SpittingTrashcan

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  1. The failure of imagination of both GG and the devs is the idea that all villains want to be the head of Arachnos, and will settle for second in command. It's about as ridiculous an idea as that everyone in America wants to be president, and will settle for vice president. Not all villains want to run everything, and even the ones that do don't all have to run it personally. Arachnos is a handy organization to have on your side, but many villains are aiming in different directions.
  2. Quote:
    Originally Posted by Golden Girl View Post
    But more seriously, I think the whole Villain set up means that you'll never be treated the same as Heroes - because while Statesman wouldn't have a problem with anyone else being called his equal, Recluse would most likely view anyone caled his equal as a major threat to him - it's back to the problem of villains not being good at working together, and putting the player villains into a position where they can ask "if I'm the equal of Relcuse, why can't I try and overthrow him?".
    You can stop here, because you are factually, provably wrong.
    Quote:
    Originally Posted by Lord Recluse
    That is mine, is it not? I understand your message. The Fortunatas warned me that your growing power might become inconvenient for my plans. And perhaps, one day we will clash for real, in a true final battle. But for the moment, you have earned some measure of my respect. You have grown in strength, you have grown in power, and you would challenge even me to battle without fear. I will no longer attempt to use you for Operation: DESTINY. You have grown beyond a mere tool. No, in you I have created something more. Through your long struggle you have become a true villain, wielding power over all and beholden to none. Go now, and work your terrors upon the Earth!
    That is what Lord Recluse says when you hand him his own head after defeating him in the future of Operation: DESTINY. Of course, he's trying to claim credit, but the fact of the matter is that he has admitted that neither he nor anyone else in the Rogue Isles can stop you from doing anything you want.

    The problem here is that, having reached this point, you can't actually go and work any terrors upon the Earth. More pertinently, you can't even try and fail to work any terrors. Von Grun excepted, of course.
  3. Quote:
    Originally Posted by Golden Girl View Post
    Serving in hell sounds like a nice halfway point then

    But is the only problem the way the contacts talk to you? Like if they said "please", "thank you" and called you "sir", would that make villains feel better?
    Yes! Yes, it would! It's by far not the only problem - see also, everything else in this thread - but being treated like a legitimate threat and equal partner would do a great deal to improve the villain game. It's not that complicated: when people respect you and offer their help, that feels good, whether you're hero or villain. When people treat you without respect and demand your service, that is not pleasant. Does this surprise you?
  4. Quote:
    Originally Posted by Golden Girl View Post
    But what you're asking for is for your own constant failure and imcompetence - if villains can't affect the game world, then their schemes will always have to end in total failure - your plan to take over the world, or build a moon laser to wipe out Paragon Ciity, or empty the vaults at Fort Knox will always end in 100% failure, because success would mean the game world would have to change, and failure would keep the game world as it is.
    Right now, the game lets you successfully kill, kidnap, rob and destroy while working for Arachnos - you're given various evil tasks, and you carry them out with 100% success.
    Would it really be more fun to swap you career of successful evil for one of failed evil just because Recluse won't say "please" or "thank you" or invite you round for a beer to watch the game?
    "Better to reign in hell, than serve in heaven." -- Satan, Paradise Lost

    How villainous do I want to be? I dunno, Satan seems like a pretty good role model!
  5. Quote:
    Originally Posted by poptart_fairy View Post
    Except in this case we're simply going from:

    "My character wouldn't take orders from them!"

    to

    "My character wouldn't have that as their plan!"

    The argument isn't as strong as you apparently think. Shifting the issue doesn't resolve it.
    No, it's pretty much exactly as strong as I think, because I'm not addressing the issue of choice. I'm well aware that the options available to us will still be finite, and I'm okay with that. There are already complaints that the new arcs don't cover every possible character backstory and motivation. They can't. What they do is reverse the relationship between villain and contact, and that's what I'm asking for more of. It's still a limited menu, but instead of picking my boss, I'm picking my plan.

    I'd like to expand on how the existing game systems, with no mechanical changes, only updates to text, could do more to make villains protagonists.

    Scenario: You have just completed a Mayhem mission, and your newspaper contact is introducing some story arc contacts.

    NOW: I think you're ready to work for the big players now, $villain. $contact has some jobs for a heavy hitter, and you might have what it takes. Just don't get him mad, and you could go places.

    NEW: I saw what you did on the news, $villain, and so have a lot of other people. $contact has been asking if I can get you in touch with him. It seems like he has a big plan and needs someone of your caliber to pull it off.

    The arc can then proceed using the same enemies, the same objectives, and the same mechanical results. The difference is in the attitude.

    The one place where I do feel it is important that new options be made available is in the 40-50 villain game. Whereas before this point you had a wide variety of factions to work with and have had ample opportunities to work directly against Arachnos's interests, once you reach Grandville all paths lead to Recluse and end there. That's simply not necessary: it's an artifact of a design decision, not an inevitable consequence of the game's fiction. Particularly rankling are the patron powers, which only become available once you ally yourself with a lieutenant. Why not conspire with enemies of those lieutenants to steal their power? It's not like Recluse would even mind: his lieutenants gained their position by being the strongest, and if they're not strong enough to hold onto what they have, he's not going to step in to help them.
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    I thought about this a little more, and I wonder: "How does making them a click power reduce the time it takes to toggle them on?" You'd still spend animation time after clicking the power, the end cost would be up front, and new stuff that wanders in range won't be affected.

    Sorry to pull a John Kerry on you like this, but I'm finding the idea just went from good to indifferent and all the way to bad after finishing that paragraph...
    Agreed. In order for the click option to be an improvement over toggles in terms of time spent activating powers, the clicks would have to have faster animations than the toggle activations. So the animation change is needed regardless.

    There are some other potential advantages to click powers, but they depend on details of the interaction between auras, Placate, and Hidden status that I'm not actually knowledgeable about.
  7. Quote:
    Originally Posted by Castle View Post
    Shield Charge isn't bad, basically it can get you to 2 scale 0.7 aoe's on, at best, an 19.5 second cycle time (ignoring Arcanatime, for the moment.) Then again, to get that, you've got a +400% Recharge, which is freakin' huge.
    Quote:
    Originally Posted by Arcanaville View Post
    Huh? That doesn't sound right, but I don't have access to my numbers at the moment. I could have sworn Shield Charge for scrappers was *way* higher than that[...]

    At SC's scrapper numbers, my Blaster would gladly trade Nova for Shield Charge. It does slightly less damage (on average) in a slightly smaller radius, but doesn't crash and recharges a gazillion times quicker.
    Ohh snap.
  8. Villains don't have to win, but they have to try to do their thing.

    Spoiler: During the new villain arcs, you try to take over a cloning facility and grow an army of yourself. This does not succeed: the lab goes up in flames. But you tried! And in the end you come out a little bit ahead, and the one who ruined your plans got ruined right back. You bowed to no man. That's a satisfactory villain story.

    The fact is, those who argue against the possibility of story arcs in which villains choose and carry out their own plans are making a losing argument, because these arcs exist in the game right now. It's a done deal, it's there, it's real, and it's great. There is no technical, mechanical, or fictional reason why we could not have more like this.
  9. The fundamental problem is that turning on CoF and OG before the fight starts notifies enemies who you are attempting to AS, and toggling them on after you have become visible takes too long. There are actually 3 possible changes that would each more or less solve the problem:

    Code change - Auras suppress while hidden.
    Power change - CoF and OG become click powers.
    Animation change - CoF and OG's activation animations are sped up.

    I don't know which of these would be the most feasible, but any of them would be helpful.
  10. I'm probably not the first, nor am I likely the last, to notice that Dark Armor's two mez toggles are less than synergistic with the classic Stalker playstyle. Perhaps this isn't a novel idea either, but I'd like to suggest for consideration the possibility that Cloak of Fear and Oppressive Gloom be changed into click PBAoEs for Stalkers only. While this does alter the nature of the powers to a notable degree, I'd consider it the least disruptive change to have the desired effect: the powers will still have the same type of effect, the same area, and will accept the same enhancements and sets. Ninjutsu's Caltrops, Smoke Flash, and Blinding Powder show a precedent for Stalkers getting disruptive click powers to complement their defenses.

    The fundamental reasoning behind the "cottage rule" is that major changes to powers should be avoided because they create drastic and disruptive effects on those who rely on the power's current function. So I put it to DA stalker players: purely on a conceptual level, would CoF/OG being turned into click PBAoE mez powers be disruptive to your current play style?
  11. Rifle redraw. Burst fires from the rifle; Longfang fires from the crab backpack.
  12. I'm actually not sure where the concern about being a meleer in a team of masterminds comes from. All I've really needed to do is stay ahead of the swarm, and since sprint + ninja run makes me a good deal faster than a MM pet, I've had no difficulty in doing that.
  13. I'd advocate something similar to the costume prefabs and files: prefabs nominated by the community and placed directly into the editor for people who want to get a functional and thematic base rolled out quickly, and then the ability to save each room as a simple text file that can be shared and loaded in the editor, so that if you see a room you like in someone else's base you can ask for the file and quickly replicate it in your own.

    If bases are going to be a major dev focus, it might also be wise to ensure that everyone has access to at least some customizable space of their own. Tying bases to villain groups may have seemed like a natural fit, but one of the consequences was to place a limit on the number of people editing bases - and make bases a non-feature for the solo player.
  14. I took my SS/Elec brute up against 8 even-con boss clones. They hit pretty hard! I was KO'd a couple of times, but on my third try I hit Demonic Aura and survived long enough to take out a couple. I was expecting to get thoroughly chewed on as soon as the aura dropped, but... it turns out that /Elec clones do not get /Elec's end drain resist. They'd been standing in my lightning field and attacking, and they were drained dry.

    After that, the rest of the fight was pretty easy.
  15. I'm not sure that developer attention is what you want.

    Consider that relatively few players are active base editors. For me at least, part of the reason why I don't play with bases is that there are too many choices. The editor is more fine-grained than I really want; I'd like to be able to slap down rooms wholesale pre-decorated and pre-functionalized. If the developers decide to pay attention to bases, they'll be paying attention to the needs of people who aren't using bases now, and that will probably mean simplifying base editing to the point where a significant chunk of the customization available now is simply going to be gone. I am not saying this is the right thing to do, nor that it is inevitable, but it's pretty clear from prior decisions that the developers are willing to completely ignore the requests of the community currently using a feature, and instead try to cater to the perceived needs of those not currently using the feature.

    So you may want to think about what dev attention to bases will really mean, and start thinking of suggestions as to how the existing functionality you love can be retained while also making base editing accessible to the very lazy general player population. My personal suggestion would be to offer examples of well-decorated rooms that could be added to the editor as slap-down prebuilt templates, and to advocate for room files that can be saved, shared, and loaded so that when people see an excellent room in someone else's base, they can quickly duplicate it in their own. But these are just the uninformed opinions of someone outside the base-building community.
  16. Quote:
    Originally Posted by Negate View Post
    Star actually beat me to it LOL. I was about to say..."Are they skipping out Flamethrower?!" I would list the numbers of that one for yah Gal but it seems my mids are actin' up on me. The Corr numbers are showing 160 dmg. I wonder what's wrong with my mids?
    I can't believe I forgot Flamethrower! Shameful.

    BU + Flamethrower ~= 357 damage per target. So combined with the 334 per target from Buckshot and M30, that's 687 damage per target. Of course, you'd probably want to start with Flamethrower if at all possible, as the other two tend to move the enemies around.

    Now, speaking to the actual topic of the thread: I actually do prefer the crashless nukes, because they're more conducive to the fast-moving playstyle of the game. Wiping out every 10th spawn in 1 second instead of 5 or 6 is not really worth the recovery time and risk that a crashing nuke puts you under, but having an attack up every other spawn that nearly wipes it out and still leaves your toggles running and your other attacks immediately available is great. But then, I dislike situational powers in general, even though I know that in the situations where they're useful, they can be *very* useful.
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    [...] if we want to have bases mean more and be bigger part of the game, we need to involve EVERYONE into using and editing them, and with the current editor that's just not possible.
    Having fiddled with the base editor enough to put together a simple functional base, I agree with you 100%: base building is simply too complex and fiddly for the average player, and for too little benefit. But having seen the fantastic, colossal bases that some of the base-building community have put together with the current free-form functionality, I have to note that simplifying the base editor, especially after the many issues that bases have been neglected, would be reacted to with about the level of warmth that PvPers had for Issue 13. There would be wrath, and it would not be entirely unjustified.

    If the devs did dedicate some time and effort to bases, I would want to see a simplified version of the editor available, one that creates pre-decorated and pre-functionalized "macro" rooms. Pick a theme, pick colors, place room, control and power are handled automatically, you get a functional, well-decorated base room. However, it would be downright rude to turn to the base builders after 10 issues of not prioritizing bases and give them something they never asked for in any of their polite requests and instead take away all the functionality they enjoyed. So the fiddly editor really ought to stay, if at all possible.
  18. Me: SS/Elec Brute. Clone: Bots/Invuln. Yeah, she tanked Ajax just fine. And no high-five for the D-Man.
  19. I think it would be more accurate to say that heroes have greater unity of purpose, and because that purpose is consistent with Statesman's he does not need to be the boss of us. He simply needs to say, "this needs doing", and heroes will naturally agree because they agree with his premises.

    The defining feature of villains is most definitely not unity of purpose. In fact, it is certainty of divergent purpose. Because the villain does not agree with society about what to do and how to do it, he comes in conflict with the heroes who protect social order.

    This is not inconsistent with Recluse being the powerful dictator of the Rogue Isles and leader of Arachnos. I don't expect that any player hero will supplant him in either role, and certainly a level 1 villain would not be wise to defy him directly. However, that does not mean that a villain cannot have a purpose orthogonal or even opposed to that of Arachnos. While being a hero means agreeing at least on basic principles with other heroes, being a villain does not mean agreeing with other villains and wishing to aid them.
  20. While I'm recommending villain arcs, I thought I'd draw attention to "An Internship In the Fine Art of Revenge", also by @Twoflower, also a DC/HOF. The contact is less powerful than you, respects you, and needs you more than you need them. The morality blurs from "honor among thieves" to mercenary, but it's definitely a villainous arc that culminates in the defeat and humiliation of a corrupt hero.

    It seems as if a person is trying to deliberately provoke me into saying something untoward. That's rather villainous of that person.
  21. Quote:
    Originally Posted by Golden Girl View Post
    You've never done the LRSF?
    Thanks for reminding me. When I said that defeating Lord Recluse left you with no path forward, I was in error. It's actually worse than that. Now that you've beaten him, he entrusts you with your greatest mission: defeat Statesman and the Freedom Phalanx, his sworn enemy and not yours. Until this point, Statesman and the Freedom Phalanx have done nothing to you personally. Oh, you may have gone after a couple of them for a bounty or because they got in the way of one of your missions, but there's no particular grudge. They're not coming after you. They're not hatching a plan to invade the Rogue Isles. They're not even in charge of Longbow - that's Ms. Liberty's business. There is no reason for you to fight them, except that they're there and Recluse hates them and he wants you to.

    That's dumb.
  22. Let's get out of this land war in Asia, shall we?

    Regardless of the opinions of the willfully ignorant, it's entirely conceivable that a simple rewriting pass would deal with a lot of the lackey feeling in the 1-40 villain game. 40-50 is more problematic, because the path to epic pools lies through the patrons and their arcs, which all culminate in a confrontation with Lord Recluse and then no path forward. If the developers wanted to create a more self-actualizing villain story, I would suggest they focus most of their efforts on this area of concern.

    Are there any other suggestions as to aspects of the game that need more than text rewrites to place the villain character in the driver's seat?
  23. Specifically, look up the MA arc "DIY Moonbase" by @Twoflower. It shouldn't be hard to find: it's a HOF/Dev Choice arc, right up there at the top of the list. The contact is an underling who provides you with information and assistance, and at the end of the arc you're up one moon base, just as advertised. Of course, you don't really have a moonbase. But then, you also didn't really save Statesman from Tyrant; he's still in that prison waiting for the next hero to save him.

    Come to think of it, it would be a nice addition to unlock more VG base pieces by playing through arcs and defeating enemies. I fought 'em, I grabbed it, it's mine now.

    In fact, didn't bases premiere in CoV? Probably in large part because no villain is complete without his secret fortress? And then bases largely languished for 10 issues, never became a core gameplay feature, and frequently lost functionality and utility.
  24. Quote:
    Originally Posted by Golden Girl View Post
    I thought the overall storyarc of CoV lead to yuo defeating Recluse? So I think it makes sense that as you progress, you get deeper into the heart of Arachnos.
    The overall story arc, at least in the 40-50 range, involves proving yourself to higher and higher ranking people in the Arachnos hierarchy, culminating in a fight with Recluse in an alternate future where your cooperation to take over the world, and subsequent falling out, had ended in a complete disaster. Your reward for this effort is Recluse's esteem as an equal. Which is all fine and good if that's what you wanted, but as a number of people in this thread have already mentioned, their characters don't care about Recluse's esteem, and would rather be pursuing their own vision. Having earned the right to do whatever you want, there's nothing else to do.

    There's nothing wrong with the villain plotline including a confrontation with Lord Recluse. He is the dictator of the Isles; all paths to power must go through him eventually. The problem is that the confrontation with Recluse arises from following his plan, not yours. The story should not end with Recluse acknowledging his defeat; that should be the beginning of the true villain endgame, when you use your uncontested freedom and power to build your volcano fortress, or prepare your laser death ray, or enchant your mystic superweapon, or defeat the hero who mocked your hairstyle, or whatever it is you want to do. Of course, there would have to be a limit to your range of options, but it'd still be more properly villainous than defeating the greatest obstacle to your plans and then retiring without ever actually implementing said plans.
  25. Quote:
    Originally Posted by Gilia View Post
    Fire (a favorite of many for AoE) has Fireball and Firebreath... both of which do considerably more damage than the cone and targeted AoE of Archery/Assault Rifle.
    Before you whip out your calculator, it helps to read what was actually written.
    Quote:
    Originally Posted by Another_Fan View Post
    AIM+ BU+Fire ball + Fire Breath ~= 560 pts of damage at max
    AIM + BU + Fistful of Arrows + Explosive Arrow ~= 407 damage per target hit
    BU + Buckshot + M30 Grenade ~= 334 damage per target hit

    Fire Blast provides more straight damage with non tier 9 attacks. It also doesn't have the knockback effect of Buckshot, M30, or Explosive Arrow. It also has Rain of Fire, which does an additional 451 damage over 15 seconds (with Aim and BU) to anything that doesn't escape its area. Fire Blast is simply superior to AR and Archery in AoE damage if you don't consider the tier 9 powers. It's comparable to AR and Archery even counting in RoA/Full Auto.

    Fire is good at damage. That's kind of its schtick.

    (Mitigation, of course, not so much.)