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Quote:I'm completely the opposite. I'll almost always choose an old arc over a new one because the old ones make almost no assumptions about my character's nature, personality or motivations. By contrast, I try to never, ever run the Hollows, Striga or Croatoa because all three zones represent by far the worst content in the game, from my point of view. Sure, Roy Cooling is horribly written, but these three zone "arcs" are not arcs at all. They're a combination of random missions that have nothing to do with each other just passing for a story. And this "story" ends in a Task Force, most of which I haven't even run.Last time I did any 'legacy' arcs was for the Flashback badges. Never looked back.
I only do the 'zone arcs' now (Hollows, Faultline, etc...) or TFs.
I do agree that all the Security Chief garbage and forced introductions are stupid, and have always been stupid. No, there's no need to "introduce" people to the Hollow. This hasn't been new content for the last seven years. No, I don't need to have ALL my contacts drop what they're doing and insist I be introduced to a zone via its zone chief. And I ESPECIALLY hate the PvP Liaison missions. I know about PvP! It's crap! How many times do I need to be reminded of it?!?
That said, I don't mind travelling between zones. I prefer to travel, as a point of fact. The city feels so small and static when the next mission is always in that door over there 200 yards down the street. It's part of why City of Villains feels even smaller than it actually is. And unlike the meaningless CoV "story arcs" where you're told to go to three places and do three things and nothing comes of it, City of Heroes stories at least leave you with some lore revelation as a reward.
It scares me, and it scares me greatly, that the old story arcs will be "improved" like Atlas Park was. What I mean by this is it scares me that all the old fully functional and very decent story arcs will be chucked in the bin, to be replaced with just one very short arc that's 50% conversations and 30% cutscenes and 15% scripted events. -
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You know what the really funny thing is? If "The other part of the Roman Pack" pack came out tomorrow, I'd buy not just that one, but this one, as well. Trouble is, if it came out next month, I won't be able to buy this one because this one will have dropped out of its promotion.
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Quote:This is such a horrible argument I have a hard time accepting you're making it seriously. It's a bad argument because you can apply it to absolutely everything. "Hey, I have the secret of eternal life!" "Boo! Do you know how many undertakers will lose their jobs?" Human society will adapt. In fact, the ultimate utopia is a word where NO-ONE has to work for a living.How many people would be out of work because we no longer need to 'make' energy?
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On nukes, I believe I ranted about this recently. I fail to see how Warburg is such a threat to Paragon City (or why Blitz is at war with Paragon City in particular and not the US in general), and why more can't be done.
Warburg shouldn't be this hard to deal with. Like I said before - nuke it, bomb it, invade it, send commandos in to disable the nukes. We can't? Um... Yeah we can. When Alexis gets captured, our next task is to go disable the missiles. Which we do. So why did we have to wait until a famous retired heroine was captured before we disable the WMDs of a rogue state? Where's George Bush Junour when you need him?
But, OK, we need a traitorous scientist to disable the missiles. OK, I'll roll with that. So steamroll the island. We can't because the defences are too strong? Apparently, they're not. According to the contact in SSA3, "we can bust through all that." Hell, the very line "he has an island, we have a whole army" comes from that very same agent. And at the end of SSA3... We do exactly that. So why did we have to wait until AFTER Alexis was captured?
Failing that, didn't the US spend many years and many billions of dollars on the "Star Wars" defence system specifically designed to shoot down ICBMs? What happened to those laser-equipped Jumbo Jets that already exist today even without super heroes in the world? You know, the ones that can shoot down ICBMs from a long distance away? What about the Phalanx missile launchers? None of this is science fiction, it's right out of the Discovery Channel.
Even if the US of 2010 can't shoot down ICBMs from 1960, what about all them heroes who have the right powers to shoot down missiles out of the sky? In one episode of the X-Men, the Blackbird hovered over the sea while Russian nuclear sub Omega Red had taken over fired a salvo of Nuclear Missiles, and the Blackbird shot them all down. Hell, the Statesman once took a nuclear missile to the back of the head, and he came out fine.
The thing with using conventional weapons as your big threat is conventional countermeasures exist to combat them. The benefit of using fantastical weapons is that you can make up the reasons for why they can't just be shot down and still sound plausible. -
Quote:Not on a technical level, but it's the only reasonable reading I can do of the original message without it being incredibly stupid. If the concern is not people wanting to run the ITF, then it transpires that certain items are left unique to the ITF for no reason other than because someone wanted to keep parts unique to the ITF, and no reason that can actually convince. This, then, would be the absolute, rock bottom, bare essentials version of "It's their game, they can do whatever they want."For the record, this:
is not synonymous with this:Quote:Main reason: They were intentionally left out to maintain some exclusivity to the Imperious Task Force (ITF).
Quote:So, you were worried that people wouldn't run the ITF if not for the swords?
Exclusivity is not a reason unless it accomplishes something, and unless said accomplishment is to get people to run the ITF (which it won't, but is at least an argument worth having), then it accomplishes nothing and is there because someone didn't want people to have too much fun all at once.
I would literally have accepted the argument that that's too much stuff for one pack, so they'll sell it in two. I would have bought two packs, as a point of fact. But "exclusivity" for no reason makes sure I won't buy even a single pack.
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And you know what? It KILLS me to say this, because I'm one of the people who pestered Paragon Studios to release the Roman gear and the Rualruu weapons on the Market. I WANTED to buy them. But not like this. This is handled in such a wrong fashion it turns me off of buying something I directly requested. -
Quote:The Romulus Shield is in the pack, as is the Nictus Romulus shield.I think it would have made more sense to include the Roman Weapons in this pack and then just leave Romulus Shield and Sword options as the Task Force exclusives.
This actually brings up a question of logic I want to address to whoever is in charge of deciding what goes into each pack. You claim you want to keep some things exclusive to the ITF, yet you leave out weapons that have nothing in the slightest to do with the ITF. All the Broadsword options aside from Romulus Sword and Nictus Sword are tied to a defeat badge for Cimeroran Traitors which you can earn in two or three missions from Marcus Valerius without ever touching the ITF. All of the Roman axes are tied to the same bade, as are the shields.
So to keep ITF-exclusive items ITF-exclusive, you restrict items that are not ITF exclusive, yet include an item which IS ITF-exclusive. Because I can't get the Nictus Shield without running the ITF twice, but I can buy that from the Roman pack, or as a standalone piece.
What kind of sense does that make? -
You know... I'm suddenly reminded of the old days of Cryptic. Back then, we could never have anything good unless there was a catch to it at some point, something to ruin most of the fun. You can have capes! But only at level 20. Why? Because Hero 1. We don't have a reason, they just need to be exclusive.
And now Ghost Falcon explains it's so the ITF still has exclusive rewards. Because we all know no-one would ever run that if it didn't have a sword and a shield attached to it, right? And because the ITF is what unlocks the Gladius and the various axes, right?
Why does this keep happening? I was under the impression that the point of Freedom was to give us the choice of buying what we wanted if we wanted it enough to pay for. Well, between "task exclusivity" and the damnable Super Packs... Whatever happened to that? -
Quote:Look, I generally try to maintain more class than to just badmouth a red-name who's just doing his job, but...Main reason: They were intentionally left out to maintain some exclusivity to the Imperious Task Force (ITF).
So, you were worried that people wouldn't run the ITF if not for the swords? Smooth. You sell experience boosts. You sell Influence boosts. You sell honest-to-God recipes, the exact recipes that used to drop from Task Forces only. But you won't sell the Romulus Sword because it has to be exclusive?
I'm joining the others. This is a stupid idea. Costume exclusivity is and always has been. All you're doing is shooting yourself in the foot. People would have paid for this. I would have paid for this. And we would have happily run the ITF like we always have, because it's a decent TF, because it offers good rewards for time, and because everybody's doing it, and will continue to do it.
All this accomplishes is stifle creativity and lose you MAJOR good will points for holding back costume items for no real reason other than "marketing." Again. First the Super Packs with random chance for costume drops, and now this. This won't last forever, I can tell you right now. -
Quote:I hope not. Penny's costume has FAR too much detail in my eyes, or at the very least too much detail with not enough structure to it. We're reaching Darksiders level of over-detailing at this point, and we're not running the Unreal 3 engine. There ought to still be room for simpler designs, or at least designs with more structure to them.Wow the detail and resolution puts all other signature heroes to shame. Now you're going to have to redo all of them.
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Quote:I don't know if anyone feels the same way, but this thread has helped me condense a lot of my runny thoughts into single, brief sentences. This is one of them.We get all of the payoff, the climaxes of the story with none of the buildup of suspense that normally precedes any of them.
For years I've been trying to point to exactly this problem, and the SSAs aren't the first piece of problematic content, they're just the most obvious ones. People occasionally tell me that they don't like large missions, that they don't like long story arcs and so forth, but... That's just what it takes to have at least some semblance of build-up. I'm not even talking about a three-act structure (which the SSAs don't have). I'm just talking about something as simple as juxtaposition.
When the story is all action and drama all the time, then it dulls our senses and robs the action and drama of their impact. Like addicts developing immunity, we're simply no longer phased by the story tripping over its own feet in a mad dash to get all the climaxes out of the way like its husband just called that he's coming home early tonight and it's eager to finish and kick us out the back door in our undies. You need to have a story which hits fast points and slow points intermittently, because the big action set-pieces and dramatic reveals are that much more impactful when we have something to compare them to.
I hate to do this to whoever writing these stories, but the breakneck pace and small number of missions is starting to make the game's storytelling feel a lot like a Michael Bay movie - all explosions all the time, with characters we're supposed to care about because they have a film crew following them around just off-screen. You can't ramp up if you start at full throttle. There's nowhere left to go but into total absurdity or even outright parody, and the game strays boldly into both without actually meaning to far too often.
My first reaction to the SSAs was "They're nice, but three missions are not worth $10." And they're not, that's the basic fact. Story development is REALLY falling into the WW2 German War Industry trap of wasting SO much resources on every single unit that they never make enough of anything, whereas their competitors simply churn out inordinate amounts of much cheaper, much more plentiful stuff and bum-rush them out of the scene.
At some point, the mission designers need to stop think about what they're doing. Is it really worth it to have a custom map, custom enemies, custom cutscenes, custom scripting and custom dialogue in EVERY SINGLE MISSION? Is it worth it, really, if that means we don't get more than three missions per few months? Once upon a time Paragon Studios explained that they can't make every mission custom. It was simply not feasible if they wanted to provide a meaningful level of extra content. That's why they used pre-fabricated semi-random tilesets. That's why they had so many missions be essentially "Defeat such-and-such and his guards." And I bought it. I understood what it took to give us a decent amount of content, and I was OK with it.
Since 2004, I've been asking the same question: What's wrong with giving a whole ton of very basic missions with a very simple plot? A Family snitch has come forward, but the Family want him dead. Go rescue him. Zombies dragged some poor woman's kid in the sewers. Go get him back. The Council is developing a new weapon of mass destruction. Go stop them. Nemesis may have started using magic. Go find out what that's about. I can put together 10 of these in my lunch break, because there isn't all that much that needs to be done. Pick a map, pick an enemy group, put in an objective or two, then spend five minutes to think up a basic story behind it and you're done.
Ever since the Architect came out, storytelling went to hell in a handbasket. I don't know if it's the mission design team trying to outdo the players (bad idea, there are thousands of us), I don't know if Paragon Studios actually hired players who made Architect arcs (and would make the same mistakes in regular content as they did in their fan work) or what, but this insane complexity in mission design has to stop, or at least be toned down. I didn't buy this game to watch a movie. I was under the impression that I bought a sandbox RPG, presumably one where I'm supposed to make at least part of my own fun. I don't need to be led by the nose constantly, and hurried through half-baked story arcs because the mission designers took so long populating a map with fires that they didn't have time to make more missions.
The SSAs suffer for their unnecessary complexity, and they suffer greatly. They almost completely shun traditional methods of storytelling, like clues and briefings, in order to abuse every "new" system to cram as much unnecessary detail into every event that I get tired just trying to get through a mission. Give your story some elbow room, and maybe we won't have to trip over each other trying to tell the other 3/4 you had to cut! -
Quote:Honestly? I hope the answer is "no." I've had a longstanding beef with the Well of the Furies and how it's described as THE source of all powers and omnipotent and so on. Having Wade run afoul of the Well and defy its power would be an implicit admission that the Well's power CAN be defied in direct confrontation, and then all the other God Mode Sue storytelling around it unravels like a cardigan. I don't actually like a story where Wade kills the Statesman, takes his powers AND escapes a Karma backlash, but for the sake of freeing player characters of the shackles of the Well, I can live with it.And then there's the Well of the Furies itself. Will it "allow" Darrin Wade to summon/merge with Rularuu and consume/destroy the entirety of the human race, throughout the dimensions?
Don't they sell that over the counter at Wentworth's Fine Consignments?Quote:Now, in the future, we players are also going to need an incarnate's blood to depower (and sadly, kill) Wade, which is where I believe Lord Recluse will step in, giving up his own life in honor of his friend.
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In short, for him to die like a hero, having done all he could abut all he had to give was just not enough. That's a hero I, too, can respect. Is that too much to ask?
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Quote:Yeah, that's what I mean. I didn't use to have such a negative outlook on vigilantes - hell, Vigilante 8 used to be my favourite game way back when - but the way City of Heroes defines the term, it's one step removed from outright villain, and definitely square in the territory of the *******. And I worry that's where we're going with the Well and other things.If you mean the games deffinition of vigilante, yeah, no, don't want to see all characters become like that. :/
Of course, but I've been in "waiting mode" since First Ward, if not since Going Rogue itself. All of First Ward is one big downer story that ends up with Katie Douglass tossed in a tank. Then we have the SSAs, which so far have Alexis put in a fridge, Psyche put in a coma and the Statesman put in a casket. And that's ignoring all the downer stuff that took part in Praetoria proper. -
Quote:Of courseOr you can have your character be the shining star during these tragic events

That is the one saving grace, and the reason why I like the actual story behind the events. Everyone is somehow incapacitated, and Jun is the only one left who can help. Even if she's not at their level, this is her big moment to step up and defy the odds. That makes for a GOOD story, I'm not questioning that at all.
It's what has to be done to the characters to achieve that which really disturbs me, and I see it as much as a sign of things to come as just a one-off story. The Freedom Phalanx used to be the last of the "classic" heroes built on, essentially, Truth, Justice and the American Way. And I liked that, even if I'm not American, myself. It bothers me that they had to be defaced in a manner that they cannot recover from to resume their place as such, because... It transpires that they never WERE that ideal of heroism to begin with. We never HAD such an ideal for heroism. Even the Statesman, the long-standing true good hero, the face of the company, as it were, is revealed to not be that great of a hero anyway, and to be looking for an out.
It concerns me that the world is growing less idealistic and more cynical, and the future for characters like yours and mine seems grim. Well, "grim" in the sense that we'll be forced into making morally questionable vigilante choices if we want to progress, most likely in some relation to the Well of the Furies, that great bottleneck of character development. -
Quote:Identity Crisis, right? Ugh... I may have brought up something about that recentlyWell, that's what happened to the comicbooks. My breaking point with DC was what happened to Sue Dibny, who was a funny, happy character along with her husband and the group they usually appeared with.

You know... People always get on my case for saying City of Heroes shouldn't "limit" itself to comic books, retorting with explanations of how comic books are a lot more diverse than I believe they are. And these people are probably right, but again - City of Heroes isn't joined at the hip to Marvel and DC like some sort of grotesque Siamese triplet. The excuse that "Well, that's comic books for ya!" that's usually given for bad writing, bad continuity and pointless character deaths is part of the reason why my tolerance has gone lower and lower over the years, and why it's pretty much at rock bottom right about now. Because, no matter how you spin it, that's an explanation for why out stories end up bad when they could have been good, instead.
Like I said, storytelling is one of my passions, and it kills me to see City of Heroes brought down this path because comic books. Are. WEEEEIRD! That's why I've been so vehement about arguing that City of Heroes is not a comic book, nor a comic book simulator. Not to say that comic books are bad or that the game should diverge from them, but to insist that City of Heroes should be its own entity, driven by its own story and working towards its own success. The game does not need to parrot comic books. Comic books in general are not universally good. Some are good, some are bad, some are Bimbos in Time.
City of Heroes has plenty of problems of its own that stem from it being a game under constant development. The last thing we need is to drag in the problems of the comic book industry to add to the pile. And, no, it's not charming when garbled continuity produces utter nonsense just because hack comic book writers can't keep their act together. The failures of another genre shouldn't be copied over to this game, is what I'm saying.
There's room in City of Heroes for high drama and "life is tough" lessons, but I strongly disagree that that's what it should be ABOUT. This is, at the end of the day, "City of Heroes, where YOU are the hero!"
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Entirely separate is the issue of good writing for villains. I have a lot to say about that that is only tangentially related to my talk of heroes. I just don't think it's on-topic for this thread. Suffice it to say that if I want content for heroes that puts a wide smile on my face, then I want content for villains that gives me an evil grin. And I don't want either kind of content to make me sick for having played through it. -
I do wish more people broadcasting they're looking for a team would set their damn flags already! And set a search comment, too! Then we'd have to educate team recruiters to actually use the tool, too...
That said, a dedicated, all-access, server-wide LFG channel would be a very nice thing to have, as well. -
You know what MIGHT get me to buy this set, by the way? If it came with the shoulders Romulus has. You know what I'm talking about - the set of two shoulders like the larger one of the Gladiator shoulders set, with some fur trim on them. Sell me THOSE and I might consider getting the pack.
*edit*
I'm talking about these shoulders:

Why have these shoulders not shown up anywhere ever at all? Hell, why haven't we ever seen a set that's exactly like the Gladiator shoulder, but with two large ones instead of a large and a small shoulder? Sell me THAT and I'd buy it!
*edit*
And again, if it seems like there's too much stuff for just one set, then sell the armour pieces in one set, the the weapons and shields in another. -
I've been so negative lately, so I might as well say something positive for a change. Plus the servers are down, so...
To me, City of Heroes is still the best MMO on both a thematic and technical level. For the sake of argument, let's look at those separately:
Thematically, City of Heroes gives me the ability to both create my own characters and tell my own stories. It is this level of implied ownership of ideas that makes me far, far, FAR more invested in this game on an emotional level than any other I can recall off memory. Because these characters aren't just "characters." I didn't pick them from a list somebody else made. I poured my heart and soul into making them look like I imagined them and giving them the kind of stories that made me excited to imagine when I was a kid.
City of Heroes is an outlet for the imagination that balances complexity and freedom in a way that I've seen literally no-one else. Sure, I can grab 3D Studio MAX and make my own 3D models with much greater freedom, but I'm not very good at 3DSM. I could grab a pen and paper and draw these characters, but I suck at drawing, too, as I proved when bored during our last faculty meeting. I could fire up Word and write my own stories... And I do, but they lack any sort of visual representations, and I'm not good at thinking with pictures.
City of Heroes is the only game I know of which gives me enough tools to be creative both visually and narratively, while at the same time managing those tools so I don't become overwhelmed or need extensive tutorials to know how to perform basic functions. The various storylines in the game, along with its basic setting, are flexible enough to represent just SOME of my characters' adventures, leaving the door to the broader world open for me to tell a multitude of stories that I want. Sure, sometimes canon stories and my own preference clash, but compared to other games, those "first world problems," as it were.
Mechanically, City of Heroes is a solid game which doesn't get in my way. I've heard people praise its complexity and flexibility, but you know what I care about the most? That I get to do what I want, when I wanna' do it, without the game making me jump through hoops for it and ESPECIALLY without the game requiring me to do analytical statistics to achieve it. Yeah, there's a learning curve, but beyond that initial phase, the basic systems are not that hard to figure out with the presence of Combat Attributes and Power Attributes.
One of the BIG things that spoiled me on City of Heroes was the lack of loot and power trees, and especially the separation of power from power boost. Single-aspect enhancements are the greatest idea in gaming, as far as I'm concerned. They give me complete control over which aspects of a power I want to enhance, how much I want to enhance them, and how I want to spread this around between my powers. If I want a power to do more damage, I add more damage. If I want a power to cost less, I reduce that cost. It's a balancing act, but it's a balancing act that's completely in my control.
One thing I've always hated about ye olde gear-driven RPGs is that I'd get an item which gives me something I want and a bunch of things I don't, but I can't swap out my old item which has lower stats, but gives me a bunch of things I want. It's a complex optimization problems where lots of stats are tied together. If I want attacking enemies to cause them Fear, I can't just add fear to my attacks. I have to find a sword that does fear, and I have to remove the one which does life steal.
This is even worse with conventional power trees, where "enhancing" a power just means taking it for a second time, with a power boost entirely dependent on what the developers thought meant "better." This lead to the infamous example where putting too many points in Zeal would cause your character to get stuck in a 21-hit combo, unable to move, and die because you couldn't react, whereas a low-level Zeal only did a few hits. So if I want a power that puts a protective shield around me and then explodes 3 seconds later to protect me more, what do I do? Take the next level of the power? But that doesn't have more protection, it has more damage on the explosion. And if I want my power to do more damage? Well, the next level does more damage, but it also costs more. Great, now my powers cost so much I can't use them.
And, finally, items. I HATE scavenger hunts and I HATE not having access to the items I want. To me, how I build my character should be a question of choice and decision, not random crapshot luck. If I want my powers to do more damage at the cost of having weaker secondary effects, I can. If I want my character to have more accuracy at the expense of running an extra toggle, I can. The benefits of a decision balance off against the benefits that decision denies, and each decision is a self-contained choice.
All of this just means that City of Heroes is a game I can eventually figure out, and a game where I can get the things I want without having to do unfun things. And all of THAT just means the game lets me spend much more time flipping out and killing stuff and much less time staring at an Excel spreadsheet and crunching numbers.
As I said right at the start, I play City of Heroes because it's a visually-intensive virtual action figure that happens to allow me to play out my own story. Anything that gets in the way of that is a bad thing, and in City of Heroes, very, very, VERY few things get in the way of that. -
Personal note time, ignore if you don't care about my mentality behind this.
I may have made the situation worse for myself for one simple reason - I just got done writing "The Rise of a Hero," a story arc about Jun, the little girl that could which I'm playing right now, which both depicts her rise to prominence and sets her character up a one of the most dedicated, stubborn, uncompromising heroes I have ever made.
Jun is the girl I wanted to have hit Aaron Thiery in the mouth when he started talking about how the city had to be hurt for heroes to wake up, because she would never put people in danger under any circumstances. She's the one who shut down the Centre's "radio" mid-sentence because she doesn't care how much he does to reign Requiem in when his soldiers are still murdering people. She's the one who takes the Hero option at every opportunity without a second thought because that's the right thing to do.
Unwittingly, I wrote Jun to be the Naruto of my character roster. That is to say, she's the loud, brash kid who yells at adults having a crisis of conscience and punches people who try to argue for a grey-and-grey morality. She's the one always goes on about how heroes have a responsibility to the people, about how they literally and physically have no choice but to be heroes because lives depend on them. She's the one getting knocked down and then getting back up, and will keep doing so until the day she dies.
I say Paragon City has no ideals, because it is ideals I built Jun on. The great heroes of the past were her inspiration, and she will do everything she can to be an inspiration to others, even if she's probably younger than Penelope Yin. And that's how it should be. When people see a little girl bleeding from gunshot wounds, beaten and broken stand up and keep fighting, then they SHOULD be inspired to do the same. They SHOULD be inspired to put their differences aside, they SHOULD be inspired to put their personal tragedies on hold and do the right thing. Because no-one else could. The job of a hero isn't easy, but that's exactly why the people who do it are heroes. Because they take on this job that's full of pain, heartache and horror, and they do it anyway, so that others who are less capable of protecting themselves don't have to.
In an idealistic world, Jun would be an amazing hero worthy of admiration and praise. The trouble is that with every new Issue, the world of City of Heroes becomes less and less idealistic, turning more and more grim and gritty. For now, that sort of passion for the calling of the hero still works, but how long will it be before a hero like Jun will be expected to get shot and bleed out in a gutter when it's proven that enthusiasm for the right thing just gets you killed? How long before our heroes start realising that idealism is an outdated tradition in a world where nice guys finish last?
City of Heroes used to be a good world. Not ideal, obviously. Crime, drama, tragedy and more still took place. But at the end of the day, the world always gave me the sense that if you just do your best, if you're just a really nice person, if you fight hard enough and your ideals are good enough, you will eventually succeed and everything will be OK. It was an uplifting place I came to when I felt the real world wasn't fair, or when it felt like no good deed goes unpunished in my day-to-day life.
City of Heroes used to have morals I could aspire to even outside of the game. It taught me that being a nice, dedicated person was a good thing. It taught me that even one person doing his best can make a difference. I want those days back. I want to get back the days when a hero with nothing more than the guts to do what's right and a good attitude was already well on the way to success.
I want the happy City of Heroes back, and it's only getting sadder and more depressing, instead. -
Quote:Sorry to quote myself, but also:Depends on how close you are to those friends. I happen to not believe biological ties have anything to do with emotional relations. It's a question of the relationships you choose to develop, as opposed to the ones that are foisted on you.
And, yes, I do have immediate family on hand. Said immediate family is constantly on my case for why I'm not bursting with glee at every silly thing my five-year-old nephew does.
So, yes, a friend dying is equal to a daughter dying, depending on how close you are to either.
Comparing the death of a friend to the death of a daughter ignores all the other horrors the Midnighters have suffered, which I brought up in that cropped post. The sanctity of their home has been violated, and in a most violent manner. Their sense of security must have been shot to pieces, their confidence in their own spells put in doubt, suspicions of betrayal must have arisen. Such a brazen attack would throw the Midnight order in complete chaos, a kind of chaos that Mercedes mentions even two arcs after the fact.
For Mercedes, it's not JUST the loss of I would imagine more than a single friend. It's the fact that her home was violated. That's not a small issue.
And another thing: I get that the Statesman lost a daughter and make a mistake. I can dig it. But Miss Liberty lost a mother, and what mistake did she make? If we count leaving the interrogation, I assumed she meant she left Longbow guards to make sure nothing happened, but OK, we can count that.
But who did Psyche lose to make her screw up so thoroughly? A friend. A close friend? I don't know. I haven't read the books, so there's no way to tell. Alexis never existed in any game content prior to her death, and I haven't seen anything about her relation with any of the other Phalanx members. So Psyche lost a friend and screwed up bad, ending up in a coma.
Who did Manticore lose to cause him to screw up? A friend? Does he even HAVE friends? No, he screwed up on his own. Apparently, him and an army of Longbow soldiers just couldn't handle the mission they were given because reasons. But, OK, **** happens, people make mistakes. So who did he lose to continue making mistakes and acting like a jerk after the fact. A friend? Were he and Alexis friends?
No, we don't know if Mercedes lost friends. We know with pretty good certainty that many midnighters died, however, and we're never told what Mercedes' relationship with any of them was, because the Midnight Club is comprised of Montague, Percy, Mercedes and a bunch of red shirts. Yes, I'm assuming Mercedes gave a crap about some of the red shirts, but the point remains - Darryn Wade caused disaster for everybody, and Mercedes Sheldon is the only one who's actually doing something about it. All the other supposedly premier heroes are floundering around like fish on dry land because they're human and impaired.
Um... I need a hero? -
Quote:My hope is they're saving the weapons for a future "all weapons" pack that has Roman, Rularuu and probably the other badge-unlockable weapons in it, for the price of a full costume pack. I'd buy that.I guess they're afraid people will stop running ITF's if they have all the costume pieces.

By contrast, I won't be buying the Roman pack because it lacks said weapons, which is what I want. -
Depends on how close you are to those friends. I happen to not believe biological ties have anything to do with emotional relations. It's a question of the relationships you choose to develop, as opposed to the ones that are foisted on you.
And, yes, I do have immediate family on hand. Said immediate family is constantly on my case for why I'm not bursting with glee at every silly thing my five-year-old nephew does.
So, yes, a friend dying is equal to a daughter dying, depending on how close you are to either. -
Quote:FFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUU...I hate to be the bearer of bad news, Sam, but the Roman pack (inexplicably) doesn't contain the Roman weapons, other than the bow. :/
Forget it, then. No weapons, no purchase. I bust my *** campaigning for a weapons pack, and when a pack finally does come out which could unlock weapons THAT I'D GLADLY PAY FOR, it doesn't. That sucks, and I'm not gonna' buy it. Same as with the Circle of Thorns pack.
I have a new rule: If a pack excludes things it really has no reason to exclude, then it's not worth buying. It it my profound hope my choice to not buy this pack will reflect on some beancounter's spreadsheet and maybe get the point across.
The Vanguard pack had no problem including all the Vanguard weapons, and was worth owning pretty much for that sole reason. If the Roman pack excludes the weapons, then it's not worth owning for this reason, as well. -
Sweet! I've been waiting for the Roman pack for a long time. I don't necessarily want the clothes, but the weapons and shields are definite must-haves. Maybe now the Spirit of Light will be more fun to play when he has a better sword.
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Quote:AND she can throw down, too! When I first found her, she was fistfighting about half a dozen burly thugs!IMO, apart from Darrin Wade, the only person who passes as being somewhat competent in all of this is Mercedes Sheldon.
- Every midnighter was too busy speculating about the reasons for the Rulaaru attack, and she alone had the clarity of mind to go the vault and check if anything was missing.
- While every effort was being made to recover Arcanus' skull, she stayed behind and ran an inventory check to see if anything *else* was missing from the vault.
- She realized the Dirge of Chaos was missing, and tracked it down to St. Martial.
- She was the one who made the connection between the missing artifacts and Darrin Wade, the only foreign element that could have conceivably taken them when the Midnight Club was attacked.
- She actually *helped* the player reach Johnny instead of going ahead on her own and making a mess of things.
But you're right, Mercedes comes off as fiercely competent in this case. While all the Freedom Phalanx are spinning their wheels and blaming each other, she's working on preventing other people from getting hurt. Her home was just defiled, her life was put in severe danger, many of her friends died, but instead of crumbling like a Statesman, Mercedes got to work averting further disaster.
In my playthrough, Mercedes fell in battle because she's not that strong a fighter, but I can't really consider this to be her own fault. She isn't a fighter, she's a mage, and I was supposed to be protecting her, a task at which I failed. She didn't run ahead, she didn't fly off the handle, and she wasn't even all that rude.
On the subject of people to admire, I admire Mercedes Sheldon. I don't know how realistic her behaviour is, but I know I can respect it, regardless.
