SilverAgeFan

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  1. Had to deinstall in order to remove some distractions during a busy week. Began reinstalling today and had NOoooo idea Freedom would have a four stage download process.

    Folks wanting to try out the game for free can now access the character creator while the rest of the game is downloading after stage 2 finishes.

    Once you finish stage 3, you can actually play lowbie arcs in Mercy and Atlas while the rest of the world is downloading.

    Stage 4 is the rest of the world.

    Getting some weird graphical errors being in game while it is downloading, like horizontal smearing of black costume details.

    But still, it's much better than downloading overnight. Left the house for an AM business meeting. @9:00am. Started the game downloading game figuring it might be done by the evening based on my usual time required for a reinstall. (still may take that much time to get through stage 4) But by the time I got back at 11:00am, could log in, see characters, play with the costume creator, access the store. And within another 30 minutes, had access to the two starter zones.

    Very cool. Very smart.

    My one big beef though: had no way I could find to change my graphic settings so the resolution matched the desktop until I had access to Mercy or Atlas. So the character creator was all blocky and ugly. There should be a clear, EASY way to adjust graphic settings available to all casual and new users--not just those who know how to say edit a preference file--to adjust their graphic settings at the earliest stage possible if this is about drawing new users into the game.

    A big plus I did notice however: for the first time ever I was able to adjust the screen resolution in game and not have to restart to see the effects. Good job Paragon tech team!
  2. Quote:
    Originally Posted by Arcanaville View Post
    There are only so many ways to make something "look female" and most of them are not applicable to the Granite armor appearance.
    I wish Georgia O'Keeffe were still alive.
  3. Quote:
    Originally Posted by Clockwork O1 View Post
    Zwil never lets me perform sociology experiments with our forum population.

    We should probably do more testing, I'm not sure they're ready.
    Considering the uproar over the last round of sociology experiments that was performed upon the CoH population, probably a not a good idea...
  4. Quote:
    Originally Posted by Oedipus_Tex View Post
    Hedwig and the Angry Inch (2001) is one of my favorite movies ever. The lead is not technically female, it is not an "action" picture, but it is to some extent a fantasy, even if a fairly gritty one. It's largely ignored by the mainstream but beloved by the "substream" if such a stream can be said to exist.
    Excellent movie. Wish I could have seen some of the short theatre they workshopped before they knew it would become a film. Growing fan of small house contemporary theatre.
  5. There is a bug I've been trying to get some attention to introduced with i21 that involves power customization (in my experience only on PARAGON STORE PURCHASED COSTUME SLOTS) resetting upon death and hospitalization. It is inconsistent. Frequent enough to be noticeable but not easy enough to replicate. But whatever happens, it resets DURING NORMAL PLAY not while at the tailor.

    Dying while monkeyed and then hospitaling resets both power sets for me consistently. Dying then hospitaling normal will sometimes reset 1 or both power set customizations to default for me.

    On one of my incarnates, I've had a full customization reset. Which can cost upwards of 1million influence to undo because of the high cost of Lore, Judgement and Destiny color customization.

    The getting it to take at the tailor is an old bug that appears to have resurfaced. And the workaround is indeed to change something else at the tailor.

    But be wary and keep an eye out for this new customization reset bug. The sooner we can supply devs with accurate means to reproduce it, the sooner they can track and fix it.
  6. Quote:
    Originally Posted by Smersh View Post
    That's rather the point - outside of certain forms of pornography, men aren't generally sexualized (portrayed in such a way as to create an immediate connection between the image and sex, or to portray a character as a sexual object first and a person second.) Chippendales dancers are sexualized men; otherwise, men are largely portrayed as characters in media, not as sexual objects.
    I'm going to go out on a limb here and guessing that you don't really think much about men sexually. Or have ever worked in a job where are required to think about men in this way. Because that comment lacks a lot of insight regarding how the male form and gender (two different things--body vs. social role) are viewed sexually.

    Not sure how to help you sort out "What women want." Maybe get a gay friend and indulge in an hour or two of girl talk about what they like in a guy? Nothing dirty, just an insightful abs vs. eyes sort of conversation. Or work as a photo editor in the fashion industry? Anyways, trust me, men are sexualized quite a bit. Not as much as women still are. But more so now than they were even 15 years ago.

    And that catty peer pressure described up-thread that occurs between many women? Can't tell you how clearly some corners of marketing understand that and have been trying to foster that culture amongst any segment of modern male populations. From fragrances to balding treatments to exercise machines to fad diets to garments to music, men are definitely sexualized. Sometimes it is to entice those that are sexually attracted to male bodies. Other times its to spark exploitable insecurities in males themselves. But make no mistake, it does happen in our society at large.

    Okay, tangent over. Back to the thread about gender roles within a superhero game.
  7. Quote:
    Originally Posted by Kitsune9tails View Post
    But is the audience the artist?
    McLuhan would be proud.
  8. Quote:
    Originally Posted by Arcanaville View Post
    To amplify the point: whether this question can be trivially answered by any one person, the fundamental problem is that everyone with a trivially easy answer probably has a different trivially easy answer than everyone else. How you can build consensus around all those different answers when everyone thinks the answer is trivially obvious, and different, is the crux of the problem the question highlights.
    Interesting summary of the topic at hand. In my life, often when I encounter a question like this, the answer is in the doing. There is no verbal answer.

    But as you hint at and hedge around in your post, artistic doing is a bit more compromised when your medium is a digital gamespace. It's one thing if you are limited to say ink on paper and any type of marks your imagination, pride and shame will let you get away with. But here in this gamespace, if this is your primary creative outlet, I can see the frustration some highly creative and exploratory people might begin to feel.

    Compromises abound with imitative yet potentially inspired gestures. Things as simple as "I want to make a character that is all about whips" can tumble into frustration once a player realizes they are stuck to a petless MM. Or a desire for a character that is 50' tall will likely never be fully realized. Depending upon how one's imagination works, these corners that within the game represent terra incognita may be the most tempting. And though my examples are back squarely in the genre of neutral impulses for various superpowers, the same artistic curiosities do exist for the more subtle and naturalistic questions of gender and sexuality and what role they play in the formation of various characters.

    Not all of us are roleplayers. Nor are all of us necessarily artists and writers. But for each of us, our character stables, especially for those who stay with the game for a number of years, represent a not-so-insignificant manifestation of each of our individual creativity. Creative expression tends to move through territories. And in a weird round about way, I think each of our stables of heroes from names to power sets to costumes represents on possible answer to the question you articulate.
  9. Quote:
    Originally Posted by Golden Girl View Post
    Theyre' working on at least 2 more right now
    Fixed that for you.
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    Wait, what's the controversy around Desdemona? I haven't heard anything about it. I thought she was just an intentional cheesecake in boyshorts.
    No no. It's me not getting the appeal of Ghost Widow, visually or as a literary character. I understood Eva's point number 2 to be equally relevant to Desdemona's appeal as it was to Ghost Widow's. I think that is why she made the aside about D.

    Hehe. Too many subthreads flying about here.

    By the way, this is one of the most civil (and actually interesting) conversations about gender, visual representation, sexuality and how it all bundles up into character I've witnessed on a gaming forum... perhaps ever. Usually these things feel like the thread title implies, yet another boring retread on campus political correctness vs. sexual libertarians that then quickly decays into a mass flame war and thread lock.

    Not to sound all group therapy, but thanks for sharing everyone. I've found many of the posts interesting to read.
  11. Quote:
    Originally Posted by Eva Destruction View Post
    Quote:
    Originally Posted by SilverAgeFan View Post
    Anyways, I realize this is an argument of opinions which I'll never win here with most forum members. Ghost Widow has a strong fan base amongst CoX players. Or at least she seems to. I've never understood the mystique though.
    1: She's one of the best-developed characters in the game. Furthermore, her character development comes early in a player's CoV career. She's a sad figure but she never comes across as whiny like Scirocco does, and she's evil but not "lol, look at me I'm evil" like Mako and Black Scorpion and Recluse.

    2: Goth chicks are apparently "hawt." And by "hawt," I of course mean widely fetishized. Incidentally, Desdemona wouldn't look at all out of place at a goth club.
    I get these points. I do. When I said I didn't get the mystique, I guess I meant to say that viscerally, the character or her appearance has never really had an effect on me. It all makes sense to me intellectually. And I'm no stranger to lusty, romantic attractions to a variety of subcultures, emo and goth included, but GW has just never floated any boat I've rowed. Nor has her backstory piqued my imagination.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    More broadly, the question of what to develop is muddied even further by the fact that you really don't like whether you like something or not until you actually at least see it. I didn't think I liked high heels as a concept until I made that pink bunny in the OP and her high heels made sense, and gave me a good frame of reference for making heeled women in the future. I didn't think I liked skirts in general until I had to make a character who called for a skirt just because that's what made sense, and that one gave me a good basis to make newer ones. Opening new grounds opens new opportunities, and that's often much more rewarding than yet another suit of tech armour like the other eleven we already had before.
    Noble Savage spoke to this maybe a year or so ago when he posted about giving us some of what we've been long clamoring for as well as some things we never knew we wanted. From direct experience, I think one of the most gratifying things as an artist is delivering the unexpected to an audience and getting a strong positive response. For the sort of work I do, it often comes in the form of a "Damn, you proved me wrong. I would've said this would have never worked. But here it is. And I love it." And I imagine for the art team it's coming up with an unsuggested, or rarely suggested costume piece concept, keeping it under wraps, releasing it and then getting wild praise and extensive usage from the player base.

    For me, I think the railroad crossing sign as an improvised titanic weapon falls into this category. I never realized I wanted to make a character that bashes things with railroad crossing signs till I saw the artwork.

    In a subtler fashion, those metallic upper arm rings for female models from the barbarian pack have similarly changed one of my main characters signature look. I've repurposed them as more generic armbands of cosmic power and colored them gold or purple depending upon the outfit. But it works. Makes the character feel more complete. And I never knew she'd be better of with them before seeing them and playing around with them. (This character coincidentally is the same one I rerolled in that OTHER hero MMO with the muscle definition slider set to 11.)
  13. Quote:
    Originally Posted by Blue_Mourning View Post
    However, all that being said, GW is a good example of a woman's who's sexualization is used as a tool to build character instead of it being the end point of character (Starfire from DC I'm looking at you!). GW most interesting assets aren't her boobs, or her face, or her one of a kind hair. It's the fact that they built an interesting mythology and character around those things. Her relationship with Wretch is one of the most interesting in the game. When you compare her backstory to, say, Black Scorpion's, you can see how much richer her's is, and how much better fleshed and rounded out she is as a character.
    Go ahead and try to explain that to someone who doesn't play the game who sees the character from a more distant fresher perspective. (YMMV on this experiment depending upon the age, maturity and orientation of your test subject.) They may not get that she has one-of-a-kind hair. But I can tell you from my experience she's been described to me by outsiders as, "Is that the character with the huge white boobs?" Sure, there's accentuating what you've got. And then there is silly.

    To me, Ghost Widow's costume has always felt as silly as the nipples on Batman & Robin's chest plates in Joel Schumacher's Batman and Robin simply because it overshadows everything else about her with a big flashing neon sign that essentially says "BOOBIES -->". Even with years of familiarity with the content of the game, I've found it hard to get over that costume. And I've found those outside the game simply can't take any deeper expositions of her character seriously as it sort of seems like just weak coverup to justify folks liking her simply because of how she looks. And in that case, I think her overt sexualization actually serves for some (myself at least and those I've already described) as an obstacle to accessing the character or taking her seriously.

    In my experiences, for a character like her to work, there needs to be a synthesis between the overt sexualization, her motivations as a character, and the role her sexuality plays in her interactions with other characters.With a character like Ghost Widow, it seems when someone brings up the costume the response is "Yeah, but she's cool for different reasons..." rather than "Yeah, she's all that and then some..." It may sound like a subtle difference. But it's a difference that matters in my book.

    And before this conversation goes there: Yes I get the whole dead, disinterested and therefore unobtainable schtick ascribed to GW. I get it. But I also find it a rather boring manifestation of unobtainability. She is no Rogue or Doctor Manhattan in this respect. Part of it is because she is already so disinterested that it just doesn't matter that she is a non-corporeal being. The other part again is the sillyness of the white plastic boob-guard costume. Instead she comes off like the cartoonish sit-com woman who THINKS she catches someone eying her in public and then proceeds to bob and weave her head while loudly asserting "NUH uh honey, you ain't gettin' into this". (Or Jill Talley's beautiful moment in a Mr. Show sketch from about 15 years ago when she comes out of a truck stop bathroom, wipes her nose and then randomly asserts to some person waiting on-line at the register "Take a pi'ture, it'll last longer. Jag-off!") The only valid response for most characters targeted by this is a mixture of confusion and reciprocal disinterest by the pre-emptive rejection. And for some, add a touch of privately held embarrassment at GW's lack of self awareness.

    Anyways, I realize this is an argument of opinions which I'll never win here with most forum members. Ghost Widow has a strong fan base amongst CoX players. Or at least she seems to. I've never understood the mystique though.
  14. Quote:
    Originally Posted by Nyx View Post
    An overplayed Feminist, is equally bad as an overlyplayed Demon, Cat-Person, Demi-God etc. The difference is that one is political and often times confused.
    I like this summary. It matches where my mind is at when I make a new character. Each of my characters is quite different from the last and each is usually my own riff on some of the many tried and true tropes of comic book fiction.

    Yet where you assert that overplaying is bad, I think it's like picking fruit. The longer you can let it ripen on the plant, the more intense the flavor. But you also risk going too far and your harvest going off. But it's worth the risk IMO.

    So back to what I understand as Sam's original overall topic and question that has resurfaced several times in the past year: why are there so few options to then overplay the muscle bound Red Sonja type of female in game?
  15. Quote:
    Originally Posted by Hydrophidian View Post
    Ghost Widow hasn't been sexualized. Honestly, I think that's contributed to her popularity. Note, many people still find her sexy. Sexy and sexualized aren't the same thing.
    I have a hard time agreeing with this statement when you look at her costume chest piece. The first thing a couple people I know who don't play the game have commented upon seeing her in game or loading graphics are her breasts. That costume isolated and exaggerates the existence of her breasts. It's all there in black and white. And personally, I've always thought that she was a bit of a cheesey character for it.

    Next to Sister Psyche, I'd argue she's one of the most sexualized female canon characters in game (pre-Desdemona of course).
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    No, no, I didn't mean to say you took it as a joke. I know that you and a few others agreed with me. I'm saying that people at large see it as a joke just because... Why would you want a woman with muscular arms? Real life women aren't like that, right?

    I didn't mean to insinuate that you made fun of me. I apologise if that's how it came off.
    It's all good. Just wanted to be clear that on this particular topic, I'm on your side.

    Quote:
    Originally Posted by Blast_Chamber View Post
    Both the male and female avatars are overly sexualized. That doesn't mean sexually arousing, just overly characterized. To condemn a representation of femininity on the grounds it has small weapons or walks with a tush sway is overlooking the broad definitions the society has placed on that gender. The way this game portrays the physical aspects of femininity are based on the broad characterizations made by the contributing writers/artists of the core genre... Comic Books. I feel this topic cannot be discussed without mentioning what contributes to "sexual identity" in the western world. However, that is taboo here so... This discussion maybe at an impasse.
    Bringing it back to requests for character parts and the source material (comic books, superhero comics in particular and that which is T for Teen down to G rated) while skirting that elephant in the room, gender bending in a media loaded with gender stereotyping and highly characterized body types and gender roles is a common means strategy for creating a "unique" character.

    We may not be able to discuss the specifics of WHY various roles and looks are gender stereotyped, but like many taboo subjects I think many of us know it when we see it. Some of classic comic gender benders are quite memorable and charming. Peppermint Patty, anyone? Anyways, I think what Sam (and a few others) have requested over the years are a few more tools in the costume creator to play with this pretty standard strategy for defining a character in visual fiction. Regrettably, I think a few firey places would need to freeze over though before we see tutus in the Huge->Belts category.
  17. I think the high collar was the piece I was most hoping for, clipping be damned.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    Another poster joked about adding "Titanic Arms" to go with Titanic Weapons at my constant suggestion for Robotic Arms getting muscular human arm options, but that's kind of the point - all of these suggestions seem to be interpreted as jokes, or at best as niche appeal.
    That was me who suggested that. It was not meant as a joke. The manner that it came out was as a witty quip and clever turn of phrase if I vaguely recall the momentum of the exchanges in the thread correctly. Anyways, I said it there and I'll reiterate here: I've always been a fan of Wretch's unique arms.

    Sam, I generally like the ideas you bring to the boards. And you tend to tackle them with the utmost passion. But you need to chill a little. Sometimes you risk alienating people that agree with you.

    A wry writing tone doesn't always mean someone is against you.

    Quote:
    Women appearing masculine, both in costume and mannerism (anyone remember the hatred for the "with weapon" run style for women?) is seen as something weird, unpopular and unnecessary for the most part, and this befuddles me. Men are allowed to cover the full spectrum of characters, right down to practically feminine, yet women representing anything other than femininity is... Niche?
    One of my favorite things about the character creator in a competing MMO title that shall go unnamed was the musculature slider. It was basically a slider for the alpha channel of a shader on every character regardless of body type: male, female or huge. I remade one of my original 5 characters in that particular game world, a classic female heroine who can easily be triangulated in terms of personality and aesthetic between Superman, Wonder Woman and She-Hulk. Being able to crank her musculature--the definition and not just the geometry--to 11 really helped make her visual presence in that other title rather stunning. She was ripped and I loved it.

    I also wouldn't mind more "butch" costume options, whether it be Baron coats, new short hairstyles, or tough-grrrl tat sleeves. But even the butch can become sexualized. Witness Vasquez in Aliens. Or ask any visually oriented queer friends you might have. Butch can definitely be sexualized...

    Edit: Oh and men are not allowed a full range of options either. It's been how many decades since Rocky Horror and the whole glam fashion? No fishnets for men? Very limited long hair options? It's not just about cross dressing. Context is everything. In the Ocean's films, Bernie Mac's penchant for manicures would have come off as pretentiously metrosexual if given to Brad Pitt's character. But for Bernie's character, this and other cues blurring gender lines, just made him seem tougher and in certain scenes more intimidating.

    From willowy gothic male androgyny to linebackers in tutus, shades of male cross dressing can also be put to good use when defining a character's schtick. Yes it all needs to remain T for Teen. But cripes, how many rock stars for the past 40 years have gotten us used to some blurred gender lines when it comes to men? The closest thing we have in this direction is the legacy S&M style male top with skin that has leather straps and nipple rings. And this could arguably be the only male costume item that is as sexually overt as dozens of female options, including a majority of the original tops with skins options.
  19. Quote:
    Originally Posted by Positron View Post
    Hey everyone,

    I know there is some disappointment in a few of the COT pieces that didn't make it into the package, and I want to dispel some of the rumors that we do this to keep unique pieces in the NPC's hands.

    What is more likely the case is that the pieces in question clash with over 20% of the other pieces in that area (cutting through geometry, in general looks really bad). In these cases we reserve the right to withhold these pieces in order to maintain the good looking characters you guys are capable of.

    Not an answer that will make everyone happy, but we do our best to ensure that a vast majority of our costumes, current, past, and future, work with everything else. Not everything will fit the bill, and just work with one or two other pieces, but that is a situation we work hard to avoid in the first place. Sometimes a look just has to win out though, and the piece gets made anyway. It's just that we work under slightly different guidelines when concepting and making parts for an NPC group than we do for PC costumes.
    Hmmm.. not sure whether to reply as a reasonable but indifferent adult and thank you for the response. Or as an impassioned but disappointed customer. Part of me is ready just to say "meh" and figure that we're going to get what we get under Freedom. But the part of me that is still very enthusiastic about this game is kinda tired of the tired explanations for weird marketing and release decisions. That part of me is also in agreement with other posters that are asserting that the no clipping explanation just doesn't wash and what *has* been included in this pack is marginally worth the price of Paragon Points.
  20. Numerous bug threads about these issues.

    I get resets to default for UI color settings. Also get one character carrying their UO over to the next, but not consistently.

    I get the fog of war resets. And sometimes the reset undoes and I get an explored city zone. Only to have it reset again later.

    Lastly, not listed here, there are inconsistent but frequent enough resets of power customization (color AND animations selections) to default original settings. These can be only the primary set, only the secondary set, or sometimes both. As far as I can tell this is only happening on purchased costume slots. Dying while monkeyed then hospitaling is the ONLY way I've found to reliably repeat the reset. Hospitaling sometimes seems involved. But not always.

    But yes, something hinky is happening. Assuming it is backend data management issues and new hardware issues. But I've yet to see a redname (dev or community rep) validate or acknowledge the existence of any of these issues, much less give any sense of where in the priority queue fixes for these certainly-not-game-breaking-but-all-too-homely bugs might lie.
  21. Now that we have a trial that feels quite opposite from Keyes in the Underground Trial, I'm pretty okay with how it currently works. I think both represent outliers of fun and challenging, getting praise from harder core players and something for others to try once or twice.

    I don't know if the game should have many more carbon copies of these particular trial dynamics. But I think they should exist in some rare form again as unique outliers of gameplay.
  22. Just played through the Meteorologist badge "mini" arc and boy, this one could use a revisit.

    It SHOULD be epic and gorgeous. The theme is compelling and classic. Nemesis about to gain full control of the weather? But it lacks any urgency. Any sense of consequence or engagement. It's a string of legacy content talk-to across zones of travel and defeat all after defeat all at the end.

    New now existing FX and enemy customization should be enough to have some climactic encounter with a Fake Nem with storm powers and a repurposed and recolored sky box from First Ward, showing some gathering hurricane. Maybe even the weather devices could pulse [gale] at random intervals... or the map could, targeting friend and foe alike? Anyways, great theme, great concept. Miserable telling. Even more miserable play through.
  23. Just a quick post to give a *thumbs up* on the double lava effects in the signature arc. The moving dual textures are a fairly elegant, effective and economical solution for conveying something as complex as flowing lava. Good job there! ^.^b

    Now if ONLY we could someday get similarly animated textures on our characters... >.>

    Oh wait, came in here just to compliment you guys on a job well done for once rather than hit you with a bevy of new ideas! Dang.

    <.<

    Keep up the good work FX crew!
  24. Quote:
    Originally Posted by EvilGeko View Post
    I haven't. But I haven't tried either. After getting two Alignment merits for 20 min. of play, I stopped, lest I be accused of exploiting.
    Hmmm... will go test this now. Within reason. If we can get up to 2 in a week, I'll see if I can get 3 or more on the character I've already done it once with. Like EG's post implies, I thought that it was 1 per week per character no matter what. I didn't realize you get 1 for the first time doing any signature story and then it is gated starting the run AFTER that.

    Any clear word on how this is intended to work once we have multiple signature arcs? Will it be one big rewards table reward per arc per week per character? Or one rewards table bonus per character per week, regardless of the diversity of arcs?

    ****

    Edit:

    So just ran this arc another two times on a character who had already gotten 1 hero merit. I was able to get one more. Third time I ran it, there was red text below the hero merit option on the rewards table saying I can only choose that reward once every 7 days. Since this character can fairly effectively speed this arc, going to run it a few more times to see how it currently *is* working, regardless of whether that is WAI. I'm just systematically picking each successive reward until it won't let me anymore, sort of like doing holiday mishes for badges and powers.

    To be clear, on this character, running it thrice I was only able to get 2 hero merits total.

    ****
    Edit 2: Rewards Log
    Run 1
    Rewards Blocked From Selection: None
    Reward Selected: Hero Merit
    Rewards Received:
    • 2 Reward Merits
    • 1 Hero Merit
    Run 2
    Rewards Blocked From Selection: None
    Reward Selected: Hero Merit
    Rewards Received:
    • 2 Reward Merits
    • 1 Hero Merit
    Run 3
    Rewards Blocked From Selection: Hero Merit
    Reward Selected: 4x Reward Merits
    Rewards Received:
    • 2 Reward Merits
    • 20 Reward Merits
    Run 4
    Rewards Blocked From Selection: Hero Merit, 4x Reward Merits
    Reward Selected: Reward Merits
    Rewards Received:
    • 2 Reward Merits
    • 5 Reward Merits
    Run 5
    Rewards Blocked From Selection: Hero Merit, 4x Reward Merits
    (Basic Reward Merits was still available, but I chose the next one in interest of testing)
    Reward Selected: Astral Merit
    Rewards Received:
    • 2 Reward Merits
    • 1 Astral Merit
    Run 6
    Rewards Blocked From Selection: Hero Merit, 4x Reward Merits, Astral Merit
    (Basic Reward Merits was still available, but I chose the next one in interest of testing)
    Reward Selected: 10 Incarnate Threads
    Rewards Received:
    • 2 Reward Merits
    • 10 Incarnate Threads
    Run 7
    Rewards Blocked From Selection: Hero Merit, 4x Reward Merits, Astral Merit, Incarnate Threads
    Reward Selected: Reward Merits
    Rewards Received:
    • 2 Reward Merits
    • 5 Reward Merits
    ****

    Final Edit:

    So, it appears that the system is WAI. But just not how I expected it to from the initial announcement. ALL rewards are available for the first time you do the mission. No selection counts towards your weekly limit. Then thereafter, you can claim each and every reward on the table once every 7 days with the 5 merits being the one repeatable reward.

    The other thing that threw me, I expected the 4x Reward Merits to simply award 4x the base reward merits you receive for the arc itself: 2. When I got 20 for that selection, I thought I might have found a bug. But nope. It's 4x the 5 merits which is the repeatable reward.