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Quote:Because for her to do that would be the same as kicking puppies and slow-roasting babies while laughing maniacally. And that's pretty much how she sees the rest of us who do play villain side.Yeah, GG, why don't you play villain-side first before trying to make wild guesses as to what red-side fiction implies?
Quote:Because you keep missing the mark by a continental divide. -
Quote:This is exactly the problem with Redside. It should never be about feeling more like COH so you should be comfortable playing it. That's what keeps turning people off. They can get a better hero experience playing blueside.The redside content is a win, and I wish we had more content like it,
I've found people have had interesting perceptions of playing redside,
There are those who don't play redside b/c they don't want to be the bad guys, the truth is playing redside is more like being an anti-hero than a villain, what you do over there really isn't all that different from what you do blue side, you spend a lot more time fighting arachnos than blueside does, fight a lot of the same people, only fighting maybe 3-4 factions that could be described as heroic, and only a handful of arcs that can make you feel like a vilain. Other differences include not being sent all over the place, fewer hunt and fedex missions, generally seeing more EB's, and of course fewer merits
Then you have people who can't stand redside because it is villain lite, your not a villain the same way you would be if you were playing Grand Theft Auto, or any of that genre of games
If, in fact, being a not-really-villain was what people wanted, redside would be way more populated. I play redside a lot, yes. But that's because I can tolerate the way the story arcs are presented due to the fact that the actual playing is more streamlined than COH.
I like the story content of a lot of the redside stuff as well...but the role I play in it as a character is often not what I envision a villain protagonist to be doing.
The content of redside is 'win' only because it sometimes has better writing and characters and flows better in terms of moving from mission to mission than blueside ever does. It's not win because it gives you the feel of being a true villain protagonist playing an active role in a story. This is where my problem lies.
The new villain arcs do a better job of making you feel like you have some kind of control over the flow of the story, even if that is only an illusion. -
Quote:Which may have some unintended consequences. If Preatoria delivers on the kind of story presentation and choices we are wanting from the game and we aren't getting them anywhere else, we're going to want to spend our time there, sure. But villain players may find that they don't want to spend their time anywhere else because we don't get treated like villains anywhere else. Which may have the unintended consequence of emptying out redside completely. Which is something that I think GR will tend to do anyway exactly because of the problems that COV has.I think you're maybe expecting a little more from GR than you're actually going to get
If the devs don't feel that revamping a single zone like Dark Astroia is a good use of resources, then the chances of them going through the entire content of CoV and rebuilding it are close to zero - as in minus 5 or so
I personally think that by not taking some time to improve the feel of redside, they are going to do a disservice to the game. People are going to want to go from red to blue but not the other way. And I don't think it will simply be because no one wants to be a bad guy. It will be because no one wants to play a lapdog and have a depressing experience simply because you choose to explore a different aspect of the game. Choosing to play a villain in a [I]videogame[/I ]should not make you feel like crap. It should be as compelling and rewarding an experience as playing a hero even if the experiences are different. And they should be different.
You keep missing this point. And maybe part of it is that you staunchly refuse to think about how redside is(because you never set foot there except in MA), but I honestly think it's because you are being purposely dense for your own amusement.
Having a less compelling redside experience isn't good for the game, regardless of what you or people who 'can't stand to play a horrid villain' may think. That includes the devs if they are as shortsighted as you keep trying to make them out to be. -
Quote:There's a secondary game system waiting to be tapped right there. What if the level of respect that you have earned as a villain gave you some additional perks...like helpful minions in some missions or a special temp power here and there?Only? No.
But having Contacts get more respectful would be a big step up; the more so if the degree was actually based on your accomplishments (levels, badges, 'contract bar', whatever).
I think the bigger thing is some sort of sub-system that allows you to actually feel proactive. Mayhem missions is a good step in this direction, but I'm thinking a sub-sytem based on SFs you can choose or even something based on crafting that would let you work towards some grand but ultimately unacheivable goal.
A villain reputation system which could affect the prices of your contact stores. If contact X is really scared crapless of you, then he wants you to be a satisfied customer for sure.
There are a lot of ways to turn being villainous into something tangible that players can relate to without culmination in world destruction or domination.
The Rogue Isles also has a setting advantage in that players could earn their own little island(albeit in a closed off zone) where they could possibly have a small community to rule over. The possibilities are endless, they have just never been properly explored. -
Quote:Is she really? Because sometimes the things she says make me wonder...No one's asking for the game to recognise we conquered Recluse and kicked Arachnos out. No one's got pie-in-the-sky dreams thinking our personal actions will ever be truly reflected on the open game world (except maybe in regards to how enemy groups treat us; this is technology that exists in MMOs, just not this one).
So please stop pretending that's what we're saying, GG, because it's not. You're better than that.
In any case, what Sam, Kitsune and the others are saying is that the stuff to make villains feel like villains now is doable. There are other mechanics and game systems we'd all like to see get put into place on top of that, but going forward, story arcs for villains should always be about the choices you make as a villain. Not a lackey.
Here's the thing, the NPCs are more convincing villains...even the lackeys. The Notorious Doctor Creed still wants to take over the world, even though there are probably umpteen things standing in his way(including Arachnos and you). You still get the sense that he's working towards that mad scientist dream. Scheming and plotting and making things happen. It doesn't matter that he's in the shadow of Arachnos because he plans to stomp all over them once his 'genius master plan' comes to fruition.
He has a sense of purpose about him that you don't get to portray as a villain even though you're more powerful and capable.
It's not about you actually taking over Paragon City, it's about getting to give it the old college try, even if you fail at it. -
Quote:The funny thing is that when I make suggestions based off things that have worked in other games, someone on the forums will up and say how they can't work because they are not MMOs etc. I don't expect it to work the same way. But that doesn't mean that an idea can't be built off of and expanded/improved/altered so it can work in a different game genre.That's actually a pretty cool path to take. In a lot of ways, that's what Mass Effect does. Granted, Shepard is not an all-powerful omnipotent GOD, but he is above the law, he is VERY powerful in his own right and he's basically able to either destroy the lives of most people he meets, or improve them significantly. That's the sort of moral choice system Mass Effect goes for. It's not a choice between whose orders to follow, it's a choice about what to do with your power and your status.
People expect different things from games these days. The idea of choice is a very popular theme for most gamers. As you pointed out with Mass Effect, the idea that you can choose how to proceed helps to define your character in a way that a simple bio that people may or may not read can never do.
Regardless of if you like open world games or not, I don't think that the open world is the main draw to people so much as being able to choose what and how you do things. Fallout 3 and Oblivion are examples of this. I think that Going Rogue has a lot of potential to usher in this aspect of gameplay, but I also want to see it reflected in the stories and arcs of COH and COV. -
Quote:I'd say that, escapist or not, being the main protagonist in your own story is the most important thing. Even if things don't go your way and your plan doesn't turn out quite like how you 'planned', the point is that you are still the one moving things forward.Certainly. Having written a couple of arcs, myself, I honestly wouldn't ask for more. Well, OK, I WOULD ask for more, but I wouldn't demand and expect anything beyond that. Like I said, it's contacts' mouths that bug me the most, because they treat us like garbage. It's really demoralising when everyone treats your villain like garbage when he should be the one treating everyone like dirt. I realise it may be realistically unrealistic to expect that as our villains would be crushed in the real world, but this is not the real world. This is an escapist fantasy where it just makes sense for things to go my way.
Some of the most interesting villain moments are, in fact, when their plans go off track and they have to try to correct them or even when they work too well. How the story ends isn't quite as important as how it starts and how you are regarded by the NPCs you interact with.
And I tend to disagree with the notion that this will only appeal to a niche set of players. As of now...villains is already a small niche that needs to be expanded. -
You know I wonder if you're really going to enjoy GR as much as you think.
The last interview with War Witch suggests that the two sides in Preatoria are more about shades of gray than black and white. Will you stop playing an arc if it has your 'hero' Preatorian help to commit an 'unspeakable' act?
As to the original question by the OP. This really is very much a matter of writing and presentation. There have also been a lot of good replies here already.
Even so, I would have liked to see villains have personal strongholds and some kind of system for measuring their influence in the Rogue Isles. Like doing missions for contacts will give you villainous control points that you can use to undertake various schemes from building up your personal base of operations, to major assaults on Paragon City. Even having a kind of RTS system where you set up base defenses to repel invasions from heroes similar to Dungeon Keeper.
In the end...COV is a bit too much like COH and that is ironically its greatest weakness. It didn't need to be. It could have been something unique. I suspect that if they had taken steps to make it that way, then people would be more interested in it. Instead, people look at COV and go, well I can do this stuff on blueside and it's prettier and go play on blueside.
Redside really needs some attention and work. Not because it's broken...but because it needs to set itself apart from COH and be more unique apart from ATs(which will be a non-issue soon) and art style(which seems to be the thing that's stuck in everyone's craw). -
Quote:You shouldn't really have to choose. Especially with a GTX 285. It's crazy that I can run Fallout 3 and Borderlands with everything up but get problems with a game this old. I'm running a GTX 260.I know. The thing is, I have it set to x4, and what I'm seeing is NOT x4. It's between nothing and x2 at a stretch. That's at long distance. At close distance, it actually looks like MORE than x4.
Here's the thing - I was looking at an extremely jagged light post in St. Martial the other day, think to myself that antialising wasn't working. Turning Ambient Occlusion OFF actually made that fairly-distant pole look a LOT better, at the cost of occlusion shading. I'm still trying to figure out if I want distance smoothness more than shadows I'm finding I barely see.
I turned the shadows to the lowest ultramode will give. The reflections are fine and water is great. AO seems to be the biggest culprit.
I'm also getting some infrequent moments of horrendous slowdown. They clear up in a few seconds but it's pretty noticeable when it happens.
I still say this issue needed to be baked in the oven for a couple more weeks.
I'm now a bit reluctant to find out what kind of performance I will get in Preatoria. -
Quote:Someone on the tech support forums was mentioning that they don't seem to play well together(AO and AA). I dropped mine to the medium setting and got better framerate but I did notice aliasing where there wasn't any before.My card shouldn't be the problem. It's a GTX 285, so it ought to support all the features. And while I am seeing some slowdown, the slowdown itself isn't my problem. Graphical quality is. Any option for Ambient Occlusion that isn't off seriously degrades Antialise quality at long distances.
Actually, upon reviewing this a little further, I discovered something interesting. I have my Ambient Occlusion set to Medium, but it only really affects geometry that is close to me. Geometry that it affects is actually highly antialised and very smooth-looking. However, it does NOT affect geometry father away, and geometry that it does not affect is jagged and pixellated, as though it isn't being antialised almost at all. Since I spend about half my time travelling through the city where most of the world is out of Ambient Occlusion range, this is bad. Worse than it was before, in fact.
I'll keep my eye on this, but these two do not seem to play together well.
I'd say that Ultramode still needs some additional time baking in the oven before it can eat. Even with all this new stuff, this game should not be this taxing graphically when I can run pretty much every game on the market with everything turned up nice and high and have no serious performance issues. -
Thanks for the info...although I do think that's odd.
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Ok...I am pretty sure that the DoT effect is not triggering from the Pistols attack and only from the Dual Wield attack.
I ran an entire mission, and for most encounters I opened up with the Pistols attack and never got a DoT from it. Only from the Dual Wield attack. I even plinked away at a destructible object with only the Pistols attack and never once got a DoT from it. Did the same thing with the Dual Wield and pretty much got it almost every other shot. So it seems there may well be a bug with Incendiary ammo.
If anyone else can confirm this or deny it, please let me know. But I think the DoT should trigger from any pistol attack...not just from the Dual Wield attack. So far those are the only attacks I have aside from Swap Ammo. -
Quote:Actually that info is no longer there. I do vaguely remember it being there during the DP beta but the specific effects of the ammo powers are no longer being displayed. I don't know if that's just for me. If so, it's a weird bug.swap ammo just changes the secondary effect and does not increase damage. now fire ammo will add dots increasing damage but you actually lose damage if you use cold or toxic ammo (I believe umbral had a chart during CB showing DPS of DP with the different ammo types and fire/leathal came out middle of the pack while cold/toxic were at the bottom)
but not the DoT effect doesn't increase its chance depending on attack. if you look at each power's info (right click > info > detailed info) it'll show you the secondary effect of the power depending on which ammo you have on.
So only the effect info for the standard rounds is shown. -
I took kind of a break from the game for a bit and so never rolled a live DP toon until yesterday.
I got the Swap Ammo power today and tried out the incendiary ammo first.
I was a bit underwhelmed since I fought and killed 8 Outcasts without seeing one secondary DoT tick. Finally killed 3 more and saw it happen twice.
My question is, do the swap ammo powers actually increase overall damage or do they simply change the secondary damage to something else?
Also...does the DoT effect of incendiary ammo increase its chance for triggering depending on which attack you use? I thought the effect of each ammo power would be listed in the detailed description in the enhancement screen.
Thanks for any replies in advance. -
I purchased a character rename for the first time just now.
I waited for a while after I hit the Charge My Card button but nothing happened.
I logged into the game and got no prompts or anything about my name change.
Checked my NCSoft billing page and saw that the charge has gone through but still nothing happening on my login screen.
Is there something I'm missing or is this not working correctly? -
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Quote:This makes sense. The system doesn't need to be overly elaborate, it just has to mesh with the game well.Like, say, you're beating up the skulls and you get a Superadine sample with a crossed swords logo on it, you get a surveillance tape of some guy talking about a drug deal and a fairly expensive gold watch. Doesn't seem to make sense, until you get a clue which suggest a a rich businessman may be involved with the Skulls in some way. His stationary has a crossed swords insignia, the voice on the tape belongs to his lawyer and the gold watch belongs to the guy. Well, that makes a lot more sense, doesn't it?
This would add an extra element of depth, more than a little unpredictability and quite a bit of extra variety without actually browbeating people into going to outside sources to look for walkthroughs. Granted, some might suggest that that system would call for a walkthrough just as much, but since EVERYONE from a given faction would drop this stuff, all you'd need to know is which faction you want to strike out against. And the missions themselves don't need to be complicated. A simple paper mission bust is enough, at least in my eyes.
I personally would like to see something like this implemented sooner rather than later since it would make fighting badguys on the streets mean something again. Also, something like this can be used to do all sorts of things, like adding extra bits of lore and story to a player's experience rather than having to do an entire arc.
It would work for especially well for players who have heroes that are the 'street protector' types and maybe don't want to do some of the story content.
In terms of stuff inside missions, I'm actually not opposed to small randomisable puzzles if they are used in the right way. For instance, a puzzle minigame to hack security computers to trigger some security bots to come out and help you fight as little pets would be one thing I could see happening. If you fail to hack the system, then the mission is done just like a normal mission. You haven't 'lost' anything really.
In the end, I think it's about creating a more heroic/villainous experience for the player and doing a bit more to break up the formulaic mission to mission grind. -
Quote:Yes, but you're a special case. This I know from personal experience and many long conversations.Realistic sigh and a lopsided grin....I am almost 100 percent positive I shall have problems in this new tutorial.
This is my first and only video game. Outbreak was so confusing to me that my better half made himself a toon and literally took me by the ear and dragged me through the tutorial.
Then a year later I decided I was going to play Villians....got totally lost in there.
I can look back and laugh now....but not then...shudder.
And I am probably going to get lost in this new tut as well, but, this time around, I am not going to beat myself up about it
I am going to relax, and if I get lost, I shall laugh about it
And I will find myway into Pretoria.
Maybe hours later, but I will get there
Lisa.
There are people who find tutorials confusing and then there are people who think that a game is worthless if you actually NEED a tutorial.
In terms of MMOs, some of that is the fault of MMOs for consistently being such stupid copies of each other. Someone coming from a standard fare fantasy MMO background is going to be a bit put off by the fact that even the sleekest, shiniest chest piece in the costume creator doesn't, in fact, add to your armor rating.
Now that's normal if you are approaching a game that's a bit different from what you're used to. It's another thing entirely to attempt to ignore what information is provided and available for you and then state that the game is too hard.
Some of that is a byproduct of our younger generation's self inflicted ADD. People think that anything that takes any effort or a bit of logical thought is somehow offensive and needs to be removed.
Society is simultaneously developing a lower tolerance for learning right alongside a lower tolerance for failing. But at the same time making no connection between the two.
This is reflected in a lot of current games where RTS games now have strategy and management elements removed because they need to appeal to the delicate masses. Where skill based games now have a handy auto kill mechanic that requires almost no player input(hello Splinter Cell: Conviction).
We are squarely in the Age of Rewarding Stupidity. -
Quote:Pretty much this.A couple of things:
First, what Bill said. There's "won't," there's "can't" and there's "not now."
Secondly, as one of the developers mentioned before, everything is a question of priorities. You can have something done well, fast or cheap, and you generally only ever get to pick any two of the three. A lot of "not now" is because of this.
Other than that, staying optimistic is a good general policy. I still hold SOME hope for an extra AT or two at some point down the road.
Although I will say that it sounds like some of the devs think that if something needs work, it has to be an elaborate production. This is something I disagree with in some cases.
Like when War Witch talked about improving the starting experience for standard heroes and villains. We'd all like to see some new stuff done here since not every character concept can be a Preatorian. But her take on it is that it would be something requiring a zone rewrite on the order of Faultline. She mentions all these new art assets etc. that would be needed to do this and says they don't have the resources.
I don't think it needs to be as grand a sweeping change as that. I don't think starting in Paragon or starting in the Rogue Isles needs to eclipse or be equal to a Preatoria starting experience...it just needs some updating and a few new contacts and arcs. I wouldn't go about trying to change Mercy Isle at all in the short term...just add more starting contacts. And while Galaxy City and Atlas could use some sprucing up, I don't think a zone-wide overhaul needs to be in place first before you try to make the starting experience for new heroes less crappy. -
Quote:I think that's a weak dodge by the devs. Puzzles don't have to take any specific form. That is: A puzzle could come in any number of ways. There are ways to create puzzles that have different solutions.I would love to see something like this, but wasn't there a dev post way back that said they wanted to avoid puzzles because either they eventually become repetitive themselves or frustrate players that might not understand how to resolve them?
What kind of balance would you think the devs need to create for something like this in order to keep the players excited yet not want to hunt them down and pelt them with rotten fruit?
I actually tend to think that mini-game puzzles would work best for an MMO for in-mission stuff. The hacking puzzles in Biosock are a good example and a better one would be the Tri-corder puzzles in Star Trek Elite Force 2. That's the sort of puzzle that can generate random solutions so it's never the same way twice(or at least not very often).
The example that Steelclaw gave could be refined by having the clue send you to a location and then maybe having you trail an NPC to find where they are going and who they are talking to. You get too close and they get suspicious, but stay too far back and you risk losing the trail.
The puzzles don't have to be complex, but they also shouldn't have solutions that you can just Google either. The hacking in Fallout 3 could be very difficult and had no designated solutions that you could just look up. It required some skill and luck.
There are ways to do this kind of stuff. I think it can add some much needed variety to the gameplay we have without significantly changing it too much so it's not COX anymore. -
Quote:Heh Heh! Bet he's starting to regret mouthing off now!I can't believe I didn't think of this before:
BackAlleyBrawler quote t-shirts! You could have the CoH logo on the shirt with one of BAB's most well known quotes. Examples:
"Did you just use "Casual gamer" and "Purpled-out Warshade" in the same sentence?"
"Because we really hate villains."
"Kneel was overpowered in PVP, so we removed it from everyone in PVE. Eventually we'll remove it from PVP too, but only on the Villain side. Right now it's nerfing accuracy for Villains, so we kind of need it"
"YOU *****!" (this one needs to be in big red letters). -
Hmmm...not sure how much more I can add here that hasn't been said but...
I'd say web advertising is probably one of the strongest ways we could get the word out. The trick is that it needs to be in places that people are likely to see it and give it a second glance.
Taking a page from EVE Online, I'd try targeting sites like Bluesnews, Techreport, Arstechnica and maybe even Firingsquad.
Also, never underestimate the power of good web comics. Particularly coming to mind right now are: Looking For Group and Least I could Do.
The sites I listed above are where I learned about most of the MMOs I have tried over the years. Never underestimate the numbers of the geek community and the power of a good laugh. Also, we used to have some kind of relationship with Scott Kurtz of PVP, but I have no idea why we stopped doing banner ads or special comics with him.
In any case, online advertising is pretty much where I would aim. I would say that comic books would help if we could get a wide enough coverage with them, but I don't know the costs involved. Internet folks are a better bet, and I think more likely to click on a banner ad for COX once it was done well.
I'm not sure what it costs to make those banner ads that have embedded video, but some CGI stuff with Desdemona and Tyrant might go a long way toward getting people to pay a bit of attention. -
My 50 villain is a thugs/poison. I took the ally rez even though I usually play solo. I don't recall really giving up anything in particular to take it. I think I have too many powers as is...heh.
Really no reason not to take it with a MM. Unless, that is, you literally NEVER team at all. I mean I usually never team...but I still do with SG mates and some of my friends. I just don't go looking for teams as my primary mode of play(because I generally hate humans...). But still...I'd say take it's unless it really cutting into your build in some way.
Besides...any power that makes your team members puke is 100% win in my book.
Dead Team Member: "Hey, I just died. Can I get a rez?"
Me: "Heh heh! You sure you want it?"
Dead Team Member: "Of course I want it? Why wouldn't I?"
Me: *whistles* "No reason..."