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Quote:I think our playing styles are probably pretty similar then. The reason I gravitated toward Alterac Valley when I decided to try PvP in WoW was because it was the only one of their battlegrounds that actually seemed more like a battle and less like a game. I never really engaged in duels or any of the other PvP nonsense that they had... just as I don't really do the arena here.
For me, these days - yes, I'll still look for a fight in the zones. But most of my PVP jonesing is filled with Aion, which - again - has both sorts of experience. The Abyss is purely (well, "nearly purely") PVP. It's risk of PVP, 24/7. (Yes, it's PVPVE - perhaps we should start using that label for our zones.) And after certain levels, rifts can take players between Elyos and Asmodae, but in limited numbers (limited uses and levels,) and there are missions that specifically call for you to *go* to the other side. Yes, they could - if you're lucky - be purely PVE missions (I have, for instance, one to deliver a bundle of spy orders to an NPC, another to kill some specific animals found only on the other side, and a third to talk to some NPC) but the chance of actually DOING them without having to fight is exceedingly small. It's got more of a mix (and better balance - which IMHO comes from fewer, less specialized classes, since our 14 with multiple powersets... oy...)
In any case, honestly they have both. Concentrated in a mostly-PVP-based area, as well as "run through an open zone to do an objective." And IMHO they pull it off rather well, without what sounds like that battleground-style instance. So it can be done.
I guess I've been pretty lucky in that I've always tended to build AT's that are fairly well geared toward pvping, (or at least surviving for some length of time), because on the few occasions where rp/pvp has come into play with my SG's, I've done pretty well. That's not to say I can hold my own against the players that really do devote a lot of time and energy into building characters specifically designed to PvP, only that I do well enough against people at my level of skill in the activity that I don't embarass myself.
But to me, it will always come down to relevance... whether or not the activity has any relevance to the advancement of the ongoing narrative of whatever character I happen to be playing at a given time. And like I've said before, I think that is where this game fails and it may have something to do with the genre from which its drawn.
Comic books are essentially about 1v1 conflicts or in the case of team books small unit conflicts. Though there are examples of large unit conflicts in various comics over the years, usually those are 'events' rather than the norm. Unfortunately here, there is no nod to the rather personal nature of the superhero/supervillain conflict. There is no surrounding narrative to the conflict.
Ultimately, a superhero, unlike a member of the horde or alliance in WoW, is not usually part of a larger paranormal army. It's a genre that, almost more than any other, celebrates the indivual nature of personal heroism or villainy. And sans me stopping something that your character is actively trying to do, there's no particular reason for me to fight you except to engage in the same sort of gladiatorial nonsense that I dislike about dropping the flag or accepting a duel challenge in WoW. -
Quote:Oh, sure, and there are folks in WoW who go into Alterac Valley and hang out at the entrance to do nothing other than to farm honor... and they are routinely villified by the other participants even though there's nothing they can really do about them.
See... the zones *do* give concentration points. The meteors don't move. The firebases don't move. The hotspots are always in one of the same points (and marked on the map.) You know where the scientists, labs, and computers are, in Warburg. You know where the bunkers are in RV.
The difference, I think, between the instanced battleground model and the open zone with objectives model is the implied assumption that the player has gone into the instanced battleground specifically TO pvp. When the ultimate reward for the player is something that essentially enhances the pve experience, rather than essentially enhances the pvp experience, you are always going to see people who go in to get the pve objective and then leave if they have to pvp to get it because they can always come back later when they won't have to do that.
If you go into Alterac Valley, there is no particular reason to be there other than to engage in the pvp experience. If you go into any of the CoH zones, there is definitely a reason to be there other than to do so.
I think by concentrating the people who want to engage in the pvp experience together rather than creating an environment where you mish-mash different playing styles together, you create a more enjoyable experience for everyone, no matter the playing style. -
Quote:Not really. I think the end result would be that practically no one would have a Shivan unless they did something like 'work it out beforehand' with SG mates to come on with their characters on the other side or engage in some other similarly shady tactic to get one.
Does that sound Fun? Does that sound like anybody whatsoever would bother? Or does it sound like it'd sabotage the zone, reducing population further?
But as to it reducing the population of the zone further? I doubt it. The zones are already pretty much dead. You can reduce the population from 5 on a given day to 2 on a given day, but who'd notice? -
Quote:Using the custom option, in my experience, results in the creation of enemies that give basically no reward at all.
Because you have the option to make enemies with 1-2 powers thanks to the new 'Custom' option under Critter Powersets.
You go on, and on, and on about how all of these things are extremely powerful, but you're clearly talking out of your ***. They're more powerful if you're looking for a challenging arc, but more often than not, they're no stronger than regular mobs, and more often than not, they're weaker. -
Quote:Yes.
The missions for the nukes and the Shivans are nice and all. But their original objective (to drive more people into the PVP zones and, hopefully, get them to try PVP) is an abysmal failure of biblical proportions.
If they are devoted to the idea of 'wanting to encourage people to pvp,' putting desirable things into the open pvp zones where you can actively avoid conflict is probably not the way to go.
Not to toot WoW's horn too much, but if they perhaps did something along the lines of instanced battlegrounds that functioned cross-server to bump of the potential number of participants at any time... (on WoW I played in a server called Bladefist, but the pool of battleground participants was drawn from a larger list of servers, but I can't remember what that was called).
On that level, everyone engaging in the activity would be a) actively going there to PvP, so there wouldn't be the whole 'is it PvP or PvE clothed in PvP trappings' debate that seems to roar up over BB, SC, Warburg, and Rv from time to time like in this thread, b) at least willing to TRY the activity and since that's what they'd be going there to DO, they REALLY wouldn't have any room for complaint.
Right now, because of the difference in point of view, you will always have side the believes that the zones are essentially zones where PvP is ALLOWED versus the side that believes the zones are essentially zones where PVP is REQUIRED. That debate is never going to be resolved because the two sides are so entrenched in their opinions that it always devolves into 'because I said so.'
Now this suggestion does nothing really to make the other player's character relevant to me, so I doubt if I'd really participate in hypothetical CoH 'Battlegrounds,' but at the very least it would serve to concentrate participation in the activity to a small area, which would likely at least give the PvPers the perception that they aren't all so spread out.
That might make it more enjoyable to them and make it less likely that they take every opportunity they can to gank the nearest reluctant person because their opportunities are so limited.
Maybe, maybe not. -
Quote:I disagree with this completely. There are plenty of pveers and rpers, me being one of them, who will happily play Counterstrike or Call of Duty or, probably more applicable in this case, the battlegrounds in World of Warcraft, who do not enjoy pvp in CoH.
With that said... Most PvErs and RPers do not like PvP because in PvP there are Winners and there are Losers.
In both PvE and RP there is no forced engagement of another player. There is no fear of losing in a competition to another player; that's why this style of play is attractive to so many and PvP isn't.
And I think it goes back to the reasons I said yesterday. The way that pvp is designed in this game renders the other player's character irrelevant to the pveer or rper. There is no advancement of their character's personal story on any level in pvp. The two sides are segregated to the degree that, other than during that small moment of time, the enemy player's character will never be a part of my character's life.
In Counterstrike and Call of Duty, you are playing an avatar. There is no 'story' involved. You will die 30 times during the encounter and kill some people and instantly respawn to go kill someone again if you die. There is no character immersion. In World of Warcraft's battlegrounds, you are trying to accomplish specific objectives within the context of the larger Horde/Alliance conflict.
That is where CoH fails its pvp population.
Until the developers do SOMETHING to make the defeat of an opposing factions player relevant to my character's existence in the slightest, there is no point to me engaging them because my character a) doesn't know who they are, b) has more important things to do, and c) regards them as an annoyance more than anything else.
If they would do something similar to WoW's battlegrounds, where the defeat of the opposing player had some real and definite effect (taking a graveyard, protecting a tower), even if it was only temporary, on the success or failure of the given mission, they might be onto something.
Pveers and RPers are players first and foremost. It has nothing to do with them not wanting to engage in a win/lose proposition. However I think the difference is that they don't regard the fight itself as the win/lose proposition. The fight is only a microcosm of the larger conflict. I think you'd see a lot more participation if the pvp conflicts had some sort of meaning. -
Quote:
Second, you use a few too many specific assumptions/examples about your player's backgrounds. I do not need to have a family to be sympathetic to those who do. I also do not need to have dated a woman recently in order to appreciate my connections to other heroes (which was especially ironic on my asexual cybernetic/super soldier serum catgirl). Quote:Overall I found this to be a pretty cool arc: at first I found the PC dictations to be jarring, though in the end they weren't too bad and the little back and forth between the hero and the contact was neat. I still find some of the character assumptions to be way too specific though, such as my character having an immediate family, that she has a girlfriend, and so on.
There are a few specific instances of dialogue where I imagine these critiques are coming from...
That the PC has a Secret Identity
- The 'look at page 33' line that he has right at the beginning probably makes the player audience assume that the arc is dictating a secre identity of the player. It was intended to be vague enough that the Nemesis could potentially not be talking about the character, but in the event that the pc did not have a secret id, some hero or heroine whose secret id the pc knows. Ie, "Does the name there seem familiar?"
Obviously, if both beta readers to this point are walking away under the assumption that Nemesis believes the pc has a secret ID, then that particular section needs a rework.
That the character has a family
- There are a few points in the dialogue where it implies the pc has a family. (There would be many more had I not kept shaking myself throughout the writing process and telling myself 'not everyone who plays this is going to have a character who has a family.') In fact, I jarred myself with the 'date last Tuesday' line because the way it reads at the moment, the arc either assumes that the character is a.) male or b.) a lesbian.
That section was not intended to imply anything specific about the character at all. It was intended to sort of illustrate the truly bleak future that lies ahead for all heroes as Nemesis sees it... that the player character is soon going to be consumed with fighting people he/she likes, loves, respects, admires, and spends a good amount of his/her life hanging around with.
That probably assumes a great deal as well... especially if the player is playing a loner type. But unfortunately right now, the entire paragraph comes across as though Nemesis spends a good portion of his time doing nothing other than tracking the movements of the character's life.
That particular section will also need a rework once the competition is over.
Quote:I would recommend the Steel Canyon map myself, it provides similar aesthetics but is much more straight forward and easier to search through given the time limit. With the current map and time limit I feel that you're only going to find the AV in time with luck, which was the case for me when I was looking for the AV everywhere until my comp decided to crash on me, and then when I restarted the mish I found the AV in a much more obvious location.
It's pretty annoying to find Blitz though... even if that is all you are focusing on and you have a stealth power. If you have an ability set that aggroes everything, I could well see this mission being impossible. Spotting him from the air might be tough, even though I tried to make him look very distinct and gave him a lengthy dialogue intro.
Quote:I felt that this arc hit the criteria of 'doing evil for the greater good' the best out of all the entries I have played so far. While other arcs have placed my characters in a situation to make a difficult decision, none of them have placed my character in such a moment of painful realisation of what they have to commit themselves to in order to save the day. Sometimes it's the unspoken evil that that speaks the loudest.
I think if nothing else, we ended up having a lot of new arcs that were fun to play and it gave us some pretty cool insight into the process of our fellow players and how they approach writing material with specific guidelines in minds.
Quote:Given what is at stake in this arc I think the idea that you are fighting tough enemies do fit, but most of them have some truly obnoxious abilities including:
M1 boss: I believe she was a runner? I managed to stop her before she reached the door, but I thankfully had ranged attacks. I'm not sure if I would have been able to do that if I were on my brute, and my slows and mez weren't really having an effect on her due to PtoD.
M2 boss.: yikes, the burst damage of ice with all the slows that stop your own click offensive and defensive powers. Throw in double stack holds, confuse aura and a pet which replicates the AV's powers and again, the PtoD and you have one of the most deadliest combinations around. I died the most times fighting this guy.
M4 boss: 1st round: 1 shotted with BU + Shuriken. 2nd round: fast swinging katana strikes cut through my purple fueled defenses easily. I finally got him in the 3rd round by over-stacking my defense.
M5 boss: outdoor map, boss turns on his jetboots and flies far into the sky. I managed to bring him down thanks to hotfeet, though this is probably more unfair for less prepared melee-types.
Needless to say, once I have the opportunity, all of these characters and probably the mission designs themselves, (although I'm not terribly upset about the linearity of these missions - but if enough players say they are dull, I will take a look), will get a workover.
I will probably keep this arc published for awhile. Once I buy in to the extra slots, I will have room for awhile, so even though the narrative was written with the competition in mind, there's no reason to take it down if I don't have anything to immediately put in its place.
Thank you both for playing. I appreciate you taking the time to do so and I'm glad you had some fun with it.
- S12 -
1st post after
And I have nothing further to add because I know zippo about these things. -
Quote:But... -sigh-... when they put a bunch of pve content into the rp zone, the rp zone became all farms, so they took it back out and all the pve'ers left.
No, it's PvE content put into a PvP zone in an attempt to more-or-less coerce people into PvP. Yet another reason why I don't like PvP in this game.
I want equality.
If they are going to coerce pvp, they need to coerce rp equally. ;p -
You might try "The Long Road Back" - arc ID 340454 when you hit the 10-20 range, but I'm not entirely sure how good a 'leveling arc' it would be. There's a lot of narrative, which would probably slow your progress some and quite a few custom mobs, which tend to give lower xp.
I ran it with my level 12 Stalker, who is equipped with nothing but TO's awhile back and never ran into any difficulty issues. Your brute should be able to handle it.
I also recommend Tangler's "Mercytown - the one with all the Fish," which is a great low level arc. I can't remember the level range. -
Quote:If I remember right, (and it's been a long time since I actually went through the phase where I was building most of my characters' IO sets), because of the way that the purple sets were constructed, you would actually get a bigger bang for your buck in terms of power performance from a combination of uncommon sets and rares for most power sets.
#1 and #2 just aint so.
#3 they dont have to do that.
I'm playing an entirely uncommon IO build (zero rares) on a Master STF tonight.
Now as far as set bonuses are concerned, again from what I remember, there was a pretty significant upgrade for the purple sets.
But I guess the question I'd really ask myself is... is worth it to pay 2.8 billion or so for what is essentially, say, a +2% bonus in regeneration, and so forth? -
Quote:No, I was not responding to the ACTION of attacking me. I'm responding to the QUESTION that the original poster asked and doing it in an rp form.
I'm pretty sure if Batman was scouting out a crime scene and some new person shows up and tries to punch him in the head that's not what he would say...or Superman...or Green Arrow...or Booster Gold...could someone name a hero would would do this?
As far as the ACTION goes?
1.) Criminals, by and large, try to avoid contact with heroes because they have goals. Going out of your way to draw the attention of individuals devoted to stopping you is one way to ensure you will never attain your goals. Now, yes, there are times when attacking the hero out of the blue is done to accomplish some goal, but by and large that is not what happens here.
The fight itself IS the goal, which is idiotic on any rational, narrative level.
2.) The original poster wanted a roleplayer's answer to why they don't drop everything they are doing to engage him in a meaningless fight. I provided one.
Once again, the issue is not with pvp in general. It's with the meaningless, petty way that it happens in this game. Until the meaninglessness and the pettiness are resolved, the activity holds no interest for me. -
Quote:I'm not exactly sure how that is supposed to be a response to what I posted. I don't have anything against pvp in general. In fact in other games, I've successfully climbed several pvp ladders. I don't have any conceptual beef with fighting against other players. I've played my share of CoD and fighter games.
When a thread like this was posted a few years ago, I saw something that went like this: (Or at least what I can remember)
Batman: Joker, leave me alone, I don't want to PvP.
Joker: LMAO
I have a problem with pvp in this game because it doesn't make any conceptual sense to engage in the activity if you believe in immersive roleplay at all.
Why would any of my characters waste their time fighting Lord Hodge Podge07 if they are in the midst of stopping a plot by Nemesis or by Recluse? Once again, just as a reminder:
"I don't know who you are. I don't know what your crimes are. I don't even know if you really committed crimes."
Until this game figures out a way to mechanically reconcile those things and make me understand why you are a threat and not just a wanna-be who is trying to build a rep by attacking me out of the blue, I have no interest in fighting you. -
To give you a roleplay answer to the question that you posed in a psuedo-rp manner:
"I have no interest in fighting you because I have no idea who you are or what your crimes are or what jurisdiction you committed them in. In fact, because I don't know who you are, I have no idea whether or not you might have been framed for your supposed 'crimes.' As such, since you interrupted me while I was in the midst of either stopping a crime or preparing myself to engage someone who I KNOW is a criminal, you are really nothing more than an annoyance.
As such, I have things that I have to do and I can either waste time dealing with your nonsense or get to doing those things."
That's pretty much the rp reply to your question. Until the developers show some interest in integrating the two sides of the game (rp and pvp), that's likely to remain my answer. My characters face threats and stop evil. They don't engage in meaningless gladiatorial exercises that serve no purpose. -
Quote:I don't know where you heard that, but if you're playing a brute, you'll soon discover that it's probably the easiest AT to solo with in the game, other than perhaps a VEAT.
3) I'm playing a villain. I've heard villains are harder to solo, but nyah - I'm doing it anyhow. I'm going to stick to purely villainous arcs if possible, because they need more love. My guy is called "Taze Me Bro" and is an Elec/WP Brute. -
Quote:I've never had that happen. He hits more often than others do when I chow down on purple and his attacks, when he does hit, are extremely strong. When I've lost to him, it's usually been when he's either 1-shot or 2-shot me.
I've eaten enough purples to be at 60% def(all) or higher and still had that expletive-deleted damage aura of his hit me, every tick. On that same character, I was at 75% res(all), effectively, from bodyguard mode, and had him two-shot me with back-to-back melee attacks. And yes, this was with him as a +0 elite boss, in my case in the "Rise of the Council" arc in Ouroboros.
But for the most part, my usual EB-downing tactics work on him. I tend to play with ATs that are EB-downing friendly though. -
My thoughts are posted in my One a Day thread.
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So even though the contest is over, I didn't get to run all of the entry arcs I wanted to because these past two weeks have been extremely busy for me in my life away from the game.
Tonight I decided to try "A Penny for your Thoughts" by Tangler.
I'd read some good things about it and unfortunately, despite my desire not to have a bunch of foreknowledge about the the things I experience beforehand, with this arc, I sort of knew what was coming in advance.
The dreamscape story is actually a lot older than people tend to realize. There were several ancient cultures that utilized the dreamscape to reveal societal truths that were uncomfortable for the ruling class of the society to hear. Telling these truths in dreamscape form allowed the writer not only to reveal them, but also to stay alive to tell more stories in the future.
The dreamscape stories, hence, tended to fulfill the same function that jesters were later to fulfill in medieval societies.
In the modern day, you still find examples of the dreamscape narrative, probably most famously in Neil Gaiman's Sandman comic book and movies like The Cell. The narrative that Tangler tells actually reminds me more of The Cell than anything else. Probably because of the 'entering the mind of a criminal' aspect of it than anything else.
Mission Architect is sort of a hard medium to use to tell the surreal type of story that the dreamscape narrative demands, but the author uses it effectively for this one.
It is also interesting to note that two authors in the competition utilized the Clockwork King/Penelope Yin dynamic as the foundation for their pieces... and each took a completely different narrative viewpoint on their relationship.
Within the context of this story, the Clockwork King is portrayed less as a master villain and more as a tragic figure, which is an angle I can certainly accept. I think as time goes by, there are a lot of players who have adopted the 'sympathetic villain' take on the Clockwork King... certainly more so than many other CoH/V villains at any rate.
The problem the hero faces is essentially that the King has trapped himself in his own mind. His past is horrible enough that a dreamworld seems more desirable to him and he possesses the psychic ability to escape from the past if that is what you, the hero, allow to happen. In time, the biological component of the villain would inevitable waste away and he would presumably die happy and content.
I think the very element of making the King sympathetic through the arc weakens that particular angle though. The player needs to be reminded that even though he is being presented almost as a victim in this arc, the King is dangerous and capable of great evil at times. Perhaps a 'prelude' mission of sorts since your arc is only 4 missions long, where we are reminded of that before the Clockwork go inert?
At any rate, even if that particular angle is ignored... the choice offered the hero remains compelling simply on the basis of 'is it better to allow a man to wither away and die if he is happy or to force him back into living a life that essentially sucks?'
On a certain level, this arc questions the value of life if that life doesn't have other intrinsically valuable things to offer.
I enjoyed the arc. It's probably one of the best I've played to this point.
My thoughts:
- Penelope's dialogue could use a workover. She comes across as more 'valley' and less 'young.' I never got the impression in any of the storylines that have featured her that she is an airhead and she comes across that way in this arc at times.
- I am not sure about the canon ramifications of all of this... whether this particular take on the story can be reconciled with what has been written in the canon stories. I like your take on it... I'm just not sure whether this is the story the developers would choose for the King's past.
- The mission 2/5 map is personally annoying to me, especially with a time limit in mission five, but there are certainly much, much worse outdoor maps to use, so if you want an outdoor setting for it, that map is probably better than most.
- On that note, though, the choice offered in mission five almost became no choice at all for me because I came close to timing out of the mission when I almost ran out of time before finding the second iteration of the King. (Probably not a problem for most... I just hate trying to find single objectives on an outdoor map)
- Ran it with Ariadne (my Widow) at 1/+2/Boss/No AV and there were no issues. I probably could have run it at 2/+2/Boss/No Av, but Clocks have a tendency to drain end, which is iffy even for a widow at that level.
Overall, this is a superior story that suffers from very little. My critiques here are meant to be fairly mild ones and should be taken as more or less suggestions than anything I found particularly wrong with it.
- S12 -
Quote:Yes, it is.
By the way, the text editor in MA is a wee bit buggy too.
Says the person who had to rewrite an end of mission souvenir three times last night due to managing to delete all the text in it while trying to color format it. -
Quote:Well, these things are really not so different from the plethora of dev designed radio missions that have defeating 1 boss as the goal or clicking on glowie as the lone goal, running through with a Stalker and ending the mission in about 10 seconds.
While that would be nice, it's also possible to make a mission that completes as soon as you enter it. You would be getting a mission bonus for nothing more than entering a mission.
And even if they fix that, you could still make a mission with no enemies in it that ends when you click a glowie. Again, you'd be violating the risk/reward ratio the developers are working so hard to maintain.
I don't know if those types of missions have been addressed, but people that wanted me to sit at the door when I was coming up in CoV tended to approach PLing that way. It was mostly to grab the end of mission reward quickl.
I do think, as an author, that I'd like to see some things equalized for purely selfish reasons. If the rewards were equalized, I think more people would be likely to experience my story... (even if that's not necessarily primarily what they are using MA for). -
Make your change, then republish. Then in order, do this:
Edit -> Exit without changes -> Edit, you'll probably have to click it twice.
When you go back in the second time, your changes will be there. I don't know why it requires this, but it's how I always edit published missions after losing two or three complete editing sessions. -
Gray con enemies don't work for this purpose. The objective auto-completes anyway. If you have a long chain of objectives, they will all complete at once as soon as the player comes onto the map.
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The only thing I'd say about AE rewards is that it seems to make sense to me that if regular missions and Oro missions give an end of mission and end of arc reward bonus, AE missions and arcs should too. I don't know if that's feasible or not though. I missed the whole AE farming period.
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Load on purple and drop him before they expire. Carry spares in case you haven't dropped him by the time they start blinking. 3 usually is enough for most EBs. With Nos, I generally pop 4 just to be sure because his attacks hit pretty hard if they hit.
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I tried to download last week's program and it seems as though there is significant slowdown of the audio. Sounds like an old 45 LP played at like 16 or so. I tried it on both WMP and Winamp, but it was the same on both.