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Quote:That's actually a pretty cool path to take. In a lot of ways, that's what Mass Effect does. Granted, Shepard is not an all-powerful omnipotent GOD, but he is above the law, he is VERY powerful in his own right and he's basically able to either destroy the lives of most people he meets, or improve them significantly. That's the sort of moral choice system Mass Effect goes for. It's not a choice between whose orders to follow, it's a choice about what to do with your power and your status.Not really, no. Exalted manages having player characters become some of the most powerful beings in a setting multiple times the size of Earth rather easily. The focus just changes from more powerful people antagonizing the players to what the players do with godlike power (and the scary moral choices that can come with that.) Not saying it'd work well for an MMO... but there are definitely games out there that manage to have themes and stories without requiring somebody capable of pushing the players around.
And again - Superman is just about the most powerful "thing" in his neck of the woods, but that doesn't seem to have diminished his popularity, or indeed diminished people's desire to play a game as him. A DC MMO, as it were. -
Quote:In fact, we all have. Heroes have that one alternate dimension where your evil self killed everyone and destroyed everyone for no reason above simple dickishness, and the ghosts of the people of that world still haven't forgotten. Villains have that as a central point in Time After Time, especially in Ghost Widow's case where you find a world destroyed, everyone dead and you yourself buried and decayed, locked in battle with Recluse.This is a universe with time travel and alternate dimensions.
We can all conquer and/or destroy the world; including the heroes.
Basically, if my hero/villain alternative is badass enough to KILL an entire alternate dimension, then surely MY version of the hero/villain is good enough to wipe out/rule a pocket dimension or two, right? I mean, as long as only I have the keys to the teleporter and the coordinates to the place, other people don't have to be bothered by my megalomania, right?
In fact, I love this idea A LOT, specifically because it ought to be doable with current technology and only a narrative fudge. -
Quote:Hey, I'm a reasonable guy. No problems on my end, really. I actually enjoy the discussion, as long as we're all on the same page.You clearly have some very strong and very clear opinions about this topic, so this will be my last post for no other reason than to agree to disagree with you. I will do my best to respond to your points and then politely withdraw.
I would agree without, except they've made such a complete mess of their storylines in several places that either the story bible is a myth or, much more likely, they keep disregarding it. Both 5th Column Task Forces are replete with "What the hell?!?" moments of all calibres, time travel seems to have no set rules and there is so much ret-con going on with the Origin of Powers storyline that it's not even funny.Quote:As far as baggage is concerned, I'm afraid I'll have to disagree with you there. CoH is known to write from a story bible which is a staple of any television show and would doubtless be necessary to continue a meta-narrative of the game's story. We have the Rikti, Coming Storm, Praetoria and potentially Incarnate meta-stories coming into play, and unlike comic books that can write a singular issue to explain them away, an MMO has fixed resources in play that aren't as easily erased. Examples abound in the game; the unfinished 'deconstruction' of the War Walls, the Coralax, any number of NPC groups.
Simply put, if they can make those gigantic messes for them and can presumably clean them up (presumably because I have yet to see it happen), then they can surely tweak the narrative of how newer content, such as the "Experiencing Some Delays Storm" storyline, is presented. If there's one thing I've ever learned about writing, it's that a story plan is just a guideline. What you actually write down can twist and pull that guideline in very serious ways while still keeping it factually consistent.
All's I'm saying is that if they can't keep their own story straight, then why not curve a bit of it our way?
Certainly. Having written a couple of arcs, myself, I honestly wouldn't ask for more. Well, OK, I WOULD ask for more, but I wouldn't demand and expect anything beyond that. Like I said, it's contacts' mouths that bug me the most, because they treat us like garbage. It's really demoralising when everyone treats your villain like garbage when he should be the one treating everyone like dirt. I realise it may be realistically unrealistic to expect that as our villains would be crushed in the real world, but this is not the real world. This is an escapist fantasy where it just makes sense for things to go my way.Quote:All of these things are commitments by the developer team that would need serious consideration as I understand it to change or remove entirely, just as it would to add anything. The recognition you'd want would to be just be a simple case of writing (as I believe you yourself have said) and anything else would have to again be a commitment of resources. -
Quote:Thank youSamuel Tow, others and myself has uttered the desire to be the protagonist in OUR own story. (I like the way you write Samuel
)
You know, reading about your idea reminds me of something I played recently - Assassin's Creed 2, more specifically the Villa Monteriggioni. Breaking tradition with the original, Assassin's Creed 2 protagonist Enzio gets a villa that he can walk around and that he can upgrade for benefits that are useful, but not exactly gamebreaking. Unlike our bases, Enzio doesn't get to pick how much of what to buy and where to place it. He basically has a model of the villa set up where he can basically upgrade what's already on there. And speaking of this, you know what else I'm reminded of?
Heroes of Might and Magic. Each "town" in Heroes of Might and Magic, and this is a feature present in all of them, is basically one pre-fab template that starts out with nothing but a leader's hut and gets slowly upgraded into magnificence, one building at a time. You don't really get to plan or design the city, you get to upgrade it.
Why bring this up? Well, the one line of text that I constantly throw around in regard to bases is "like the costume editor," in that our bases are nothing of the sort, despite apparently having been originally designed to be that. While I respect the massive freedom of expression of bases, there is a certain point beyond which customization becomes less a feature and more a hindrance, and that point is FAR shorter of placing every individual floor tile, wall lamp and ceiling vent by hand on a fine grid. When designing character costumes, we don't pick the length of our sleeves in millimetres, we don't don't have to align and centre out chest emblems, we don't pick the angle or our sunglasses in radians and we don't choose the colour of our tights from among 2^32 individual RGB combinations (more like 2^24, but anyway).
I've been over this before in a variety of situations, but my ideal kind of base customization implementation would be something with a LOT more structure to it. Less a blank, empty room with carte blanche to do go wild and have fun and more collection of pre-defined frameworks with specific items that can be tweaked about them. I've spoken about this in the form of an RTS-style above-ground compound editor where you put down buildings and roads but don't fiddle with the exact alignment of the vials on the counter in one room of the huge science lab. I can also see an underground Dungeon Keeper style "hollowing out" method of construction that gave us more of a "theme hospital" take on rooms, vs. the 3DS Max style the current editor gives us.
The reason I'm talking about this, in a roundabout way, is that if we want to have bases mean more and be bigger part of the game, we need to involve EVERYONE into using and editing them, and with the current editor that's just not possible. It's not even about Prestige costs, builder privileges or shared space. It's a question of an EXTREMELY hostile editor that far too many people can't be arsed to use. There are comparatively far fewer people who couldn't be arsed to make anything of the costume editor, in part because that comes with a Random button, in part because it comes with ready-made theme sets, in part because you can just scroll through the menus and still come up with SOMETHING within 15 minutes at most. So if we're going to lean on bases as a more important aspect of gameplay, we need to lower the bar to making, having and using one.
As for myself, I'm not even that keen on bases having a POINT. Costumes rarely do, yet that doesn't stop people from enjoying them. Instead, I'd like to see the point of such bases being the making of them much less so than the using of them. Maybe I'm weird, but the only thing I ever did with my Legos when I was a kid was to construct them, then take them apart and start over. They were pretty poor as actual toys. So, with this in mind, I'd like to restate my idea of how to make bases.
Going with the RTS style construction method, I'd put a series of missions staggered throughout the level ranges that unlocked more things for your base as you levelled up. First few missions would be about actually GETTING the plot, the next few about laying down a few buildings, then ext few about expanding it, then about clearing up problems in the area, then go from there. I have images of the old Settlers 2 game when I talk about this.
Basically, if I can focus on building up my estate, populating it with NPC guards, buying science labs, weapon labs and so on and so forth, then I can very easily deal with the rest of the game truing to paint me as a deadbeat loser, because either I won't do those missions, or I'll pretend they didn't happen and focus my attention on my own thing.
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Just as a minor footnote, I feel that making bases simpler could open the door to a variety of themes, such as:
Standard volcano island compound
Standard Dungeon Keeper underground base
Underwater base with lots of windows
Oil rig base
Mountaintop base
Skyscraper penthouse base
City block base (say, like military bases in Prototype)
These can vary in scale, and I have no ptoblem with a volcano island base being much larger with larger structures, whereas a penthouse base (like the kingpin's) being just a few storeys of rooms and elevators. Point is, let me focus on this if I choose and I'll stop ******** about how the story is railroading me and the NPCs cheat. -
Quote:Well, in that case I'm more than happy to eat crowTo clarify, incase people are wondering what is and isn't a display bug.
Innate Damage resistance does not increase from slotting damage enchancers, purely display only.
Innate Damage does behave normally outside of the enhancment display's. Triple Slotting damage SO will net the usual 99ish% despite the display being capped at 66%.
As long as it works, that's all that counts. If it takes me making a fool of myself to get there, then that's just what it takes.
Thank you
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Am I not explaining this clearly, or do I just suck?
Quote:Dude, please re-read what you're responding to. Nowhere in there did I once mention OTHER PLAYERS. Why does everyone keep assuming I want to measure myself by other players? I don't. I want to measure myself by the narrative of the game. A majority of people can very much be treated like the protagonist. A majority of people ARE being treated like the protagonist RIGHT NOW! Just... Look at the missions in the game and tell me:Quite frankly, I think that is an unrealistic expectation to have. Whilst most console single player video games do make you, your actions and your decisions the singularly most important factor to a game, a massively multiplayer game must by definition cater to a majority of people. And a majority of people cannot, by definition, be treated as a singular individual. At the point even the perception that one person's experience is somehow 'more equal' than another's occurs, then the equality of that experience is diminished and people would have a right to complain.
Who takes down Dr. Vahzilok?
Who stops a Malta plot to start WW3?
Who stops the Rikti from opening a stable portal to their home dimension?
Who stops the Nemesis from broadcasting his mind over the Rikti metal network?
Who puts Countess Crey behind bars?
Who prevents the Council from creating a Vampyr progenitor and implanting a Shadow Seed in the city?
Who prevents Wolfgang Ubelmann from going back in time to help the Nazi win WW2?
Who helps take down the 5th Column?
Who takes down Vanessa DeVore?
Who stops the Envoy of Shadows from making another deal with the Circle of Thorns?
Who stops the Banished Pantheon from trapping Tielleku, stealing her power and waking up Lughebu?
Who stops Terra from becoming a Devouring Earth breeder and flooding the world with monsters?
Who destroys the PsychoChronoMetron before it can be used to destroy causality?
Who does seemingly ANYTHING in this city?
Because the single answer to all of those questions is $me. So, please, stop trying to tell me how "a majority of people" can't all the protagonist in their own instanced stories. IT ALREADY HAPPENS! I just want more of it.
That's a SERIOUS misreading of what I'm actually saying. I don't need to be the protagonist in THEIR stories. I need to be the protagonist of MY story. You're also talking about MMOs built over established franchises, and that's not a good example, because you can't just make stuff up as you please when you have, like, 20 years of "expanded universe" to trip over.Quote:There is no MMO in my personal experience that puts you so directly in the protagonist's position. Lord of the Rings Online does not put you in the driving position in the overall narrative, of being part of the Fellowship of the Ring. Star Wars Galaxies does not put you in the position of being one of the Heroes of the Rebel Alliance or the best bounty hunter in the galaxy or the Emperor.
City of Heroes suffers from no such baggage. There's no reason why the game can't say "Oh, hey! There's this uncharted island that's not on the map. Wanna' have an evil lair on it? There sure are a lot of uncharted islands around here, boy-howdy!" There's no reason why it can't say "Say, $name, your $group is really cool!" Sure, there are a zillion other groups, one per player, but as long as I don't hear about them in MY missions, then they may as well not exist. I'm not looking for recognition from other people. I'm looking for recognition from THE GAME. I don't care if other people never even hear about it.
Again - where did I so much as mention "total independent freedom?" And I'd appreciate a quote with a single sentence and a link back to the source post.Quote:This also rings true for tabletop roleplaying games. One of the first rules I learned, and I learned it the hard way, was that there should always be someone with 'a bigger stick'. Players can, will, and consistently attempt to push the boundaries of authority in a game, and that point was something I addressed about the necessity of frameworks in both setting and atmosphere. If there was total independent freedom with a villain player being treated as the sole protagonist capable of defeating Lord Recluse, then there would be no consistent, overarching narrative and the point of the game would be lost.
Also, yet AGAIN, this is precisely what the game already does. YOU are the Destined One. YOU are the one who kills Lord Recluse in the future. YOU are the one who can scare him into leaving you alone. YOU are the one who matters. Yeah, you and the other eleventy billion players, but as long as the game doesn't bring them up, they may as well not exist. Whoever holds the mission at the moment is the protagonist. That's how it goes RIGHT NOW. And if this is not a problem RIGHT NOW, why is it a problem in theory?
And again, I'm not talking about changing the status quo. There are many, MANY ways to make a character the protagonist without upsetting the game's static world. It doesn't come down to technology or mechanics. It comes down to good old-fashioned decent writing and the ever-standby imagination. The game always boils down to "go to instance, kill stuff, click stuff, receive bacon." And that's fine. But WHY am I doing this?" Where am I going, what am I killing, what am I clicking, what am I achieving. All of this can be spun a LOT better than it is right now.
Take two instances. You go to a slum to beat poor people and break their garbage because some deadbeat loan shark said so, and in return you receive an insult to the face and a quarter flicked at your chest. Now consider the same mission, same parameters, different selection of enemies and location, different writing. You go to a high-tech military base to kill its commanders and wipe out their hard drives because the secret military organisation that owns it tried to blackmail you into doing their dirty work, and in return you receive a cash bounty, the contents of their hard drives and the satisfaction of having beaten them at their own game. What's so hard about THAT?
Nothing of the sort. First of all, your comparison is a HUUUGE misreading of what I said. Nowhere in there did I suggest that I wanted to be the SOLE hero or villain, and I'd actually challenge you to quote where I so much as alluded to this. It's especially bad because the villain-side propensity of Arachnos has absolutely no analogue in the hero-side game. At all. See, if we had to sign up with Longbow, train at Longbow Wardens, change our difficulty at Longbow Commanders, shop from Longbow Quartermasters, travel on Longbow helicopters, take missions from Longbow officers and revive at Longbow hospitals, you would have a point. But that would be a pretty bad game design choice, wouldn't it? Instead, we train at "just heroes," we change our difficulty at Hero Corps Field Representatives, we buy at a collection of different, unaffiliated stores (yes, including a Freedom Corps training facility), we travel by civic transport or on foot, we take missions from a wide variety of people, from policemen to former heroes to delivery boys to arms dealers to etc., and we revive at privately-held hospitals.Quote:Your point about the game's attitude to you is also arguable. The narrative states, quite clearly, that you are better than the regular villain, and Arachnos goes to the trouble to break you out of the Zig, enrols you in the Destined One project and even trains you. Your personal experience has you embittered towards how you see Arachnos, I think. It would be the same as arguing you should play City of Heroes so that you are the sole superhero that saves the world. NPC's serve an important function, both as guides to narrative and as base archetypes that help define the atmosphere. To provide an environment where that doesn't occur would undermine the game overall, I feel.
In City of Heroes, I'm not affiliated with anything at all, and only very loosely affiliated with the city in general. I gather my resources and borrow my facilities from a whole host of different sources, not placing me in the service of any one single provider. In City of Villains, it's the exact opposite. I could stick "Arachnos" at the start of practically everything in that game like Adam West sticks "Bat" in front of all of his items and I wouldn't be wrong by much. Arachnos trainers, Arachnos Quartermasters, Arachnos contacts, Arachnos Fateweavers, Arachnos Helicopters, Arachnos Forts, Arachnos Patrons, Arachnos Arachnos... Can I have something without Arachnos in it, please?
We already have bases. I've suggested the expansion of those bases to topside facilities that you do missions to expand and evolve. Why can't we focus more on those? Why does everything villain-side have to be Arachnos Arachnos Arachnos? The game's starting to sound like Shnitzel!
Again, it comes down to writing. I'm not asking for choice. I'm asking for the choices in the game to be made by MY CHARACTER, not by the contacts he "serves." Currently, in City of Villains, we're never even assumed to have made a decision. The contacts to all the decision-making. We just follow along like puppy-eyed puppies. Even Half-Life 2's Gordon Freeman keeps being reminded of what a cool and, if I may say so, strikingly handsome man he is and how everything he has apparently chosen to do when the player wasn't looking is totally awesome. The game pulls you along on a leash, but at least it isn't being a dick about it and reminding you all the time that "Hey, you can't speak! And you don't have any choices to make! Ha!" Instead, it takes the strikingly confounding approach of not insulting its players' intelligence and sensibilities and at least pretending to give Gordon free will, despite the whole game being one giant "but though must."Quote:All of this being said, I do not disagree with your points on how the game is written and treats your character. Missions and general attitude could be rewritten to reflect the growing stature of your character. However, I stand by my statement regarding choice, or rather the illusion of free will. If what you are asked to do seems reasonable to your character, I think the overall structure of the game should by extension then be also reasonable.
And I disagree completely. There's no reason this can't be done outside of some strong desire NOT to. Call me what you will, but I find no value to be gained in NOT being unique and NOT being the protagonist. I can deal with it, obviously, but I don't consider it a superior narrative choice. Even in a classic RPG party, every character still has his own unique story that he is the protagonist of. Baldur's Gate did it, Mass Effect did it, I don't see why City of Heroes can't at least ape it.Quote:As for being the sole independent villain who drives the narrative, I do not think that can nor should happen, regardless of the solo-friendly nature of the game. -
Quote:Why is this a cheat... Well, you can say villains need to be stronger than the heroes for the heroes' struggle to be meaningful, so OK. Villainous AVs are stronger than player heroes. But then we turn around and heroic Heroes are stronger than player villains, and then the truth reveals itself. It's not a question of thematics. NPCs are simply stronger than players. That is the DEFINITION of cheating. Whether it's necessary or not is a matter of debate, but in no way is this anything other than The Computer is a Cheating *******. I know it's fun times to patronise me, but let's try and be at least a little objective here.You know, making an AV that can be a challenge to a full team of 8 players isn't really cheating - it's just sensible game design

And signature characters in TFs are an important way of making them more unique - Recluse seems more special when we have to do the STF to fight him - unless you just happen to be really lucky with a Safeguard mission
That's not the point, though. That's semantics. The computer is a cheating ******* because the computer needs to cheat in order to provide a challenge. I get that. When you have eight heroes on one villain, he kind of NEEDS to cheat or it'd be a really boring fight. However, City of Heroes has proven to scale quite well with team size and difficulty settings. The computer needs to cheat, but it can cheat JUST ENOUGH to provide a challenge to any amount of people that might undertake a given task.
For instance:
People after the challenge can try Lord Recluse in Time After Time as an AV and have a big fight with him and his Bane Spiders. On the other hand, people like me can try Lord Recluse as an EB and have a much easier, solo fight. And I see no problem with either approach. Again, I am perfectly free to ignore Task Forces if I don't feel like being overshadowed. The very point of TFs is for them to be group affairs, not single-person ego trips. I know this coming in, so that's fine. Everything else, however, ought to scale down to me. And most everything actually does.
I can currently take on Recluse on both sides, I can take on the Statesman villain-side and I can rescue the Statesman hero-side. Now why can't we have more arcs like that? -
Quote:Oh, thank GOD! I hope beyond all hope that the real numbers are wrong and my Ember Demon doesn't just suck. He's kind of like my puppy at this point. My... Disgusting brainless psychotic flaming puppy with half a bovine skull for a head. Really, I have a sneaking suspicion that the Ember Demon and the Hellfire Gargoyle are what make the set, because they're so very unique and so very expertly done.I think I saw another post clarifying, with tests, that this was all just a display bug.
I'll try and take a look at my #s tonight.
I sincerely hope that this is a display bug and not the actual numbers the summon is getting. On that note, do damage enhancements really enhance his damage resistance toggle? I haven't seen that before. -
Speaking for myself, no I have not. Nor do I intend to. Nor do I see a reason to even care.
High-level super-task-forces don't interest me. They're just a case of the game rubbing signature characters in my face and trying to convince me they're so much better than me by cheating and giving them stupid amount of spare stats. There's a reason I almost never do TFs and SFs. I prefer to play the parts of the game where I can pretend I'm the big bad and my dad can beat up your dad. It's not the entire game, true, but if I pretend the rest doesn't exist hard enough, it actually kind of doesn't. -
Quote:You can actually see a tolerable version of him in Mender Silos' villain arc. He scales down to EB there, and he spawns player level, so it's a good place to take him on without having to beat the game at its own game. Not like Statesman the ARCHVILLAIN in To Save a Hero, where spawns as a level 54 Archvillain and proceeds to hit people for 5000 hit points per punch. Jack's subtle way of reminding us that the Statesman is and always will be better than us.As a hardcore villain I have never seen him in game. Ever.
That's I1, though. In I11, you can slap the guy around on your own, which shows me, at least, that the development team is leaning our way, at least a bit. The Statesman is still tough as nails and he still cheats, but he's beatable with enough bravado. And that, really, is all I can ask for. -
I actually would like to see rezzes do SOMETHING to pets. Not necessarily to resurrect them, but to do SOMETHING. Give me a reason to take them on a Mastermind, at least. It doesn't have to be a good reason. Just a little excuse. I mean, I take Confront and I keep telling myself it's useful for stopping runners, so you can see how little I need.
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This is... Quite a serious concern of mine. I've been noticing my Ember Demon enhancing the damage resistance on his Ember Shield when I slot him for damage, but I didn't think much of it. It's not really a lot of damage resistance anyway, so even if this is happening, it's probably not going to cause problems.
Except it does. I just checked my Ember Demon, and it looks like his damage enhancements are only counting as Schedule B, enhancing his damage by 20%, instead of the requisite 33%. And since this goes for the Hellfire Gargoyle as well, I have to ask: Is this really true? Seriously? Am I really only going to see some 60-odd percent damage enhancement on my Ember Demon and Hellfire Gargoyle?
Because this is bad. Really bad. And I just noticed it now, after playing with the thing for how long? How did this even go through? What's supposed to be my damage-dealer now? The Demonlings are minions and as such can't really compete, the Ember Demon and Hellfire Gargoyle have crap for damage slotting and the Demon Prince looks like he's half-damage, half-control. What gives here? What am I supposed to do? What's going to be dealing my damage?
Pardon me if this sounds like a rant and a question I should have addressed in Beta, but HOT DANG! I hope I'm wrong. I hope I'm reading the numbers wrong or that they're not real, but this is not good. At all. -
Quote:Why not? PvE is already like that hero-side. We're all equal, but that doesn't stop me from saving the world from everything you can think of, and no-one ever seems to wonder why it has to be ME and not one of the bazillion other heroes. Why can't everyone get a shot at conquiring some unnamed instanced island country? Sure, we'll all still be equal and no-one truly unique, but that doesn't matter because I can pretend the other people don't exist. I don't team with them, so they may as well not. But I can't pretend self-insertion persona Recluse doesn't exist because the narrative rubs him in my face all the time.But that's not really going to work in an MMO - players ahev to be equal, so making villains be one rank below the main villain keeps things even.
It's not a question of mechanical dependence on other players, it's a question of narrative dependence on established characters. I don't mind the game system and team requirements as they are now. They're not ideal, but I wouldn't campaign to change them. But what's wrong with giving me my own personal faction of goons that wear uniforms I designed for them and can occasionally be seen hanging about or occasionally even going out to do missions that I don't take part in?Quote:And leading your own faction is also kinda hard to do in MMO terms 
As a villain, you're powerful wnpugh to work on your own, but there has to be a limit to how high and how far you go, as every other players will be doing the same thing - there has to be a limit to how independant you can be, otherwise, the game simply wouldn't work.
Moreover, instead of trying to suck up to Recluse, why can't I be the big guy people suck up to? Say a new upstart villain comes up to me and says "Grumpy Santa! You're the man! I want to be just like you! And to prove I'm useful to you, here's this bit of information I beat up a hundred Skulls to get for you!" and then I'll be like "OK, I'll go have a look at this information that's clearly too big for you to handle. Why don't you stay here and shine my shoes until I get back, and maybe I'll give you a uniform and a bunk bed if I feel like it." It doesn't have to amount to anything. I just want my contacts to be nicer to me, or if they HAVE to be mean, I want the ability to be mean to them in return.
Actually, they can, because it's a question of narrative. Venture would probably stomp on my head for saying this, but I'd be perfectly happy to do fed-ex missions, kill-all missions, missions in faraway zones and so on and so forth if the narrative of the game just stroked my ego a bit more. The game currently treats villains like dirt. It's like it's actively trying to make me hate playing my characters because they're all so miserable. Never any ambition of their own, never any real villainy. Just heavy lifting for bigger villains.Quote:People can choose to play MMOs in their own little solo bubble, which is totally ok, but they can't really expect the game to be built around that style of gameplay.
It's not that hard to write missions that have the player as the sole antagonist. It's a question of writing. You don't need new mechanics, you don't need a new game. You just need to sit down and write your text to suggest the player is taking these decisions, himself. As long as the path of action makes sense and doesn't do anything too questionable, most people will be able to pretend they're making the choices.
"Able to" is not the same as "will." Honestly, I wouldn't bother. The Rogue Isles are a dump, and Recluse is squarely to blame. I don't WANT his failure. I don't WANT to waste my time fixing his mistakes. Not, more specifically, when I can be building my own version of New Latveria that's actually done right.Quote:If only you were stronger, you'd be able to overthrown him
In fact, right at the end of the level range, Time After Time PROVES that the player character is stronger than Lord Recluse by pitting said character against Recluse. And even though Recluse cheats by bringing in reinforcements, all three of my villains kicked his *** and rubbed that future face plate in his face. He always tries to spin it, but the message is clear - Recluse does NOT mess with you, or THIS happens. Capiche?
And that's GREAT! Why can't we have more arcs like that? Why can't we have one with Daos, or Hardcase, or Westin Phipps? Why am I wasting my time bringing my contacts success and greatness when I can be doing something much more useful, like ruining their lives and benefiting myself. I mean, Willy Wheeler takes one for the team and I'm none too sad to see the little weasel go. That's a good place to feel like a big villain. A contact who's a pathetic wimp who makes your villain look much cooler by comparison is the perfect fit.
So give me an NPC faction of my own. Why is that unthinkable?Quote:But you're not a faction - you're just one villain among thousands - factions can take losses, solo villains can't
Yeah, no offense GG, but go to hell. The game does NOT have to be designed so that the NPCs are the bosses and the players are the workers. This is actually provable via one look at the Mission Architect. Just because you say it does not make it so.Quote:As weird as the villain way of life is is, it'd still be very weird to have the bosses reporting to their workers
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Quote:Which I implied whereI'd like to see the mission mechanics for letting a full team of 8 doublecross each other

Last I checked, players didn't take missions from each other
Your logic does not workQuote:Welcome to a life of villainy - you'll always be serving those who are stronger than you - it's the way evil wroks
unless the power curve is a perfect circle where it loops back to the weakest one when power goes off the charts
SOMEONE needs to be the strongest
and I'd like to see a game that puts ME in that position for a change
And even failing that
a villain doesn't HAVE to work for anybody but himself
even if he's not the strongest
Last I checked
Nemesis didn't have any taskmasters
Dr
Doom didn't answer to anyone and Lex Luthor typically did his own thing
Even someone as relatively lower down on the scale of villainous success as the Lizard manages just fine without serving anyone unless a writer here and there forget who they're writing about
After I've killed thousands upon thousands of Arachnos soldiersQuote:But Recluse and his oganization are too strong for the combined powers of the heroes of Paragon City to take down, so it's not really possible to have a single villain do it - just do what the propaganda posters say - obey and live
destroyed
raided or even saved literally hundreds of their bases
trounced them in the street everywhere I've seen them
beaten up their strongest HAND TO HAND
I dare say :PArachnos are too strong:P begins to ring really hollow
Unless you want to have an argument beyond :Pbecause I said so
:P I remain unconvinced of their supposed powers
For all I know
the Isles are populated by deadbeat idiots who are easily taken over
The populace certainly doesn't give ME any trouble
so conquering and ruling them doesn't earn Recluse any points
You have no concept of villain operationsQuote:But if you're not strong enough, you will be stepped on by those villains whoe are strogner than you, and if you were the strongest, then you'd be ruling the Rogue Isles.
then
Because of that were true
then Malta would be ruling the Isles because they're stronger than Arachnos
Oh
wait
maybe they're not
Then Malta would have been wiped out by Arachnos. I mean
what with them stealing Arachnos tech and all
Powerful villains can coexist perfectly well
as the constant bouts between Rikti
Council
Nemesis
Crey
Freakshow and Devouring Earth easily demonstrate
This stupid idea that :Pyou'd be crushed:P has no merit
Read what you quoted again and come back to meQuote:You already have a base and the phone numbers of your contacts
Here
let me repeat it
:Phave contacts come to ME
:P Come to me
as in come to my office
show up in person and ask me to work for them
This doesn't happen
Even if I have a base and their phone numbers
I need to call THEM
and even then they don't :Pcome to my office
:P It's a question of respect an authority
I won't go over there to speak with them
If they want my help
they'll have to come to me
And if they're too proud
then they can go to hell
-
Quote:You're missing the point. I don't WANT the game to be "guiding" me towards picking a faction. I don't want to "belong." I don't want to be "with" the main bad guys. Quite on the contrary. I want to BE the main bad guy. Not necessarily in terms of the main bad guy on the isles, but in terms of the main bad guy OF THE CURRENT STORY. Someone tries to talk down to me, I kneecap him. Someone tries to use me as a pawn, I double-cross him. Someone tries to recruit me, I take his followers for my own. That sort of line of thinking.It might go against the grain to have the suggestion that being an individual doesn't get you anywhere, but by the same token an illusion of free will should be suggesting and guiding you to a thought that working with/for x is a 'good thing'. I think the thought of factionalising Burke as a 'mercenary collective' leader wouldn't be a bad thing here. Even though the system still requires you to make a relatively linear choice, the illusion is there that you're getting to make your own way, and I daresay the contacts available would let you do so. The only part where it'd fall apart currently is the Patron Pool Power arcs, and Grandville. That'd require some rethinking and decisions on how to approach that, given that Sirocco is probably the only one of the Patrons that isn't directly Arachnos-driven.
It's not a question of choices. I don't think it ever was. It's a question of general game attitude. The game regards us as pond scum who exist solely to serve other, better villains. We're constantly serving SOMEONE, fulfilling THEIR plans and forwarding THEIR ambitions. We are, in essence, feeding off the crumbs of the real villains. In this story, Recluse and his lieutenants are the antagonists. We're somewhere between Miniboss and Boss in Mook's Clothing. Servants of Arachnos.
I don't want the story to expect me to side with Arachnos, but give me an out if I REALLY want to. I want the story to expect me to side WITH MYSELF. So when Arachnos play along, the story should have me playing nice with them. When Arachnos try to double-cross me or abuse me, I strike out against them. I want the game to treat ME as the protagonist and other people as "other people." As it stands right now, it feels almost like I fell over backwards into someone else's comic books and the writers are struggling to find things for me to do. Kind of like the Predators in most Aliens vs. Predator games.
Basically, I don't specifically want real choice as long as the "but though must" path is crafted in such a way as to demonstrate that my character can think for himself, has ambitions of his own and won't put up with being stepped on. Because that's what most of the BIG villains in comic books and other media are. They're the ones who commit the evil, not the ones who take lip from punks on the street.
Gimme' and office and have contacts come to ME. That might be a good first step. -
Well, my own Demon Summoner is still a demon, I mean I wouldn't have had it any other way, but I think I managed to pit a more interesting spin on him:

That's supposed to be a kid, by the way, and I'm looking for a more human costume for the same outfit next. -
-
Quote:Basically, that's what I personally want. My choices don't have to have long-lasting consequences as long as what I do feels like my own choice. Basically, I want contacts to feel like a source of informations, at most partners in crime, not my bosses. I want to, when threatened or blackmailed, to have my reaction be to slap the guy in the mouth and still come out victorious DESPITE what he may want me to do. If defying someone is going to have consequences, then put me through the consequences. I don't mind. I'd sooner get the crap beaten out of my and snag a victory by the skin of my theeth than kowtow to Daos because he said so.There's something I've learned as a tabletop roleplayer of coming up on thirty years, and that is the illusion of free will. If anyone ran a tabletop game or made an MMO that was totally about players doing precisely as they felt like, the atmosphere, direction and overall enjoyment factor would drop dramatically in a very short time. Like it or not, players have to be guided in the right direction whilst being given the impression that what they decide is being done with no coercion, deception or misdirection.
You know what? I feel it was a capital mistake to tie CoV's infrastructure to Arachnos so completely. We rez at their reclimators, we shop at their Quartermasters, we train at their Arbiters, we fly on their choppers, we confer in their Fortunatas... This is not good, people! Why can't I train with some underground unofficial sensei down in the sewers? Why can't I shop for enhancements from the "connected" neighbourhood bartender? Why can't I resurrect in the shanty town illegal reclimator? Just ANYTHING that doesn't tie me to Arachnso! Then we wouldn't have stupid arguments like "Yeah, well they can just turn off the reclimators and you're dead!" Now that's a narrative cop-out if ever I saw one.
How's about this: I give Daos the finger and next mission I walk into an ambush mission. I walk into a door, fade to black and I wake up in an Arachnos cell. O noes! Whatever will I do? Well, kick down the door, to start, then carve a path through their base big enough to sink ships in, and pinch my way through back topside. Then I waltz back to Daos and see him try not to sweat bullets. Good times
Point is, let me defy Arachnos, let me walk into trouble, let me get myself cursed. Let me do STUPID things, and just slap me with severe consequences that I can eventually fight my way out of. That way, it still feels like everything is my choice, because when people try to act tough with me, I defy them. Even if defiance is the only option, it still assumes my character can think for himself. -
Quote:I actually have shadows turned off (that is, I'm using Stencil Shadows), so I have no access to the Shadow Shader detail slider. And I don't think it's shadow-related, really, because it's more along the edges of objects, specifically where things like buildings and powerlines and and the backdrop of the sky begins. I actually did a little mock-up:One thing that I noticed is that the aliasing of shadows is determined by the shadow quality slider regardless of AA settings. While I get better performance when I lower the slider, the jagglies from the shading can have a deleterious effect on other textures.
So I'm wondering if maybe the lowered AA you're experiencing is an artifact of sub-par shading performance?

Have a look at the lower-left edges of both pictures, because that's where this is the most prominent, just above and below the spike. You can clearly see the stepped pattern of on the edge in the left one, but in the right one it's much, much smoother. I DID NOT TOUCH my AA settings between the two screenshots. All I did was turn Ambient Occlusion on and off. It's on in the left picture, off in the right picture, and the right one looks decidedly better to me. You can actually see a bit of the problem in the antenna at the top, as well, but I goofed up and got the beacon flash in the first pic.
For the curious: This is the top of Ghost Widow's tower in Fort Cerberus. I'm just on my way out after warning her. -
Quote:This is kind of what I was thinking. AO seems to be interfering with AA in such a way that AA works close up, but doesn't really work farther away. I'm not really familiar with how AA actually works on a mechanical level, nor what AO actually does, mathematically, but this is what I'm seeing as the end result. Objects close enough to display strong Occlusion shadows also see very strong AA effects and are very smooth. Objects far into the distance beyond the draw range of Occlusion shadows receive almost no antilailisng whatsoever. I don't know if it's some kind of stencil effect that only works where Occlusion shadows exist or if the AA option is somehow suppressed where shadows aren't present, but the result is not pretty, especially since I'm running medium occlusion settings anyway.I don't think it's turning off anti-aliasing. If it was off, the whole scene and every edge near or far would look jagged. AO is just interacting with FSAA and producing demonic offspring it seems. When I turn both on with my 5850 I don't suffer any framerate loss but I do see the weird "swimming" edge artifacts and off-colored polygons inside of things like overhead power lines. I play on a relatively low resolution (720p) so FSAA being off isn't an option for me. Can't stand the jaggies. I've been playing without AO.
And, yeah, I'm running a low-ish resolution, myself. 1280x1024 (I don't know what DPI this is, but my screen is 17''), so I really do NOT want to play without AA turned on to at least x4. I can see the pixels from a mile away. -
Quote:Ugh, don't remind me... Indigo, and especially Crimson are probably as good as Malta stories get in the game, and those are what? Five years old? Six years old? Crimson's World Wide Red is probably one of the only story arcs Hero-side that actually makes sense to be as long as it is, with very little filler, and I would guess because that's a story written for the Malta Group, whereas practically everything that contains them since has been stories written for a generic paramilitary enemy that the Malta Group just gets defaulted to because by that level, the Council are less para-military and more monster/demon club.Anyone who reads the Rogue Isles paper knows they exist...seriously that ticks me off to no end. They wouldn't call you out. If they wanted to beat you up they would sneak into your house in the middle of the night and shoot you in the head. It's lazy copy-paste mission design. Meanwhile on the hero side, you get word on the scanner that some "mysterious group" is attacking the pawn shop or the bank....and those particular missions come up very rarely. That's a much better Malta paper mission, you don't know it's them until you walk in the door.
The Malta Group are a clandestine organisation that few people even know exists, and fewer still have any information about. Crimson seems to be one step ahead of them half the time because he's an old dog of the intelligence game who's been dealing with them for probably 50 years, and the only reason Indigo manages to outsmart them is because she's working with Crimson. Even her being a former Knives member doesn't help her as much, since half the time she basically sends heroes to work with Crimson anyway. The only reason the Malta can ruin a young heroine's career by making it look like she got a lot of people killed to a gang of Skulls is because no-one would believe her story of high-tech commandos suddenly appearing. They are an invisible force that needs to STAY invisible if they are to have a point.
To be honest, there's probably one other meaningful reference to the Malta Group in the game, and it's something Daos says at the end of Black Scorpion's first arc. Whether I like it or not, Arachnos and the Arbiters are being billed as CoV's badasses who are the strongest and who have the final say. So when Daos hears about Malta's involvements, it is outright shocking to hear him go "Malta? OK, that's not good." Paraphrasing, of course. Outside of Missing Melvin and the Mysterious Malta Alliteration and World Wide Red, this is about the only time Malta are actually treated with the kind of respect and thematic they deserve.
Trust me, I hate the Malta group, especially when I have to fight them. But they're one of the biggest bads out there, and I respect them for it. Please, let's not ruin their place because of rushed design. I mean, who the hell is "Grimalikn?" I thought the Malta Group didn't have one overall leader, but rather had a board of directors? -
I see a lot of folks speculating how much better a City of Heroes 2 would be with 7 years of experience behind the developers' belts, but experience does not equal content. Sure, the new content would be great, but let's not kid ourselves - it took this game seven years to get to where it is. Do you honestly expect to see the same amount of content in a game that's been in development for, say, a year? All the zones, all the costumes, all the powers, all the stuff... That doesn't just take knowhow and good judgement. It takes time to make. Years, I dare say.
A City of Heroes 2 would be to City of Heroes what UT3 was to UT2004 - a better-looking game with more punch but a lot less actual content. This is the big one, in my eyes. People looking to upgrade to City of Heroes 2 from City of Heroes, the original, will be looking to indeed upgrade, not trade one set of problems for another. They'll be looking to have just as wide a costume selection, just as huge a power selection, just as many places to visit, just as many things to do, and MORE. Ideally, I'd like to see that, but the undertaking would be... Monumental. -
A couple of points on that.
Pet-distributed damage is unenhancible, as in you can't enhance how much damage goes to the pet and how much goes to the player. Masterminds get a sliding scale (basically, 2*damage/2+numberOfPets), but that's set in stone. You can't enhance a pet to take more or less than its allotted damage. As such, what you enhance armour pieces with is rather limited. You could probably slot them for resistance, but it'll just make them last longer, not protect better. So the question is: Do you scale their protection to enhanced levels, unenhnaced levels or somewhere in-between? Moreover, what do you do to improve them?
Additionally, having armour pieces block out all incoming damage and acting as extra hit points turns them into practical heals and the set into essentially regeneration. While that's not something I have a problem with, I suspect this is highly problematic in that it skirts the line of unkillability. If you can recover your armour faster than it runs out, then you cannot be killed. If the armour provides damage resistance, you can still be killed THROUGH your armour even if the armour itself can't be taken down. Having armour that blocks out everything makes you effectively immortal until it is broken.
The problem is in the area of peak performance. The recharge cap, I believe, is 500% (100% base + 400% buff). Having armour pieces take all damage means they HAVE to be recharge-bound and break faster than you can recover them, which in turn creates a problem of what level to balance it to. And you pretty much have to balance it with highest recharge in mind because it has the potential to offer immortality. Balancing it like that, however, breaks the set for casual users like me.
Basically, I feel armour pieces shouldn't add to hit points, but should offer resistance to the user, so the user can still be killed through the armour. As such, they can be allowed to be perma under ideal conditions without causing balance problems. -
Doh! The Clockwork were said to do this, yeah

So, why not? Let's have Arachnos soldiers do the same. They'll hang out on their posts and mind their own business, but if you mess with them, walk by with a damage aura or your pets on aggressive, they WILL try to mess you up. I still feel they ought to attack if you walk up to them, as well, just because they're jerkasses like that, but it'd fit.
Let's roll with that, though. What other bad guys can we do the same for? What other bad guys wouldn't be openly aggressive unless provoked? Crey agents, maybe? I mean, they're trying to keep a believable front, and they are NOT believable at all when they attack you on sight. Especially when they post anti-hero snipers on the rooftops. How about the Family? We all know they're dirty, but they still try to act like legit businessmen. I mean, sure, if they have a guy in cement shoes, they're gonna' wanna' kill you for seeing it, but if they're just hanging on a street corner, why would they shoot at you for no reason?
Who else could we do this for? How about a Borg-style monster group that will not even acknowledge you exist if you don't bother them? Would the Devouring Earth work? I mean, they have big plans for the city, but would they stop to chase every passer-by? How about Malta? For a clandestine secret organisation, they sure do spend a lot of time loitering around parks taking pot-shots at passing heroes. Why are there Malta in the overworld at all, in fact? Wouldn't they be more mysterious if you never even knew they existed unless you actually uncovered their plots? Remember, guys - the world at large still doesn't know the Malta exist. They're not "obvious" bad guys.
What else? -
Quote:I'm actually not convinced that having armour pieces take some damage away from the player Bodyguard-style may not be a good way to go with this, as Bodyguard is unenhancible and applicable to all damage irrespective of element. I suspect it might be better to go with more conventional defence and resistance buffs, and maybe a hit points boost while we're at it.In the set I just put forth the Armor pieces have their own individual health totals as pet powers. Though I REALLY should lower their totals to about 50%-60% of the player's overall HP total rather than 90%. Though with the damage being split, evenly, and the individual pieces having different amounts of HP I think the end cost of getting your defenses back up might be a mitigating factor...
-Rachel-
I still want the pieces to have their own health, I just don't want them to take part of the player's damage. Rather, I want them to take their own damage, with the player taking all of his licks, but having resistance and defence to mitigate it.
