread a couple days ago and i agree with this post ,but i would like to add i think people in general do care about this game "alot" but the devs just haven't added anything really worth to keep people's interest since around issue 12-13 things started to go south.

    i know i started to lose interest with issue's that revolved around changes to pvp ,dayjobs?, Architect entertainment , change your power colors ...mix match power set's or the new shadows and shiny windows issue.
    Well, OP, I hope this puts your mind at ease now.

    Because for myself, the most fun I've had with the game has been since I16. People always quick to dismiss new additions because they don't offer "moar stuff," completely ignoring how much value things like power customization add to the game. I don't remember the last time I made a new character and DIDN'T fiddle with power colours. The Demon Summoner I (obviously) made would not have been HALF as cool with that sickly greenish-yellow fire that comes as default, but looks monumentally better with the snowy-blue fire he has now. I'm sure someone will think my fire is butt ugly, because he liked his tar black fire, instead. That alone shows you how much potential such an addition has.

    What's a new mission arc going to do by comparison? I'll play it once, it'll take me a day, maybe two, and then I'm back to square one. Power customization, on the other hand, is something I benefit from and use all the time.
  13. Quote:
    Originally Posted by gec72 View Post
    edit: really, some of these contacts shouldn't even be villainous at all. Their arcs should be them giving you information they don't want you to have, but you do things to force it out of them.
    Sorry to quadruple-post, but I LOVE this idea. I keep trying to think of ideas as to how the contacts will want to work for us (you know, like contacts in the real world do) rather than us working for them, but this is EVEN BETTER!

    Picture the following. Your villain learns where the owner of an affluent bank lives. So he walks up to the man, and the bankers is all like "What are you doing in my home! Help! Somebody call the police! Wait, stop! M-maybe we can talk about this?" You get your info, hit one bank, but then you keep coming back to him for more. More information on his company, information on other banks, maybe even getting him to scam another bank director or two for you to kidnap.

    This has the benefit of being particularly vile, but it also has the benefit of actually being proactive AND being the kind of villainy that brings you respect and fear. You're not working for your contact. He's not even working for you. He's holding on for dear life and doing what you say. Now why can't we have a few of those?
  14. Quote:
    Originally Posted by Slashman View Post
    Choosing to play a villain in a videogame should not make you feel like crap. It should be as compelling and rewarding an experience as playing a hero even if the experiences are different.
    This really is all that needs to be said. There is no reason why playing a villain should result in a much more miserable, much less inspiring experience. No convincing reason, at least. Yes, villains in real life tend to take a lot of crap, but this is not real life. We're playing a game, and whether we choose to play hero or villain, we deserve a compelling experience.

    We shouldn't be trying to explain away why it makes sense for everyone to treat us like dirt. This simply should not happen unless the game supports a way to do something about it, which City of Villains does not.
  15. Quote:
    Originally Posted by Venture View Post
    Asking that we not have to deal with Contacts like Darla Mavis, never mind Hard Case, is one thing, but the simple fact of the matter is that this game is predicated on the players performing tasks at the behest of NPCs. Either limit your character conceptions accordingly, which frankly is not all that hard, or accept that this game doesn't deliver what you want and move on.
    That's kind of the point, though. Unrealistic philosophical debates aside, not having to do with jerkass contacts who show utter disrespect and actually threaten us is the name of the game here. The game's actual practical structure doesn't need to change. It's tone and writing do. And while I know you're not a fan of the game "pretending" to be about contacts working for us because the practical reality doesn't reflect this, I still maintain that that kind of illusion is strong enough to trump reality, especially for those that want to be more meaningful villains.
  16. Quote:
    Originally Posted by Golden Girl View Post
    Something like the Incarnate System could invovle you being sent by Recluse to investigate...
    No! Screw Recluse! Stop trying to shove Recluse into everything. Stop tying every blood plot point to Arachnos. Stop trying to sell missions as tasks for Arachnos.

    I don't want Lord Recluse to send me ANYWHERE, and if the Incarnate system assumes that, then it will be a huge pile of FAIL right from the start. If I'm going after the powers of the Incarnates, then I want it to be on MY authority, looking to take the power for MY own personal use by MY devices. If contacts are required to do this (which they probably will be), then have them offer to help me. Do NOT NOT NOT have them out and out order me to go get Incarnate power.

    No. Just no. Arachnos can go to hell. Enough with the Arachnos. I don't care about them. I don't want to serve them. I don't want to put up with them, and I sure as HELL don't want new content to be about them.
  17. Let me see if I can summon up my inner Golden Girl:

    Quote:
    Originally Posted by M_I_Abrahms View Post
    Essentially, if you want to be treated decently by the game, you need to leave Villainy behind. Thus, City of Villains was a complete waste of time, effort and money and should be shut down.

    That about sum it up?
    Yup
  18. Quote:
    Originally Posted by BBQ_Pork View Post
    It doesn't surprise me. Some folks have a hard time seperating "Players who play Villains (some or all the time)" with "Villains".
    Yeah, that's an ever-present problem on these boards, and I'd lie if I said there haven't been a bunch of ******** who lend some credence to that supposition, but overall yes, one has to make a distinction between the player, who is generally a decent person, and the villain character for whom the story is written.
  19. Quote:
    Originally Posted by Golden Girl View Post
    I am listening - and "could" just leads to "well why can't I then?"
    "I could but I don't want to" is a much easier conceptual fudge than "I want to but can't." Simple as that.
  20. Quote:
    Originally Posted by Golden Girl View Post
    Any player who has an "I want to rule the world" villain?
    Hence proving you didn't read a word I said, since I specifically explained this, in detail, here. Let people work towards their plots, just don't let them achieve them. That's still VASTLY superior than never letting us even try. Additionally, why do you assume that ruling the world has to start in the Isles, or even INCLUDE the Isles? If I wanted to rule the world, I'd do so out of my volcano island base with my man-seeking missiles.

    Again, who gives a crap about the Isles. Given half a chance, most people would ship out of them in a heartbeat. The player distribution between heroes and villains reflects this wonderfully. And no, it's not JUST because people want to be the good guys.
  21. Quote:
    Originally Posted by Golden Girl View Post
    But then if you're that much more powerful than him, why wouldn't you go and take over Paragon City?
    Because I don't WANT to? Stop and think for a minute, please. This is exactly what SpittingTrashcan was talking about. Why do you assume we WANT to take over Arachnos? Why do you assume we WANT to mess with Paragon City? Who gives a crap about either?
  22. Quote:
    Originally Posted by Golden Girl View Post
    But wouldn't that still make villains feel like second rankers? Like they'd be called Recluse's equal, but the game would still stop them from trying to replace him. Reclsue took over Arachnos, so why can't the player villains try taking it over from him?
    Or is there a really, really good in-game lore reason we could maybe come up with here to explain away the restriction?
    Correct me if I'm wrong, but haven't we been talking about how it's not a question of ability but a question of narrative all this time? That we don't need to be able to REPLACE recluse in the practical sense as long as the game makes it feel like we COULD?
  23. Quote:
    Originally Posted by Golden Girl View Post
    Yes - and that's the limit of it - do the arc where you beat Recluse, then come back to real world and see what difference it's made - you're back to being just another villains, and Recluse and Arachnos are still in power.
    So? Did you somehow fail to read where I said this was a GOOD arc and a GOOD example of what I want?

    [quite]That Dr. V and his faction will still be in the game - that defeating and arresting him has no imapact on the game world - because MMOs can't allow one player to affect the experience of all the other players.
    You can arrest Countess Crey, but zone directly to Brickstown after you've done it, and you'll find the place crawling with Crey, and the general public being unaware of how corrupt the corporation is.
    Pass through IP on your way to PI to rescue Statesman, and you'll see him standing on the deck of a ship - take down Reichsman, and you'll see the 5th Column successfully continuing their comeback on the streets.[/quote]

    So what? Nowhere in anything I've said did I complain about that. I specifically talked about instanced missions and the stories they tell. I'm fine with them not having an effect on the shared world. How many times do I need to write that before you're going to read it?

    Quote:
    Nothing the players do affects the game - the game only progresses when the devs move it forwards - missions are like sone shot "what if" and "elseworld" stories - the real world - the "continuity" and "canon" - is static - like a photo, rather than a movie.
    Dr. V. will always be carving people up, Countess Crey will always be running her company, Statesman will always be a prisoner of Tyrant while still handing out a TF, Cimerora will always be threatened by Romulus, Frostfire will always be lurking in his lair, Recluse and Arachnos will always be ruling the Rogue Isles and threatening Paragon City - until the devs decide to change the game world.
    Riddle me this: Who cares? Go back and quote me from any place where I said I did. Go back and find a quote that says I want to change the canon world, then put it here with a link to the original post. Because I can guarantee I never said this. GG, I mean no offence, but you spend too much time listening to your own ideas of what people might be saying and too little time actually reading the words I'm putting on the forum. Read more carefully, please.

    Let me say it again - I do not want to alter the world for other people. I do not want to affect other people. I do not want my exploits to be seen by others. I do not need others' recognition. Let the world stay exactly like it is. I don't mind. Let other people repeat the same things I've done. I don't mind. Let villain groups stay on the street after I've taken down their leaders. I don't mind. There's the usual explanation that it will take a while for them to disperse, and "a while" just happens to take forever.

    Do you get me? Are you reading this? Should I say it again? I DO NOT WANT TO CHANGE THE STATIC WORLD. I WANT MY STORIES ABOUT MYSELF TO TAKE PART IN INSTANCES NOT AFFECTING THE REAL WORLD. Please, take the time to read this over several times, because I really don't want to explain why it doesn't matter that our actions don't affect the real world and how the game can fake it anyway.

    Quote:
    The only people who are "in sync" are players who've done all the content at leats once, and band new plauyers who've just enters Outbreak - everyone in between is at different stages of playing through the game, so the game has to be set up to allow for all of those different stages - it has to allow for a team of 8 fighting Hero 1 while somone in Skyway is wondering who the Lost really are - it has to allow you sell your newest HO at WW while a few hundred yards away someone's just gone "wow" seeing the Atlas globe for the first time, and discovered that the blonde girl in blue and red is called Ms. Liberty - it has to allow you to defeat Recluse and Arachnos while a new Destined One has just been busted out of the Zig by Arachnos - it has to allow for every stage of every player's experience of the playing through the game.
    What does that have to do with the price of tea in China? I don't know if I'm some kind of jabbering idiot who's incapable of relating a simple thought, or if you just skim over everything I've written, picking up only the words I type in all caps. Because everything I've described fits very well into what you're presenting as a rebuttal.

    Just like I can be busy defeating Dr. Vahzilok while someone else is still trying to figure out if he's a real doctor and someone still else has already fought and forgotten him, so I can have an instance where I flip Daos the birdie and have to fight out of an Arachnos jail while someone's already speaking with him. You know, kind of like it is with the Statesman and with all the Patrons when we fight them. That's a question of writing, and the writing can and SHOULD put me in conflict with the people giving me tasks. It should let me question them, it should let me defy them. It shouldn't expect me to just take every mission with nary a word of contempt. When Hardcase threatens to unleash demons on me, I don't want to fold. I want to slap him in the face and go have a look at his demons. Simply have the next mission be me fighting a bunch of really tough demons. Easy as pie. You can still spin it as to why I didn't help Vivacious. Have her double-cross me, for instance, and make THAT force me to stop her plot.

    If I can have a base to my name that has NO EFFECT WHATSOEVER on the real world, then why can't I have a base that contains a non-functioning death laser that I need to run missions to build? If I can have a base, why can't I put guards and soldiers in it? If I can have my own base, why can't I have a small slice of some alternate dimension? Why can't I have my own Shadow Shard fort? I'm pretty sure the Shadow Shard is big enough for all of us. MY stuff doesn't need to affect the real world, because I don't WANT to affect the world and alter other people's stories. I want to alter MY story, which doesn't require the world to change in the slightest.

    Easy example: I do not want to replace Recluse and rule the Rogue Isles. I want to replace "some dictator" and rule "some island" out there "somewhere" in the sea. I don't want to take over Arachnos and rule over their soldiers. I want to take over "some faction" and rule over "some soldiers." I don't want a statue of myself in Atlas Park. I want a statue of myself in "some place" in the city. I don't want to be strongest hero of Galaxy City. I want to be the strongest hero of "some zone." I don't want to alter the status quo. I want to alter my own instance of it that no-body can see unless I invite them.

    There is PLENTY of room left OUTSIDE of the persistent world where our own, unique, personal stories can be weaved without getting in the way of other people. That's the point.
  24. Quote:
    Originally Posted by Kitsune9tails View Post
    But I think what people (especially redside players) want to see is a system that allows them to set a goal (and face it, for villains it usually boils down to destroy the world or rule the world...or at least retire in luxury with a harem), and take distinct steps toward it, even if they can't ultimately acheive it (although they could as alternate reality of some kind).
    An interesting point to make about villains and their evil plots:

    Evil plots are interesting as they develop. They are rarely interesting after they have succeeded. If the plot is to "destroy the world," that's for obvious reasons, but even a plot to rule the world isn't as interesting after the fact. It's basically a whole new ballgame that has to start from scratch.

    Some people worry about giving villains the ability to weave elaborate, status-quo-changing plots, because of the consequences that will have when they complete them. Well, the solution to that is... Don't let them. Say I want to destroy the world. I've crossed my Ts and dotted my Is and I need a megabomb, a computer to run it that doesn't exist yet, more Unobtanium ore than exists in the entire world and a tunnel dug into the core of the planet. That's a lot of work, so I better get to it! Thing is, that's the sort of thing that's going to define my entire career. I'm never really going to be done with that, because if I AM, I might as well just delete the character, because there's nothing he could conceivably do more, and not for lack of a world to do it in.

    This is something I actually think about every time I make a new villain. What is going to motivate that villain to keep pressing forward? What goal would this villain have that wouldn't have been achieved before I even started writing about him? What could be this thing he is trying to do that takes a lifetime, that is his main reason for existence? For some it's simple things like world domination or destruction. For another of mine, it's the invention of a specific kind of technology which provides unlimited power. His quest is to find and examine the world's technology and basically work on his tech. For another it's the elimination of all "evil," for a definition of evil that encompasses practically everyone who isn't him or his direct followers. That's a tall order, so his whole life he'll be gathering supporters and leading crusades. For another still it's much simpler - eternal life through constant life-extending practices via Necromancy, as well as the rebuilding of his original power.

    The point is, I don't envision these characters ever actually getting to that point, because there would really be very little for me to actually do with them after the fact. Good characters, both hero and villain, need some kind of motivation, and unless the game wants out and out END, which most MMOs don't, it won't really let us complete that motivation. Hence, big villainous plots can be left dangling and uncompleted, while smaller ones, like building an island fortress, stealing The Jewel of Madeupia, building a better mouse trap, replacing your brain with a hamster in a hamster wheel and so forth, those can be achievable, if only because they change things that don't affect other people.

    However, even though I don't expect major plans to be achievable, that's not really the point. It's not destroying the world that's fun. It's trying to that makes things exciting. Trying to, and indeed failing. It's what keeps comic books rolling
  25. Quote:
    Originally Posted by Golden Girl View Post
    But that can still only be a "side quest" in the game - the actual game world has to be designed to stop villains from doing that, because while there can be limitless instances, there's only one real game world, and players have to share that space, so it's impossible to let any single person affect the world.
    Here's a question for you. If these are side quests, what is "the main quest?"

    Quote:
    They can do all kinds of cool stuff with portals and time travel, but no matter what they do in those instances, when they return to the normal zones, they're back in the real world, and back to being just one among thousands and thousands of villains.
    So? You can say the same about instances and that doesn't stop them from being tailored to the particular player. Just now in a mission I was doing, I found a clone... Of me! Soon as I left the mission, I was back in Sharkhead, but that didn't seem to do much to diminish the effect.

    Quote:
    MMOs are based around the idea of co-operation and sharing a common space - vilalins are about domination and conquest - it's really very hard to put them together.
    There has to be a limit on just what villains are capable of, otherwise, the game couldn't work.
    Yeah, if City of Heroes or City of Villains were ever conceived of being about "sharing a common space," that idea got booted out the window so hard five years ago it's probably still in high orbit. THE WHOLE GAME, for practically any interpretation of the term you want to use, is instanced. We have outdoor zones that we use to travel from point to point and occasionally waste time with delivery missions in, and ever so rarely we fight a giant monster or do some hunting. However, THE PLOT takes place in instanced missions, unique to each team, unique to each person, tailored for the small-scale, private, unshared experience.

    You can argue semantics all you want. This is the reality of the game. This is how things already are. I'm just asking for the developers to finally admit it and work towards that, rather than worrying about "what ifs." If everyone can beat Dr. Vahzilok and be the one who beat Dr. Vahzilok, what are you really trying to say?