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Quote:*sigh*IIRC, it doesn't even attempt to answer why your powers don't work. It just tells you they don't work, and you can fill in your own reason. Your resurrection serum was untested on fast-path Incarnates. Wade's ritual blocked your own spell. The tangled worldlines in the Cimeroran ruins interfere with your time reversal device. He went AFK during the cutscene, got distracted by something else, and your rez prompt timed out before he got back. Whatever you think is a good reason for the power to not work, you can say that's why. So I personally don't feel that not being able to rez him is much of a plot hole here - they specifically addressed it and let us try to rez him, and it didn't work.
They sorta barely addressed the issue in the Red Widow arc, in a much more specific way that seems to run counter to the other things we know about the character, so it's less palatable.
No. That's not our job. If that were our job, we'd be doing this story in an AE arc.
It's the writer's job to answer my questions both as a character and as a player. If I'm making stuff up for them, then that says a lot about the quality of story to begin with. 'Just because' is the equivalent of 'A Wizard Did it'. Don't be afraid to say after the mission that you get told it's 'uber powerful magic and it had all sorts of counter-wards in it,' anything to give an explanation.
NOT 'just because'.
I used to go with 'it just won't work' in my tabletop RPG group, and I got crucified for it, and rightly so. Players want to feel involved, as if they have a chance to stop something or make something happen. Just saying 'no' is tantamount to you taking your ball and going home because they won't play by your rules.
I learned that it wasn't going to kill me and in fact made me a better writer generally if I put the work in and gave reasons and thought out explanations for things, because then the story hung together consistently and my players wouldn't call me out for using BS or A Wizard Did it. I was expected to be as clever if not more clever than the players and craft a believable, consistent story.
I pay to have this happen here, or at least that's what I expect. I don't find it one iota unreasonable to do so.
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Seriously,
The main thing that I'm personally getting tired of debating is this inferred or presumed or assumed notion that we know that Statesman is happy in the afterlife, that he was happy to go, that he happily died, and that he happily decided he wasn't going to fight the bad guy because he hasn't the heroic willpower to do so and that his powers didn't define him, it was his choice to use them as a hero.
Argh!
No. What we see is what we see. We get the clues that say he died with a smile on his face. We get the inference, not the fact he's chosen to die happily rather than fight (and when the suggestion is made 'he can't fight back because he's just a mortal', what does that make those of us who choose to play as mortals? Or Manticore? Utterly incapable then? Kind of defeats the story....), and most importantly of all, as I have said in a few posts now, he's the Avatar of Zeus. Not an Incarnate, not just one of the most powerful supers on the planet, but a living breathing representation of a god.
And because he has his powers stolen, he somehow loses the attributes that let him manifest as such to begin with? You know, the iron resoluteness of Zeus, the unforgiving wrath, the unshakeable belief in his own self?
After a certain point, I get annoyed with the equation that says because he loses his powers, he loses his character traits too. The direct correlation is made implicit here that he really isn't that great without his powers. He can't resist, he can't try and take back what's his. He has no means (despite this very clearly defined connection to the Well and being the most powerful Incarnate outside of Recluse) to try and reclaim his powers because the story says because.
Sam, I'm happy to put up the exception here to allow this story-wise, because it would be unquestionably dangerous, it would be a one-time deal (Marcus Cole and his power would not be given up willingly), and it would make for a hell of a great story. 'To rescue a god!' Now would that make me feel epicly heroic and stand on the same equal footing as the most powerful NPC in the game? Damn right it would.
Now I'm sorry for sounding a little angry in this post, but I am willing to be reasonable. I am willing to accept a good story reason for just about anything, but for cripes' sake! How long do we, the players and audience for this story, have to keep filling in the blanks and making excuses and/or rationales for what happened when it was the job of the story to do so in the first place?
Is it really that much to ask as a paying subscriber?
And just to vent, some Craig Ferguson swearing. Tootsifruit! Whatsacommnago! Smorgasboard! Crikeydingo!
.....and scene.
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Quote:Doesn't satisfy my complaints, really. A Wizard Did It is just bad writing, and doesn't handwave any reasonable attempt to question or even criticise it.The answer is not "because", it is "because the soul refuses to return". Wade's ritual, in Statesman's case, had nothing to do with it.
Yes, this is A Wizard Did It ad-hocery but it does satisfy the complaints. Whether or not the work is served by an axiom that makes death and resurrection arbitrary is another question.
I'm not seven years old anymore. You want to write a wizard did it, I'm going to call you out on it. It not only excuses poor writing, but also justifies as a precedent any other 'wizard doing it' stories. That's not a slippery slope I want to ski on.
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Quasadu....
Is that the ritual that responds to your powers by saying 'Because'?
Why won't my powers work? Because.
Why won't my empathy work? Because.
I could kinda go on, but it's like shooting fish in a barrel at that point....
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Quote:I don't think it'd be willy-nilly in this case, though. Even just a casual examination of the story, and we would probably learn what his wife and daughter said to him if we got to the underworld to ask, would reveal that it's a bit of a strawman death. I don't think anyone argues that it's a heroic death or he died saving people or anything that anyone would associate with the very best ideals that Statesman has.Putting aside the concerns about "Who Will Die?", I have to think that just deciding Willy-Nilly to revive someone is a decision that could have consequences greater than you might be expecting.
I was never a big Buffy fan, but one of the most powerful bits ever in that show (for me, anyway) was during the "singing" episode. Buffy is still coming to terms with being revivified and she sings "Heaven... I think I was in Heaven..."
The looks on her friends' faces as that sinks in and they begin to realize the enormity of what they've done to her by resurrecting her is a moment that every hero group ought to witness before they decide that they know best about whether life or death is a preferable state of being for another person.
I think it's a very reasonable story angle to explore, really. The means are there, the opportunity is there and there's no reason not to explore it even if just to have Statesman himself, without a cutscene, have a bit of a say in his own fate.
I'd prefer to trust in a story like that rather than a story by Doctor Aeon which has provoked feelings of ambiguity at best in people like myself who find the story as presented to simply not meet credibility and other writing standards a lot of us take forgranted.
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Quote:Nah, that's implying a closed loophole without actually addressing the situation.Except in the Valentine's mission from Duncan, there isn't a loophole. As Venture noted above, they tied that off with "[...]some souls don't want to return to the living [...]", paraphrased. That comes from the mission interaction text with The Conduit contact hero side, also not sure what the villain side has going for it.
So, no loophole there. Who's to say Duncan/Liberty didn't try it already and Statesman didn't come back? Maybe he's truly happy in the afterlife and doesn't want to return. Also, we can't assume he'd come back as "Statesman." Wade stole his powers before toasting him, so it's likely coming back to the living would bring him back as good 'ol Marcus Cole.
While I do agree that the whole "Statesman dying" story is a bunch of rubbish, at least the story here attempts to tie off any loose ends of "well if we can bring back Recluse's main squeeze, why can't we bring back the States?"
Look how many times you've just used the words maybe, can't assume, and likely. We're presuming and assuming we know how Statesman felt, what Ms. Liberty did and more importantly whether or not he'd want to come back given the opportunity. Shadowmoka is also inferring and presuming we know what Statesman is thinking and feeling. All I ever wanted and still want from this story is the consistency that actually says that. All we do see as TheDeepBlue says is that he may not have gone entirely of his free will. Which if you consider it is not a good situation at all.
The actual story tells us none of this. At all. I stand by what I said; what we see on the screen is what we know. And what we see is a man who not only walks into an obvious trap, but he summarily gives up for no reason that we the viewer can discern but must infer from the text. Inference is great if you're telling a morality story or are trying to argue an emotive issue, but not if you're trying to tell a story that as you put it ties off the loose ends. If that were the case, we wouldn't be posting about this. It'd be clear and without any confusion or misinterpretation.
With that as a precondition, it's entirely reasonable to put up the possibility of the afterlife as a response to the story.
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Leave it to us players to find the inevitable loophole in the story.
As a reader and a player, I never found Statesman's 'giving up' and going to die as credible. Does he just go into so much shock that he finds himself in a 'better place' and chooses dying over fighting for his life? Doesn't that rather betray the very values his daughter, his granddaughter, his wife and his closest contemporary recognise in him?
Instead, you get the 'but there are others who can fight the fight for you' bit which conveniently misses the point that beyond Recluse, Statesman has no equal. And oh yeah, he's an Avatar of freakin' Zeus. This is all just going to be accepted with no sense of righteous fury?
All I had to do was put myself in Statesman's shoes for a few seconds. If that had happened to me (ie I was too boneheaded to not recognise the Obvious Trap(tm) and ignore the fact Wade's been playing a master plan game which just might include taking him down), there is no way I would willingly enter the afterlife. By giving up, I'm betraying the very principles which I claim to fight for. Protecting the innocent. Upholding the law. Representing justice.
If the rationale is that Statesman was so tired of his life he just wanted to give up, then we the players didn't see it until the moment of his death.
I can happily throw down the gauntlet to Doctor Aeon to justify in a solidly consistent way how he thinks this works as a story, because we as players can and should be expected to get the gist of it from what we play.
And frankly Doc, it doesn't cut the mustard.
Just like I'd challenge him to answer why going to the Underworld, making a reasonable argument to Statesman and letting him reclaim the power that is his (Wade only stole the power, he doesn't own it) would fail beyond 'oh, he doesn't want to be'.
I swear, every time a reasonable response to the story events come up, the more embittered I am that we got a sub-standard story instead of this heavy-handed fan-fiction.
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Visually the helmet is a spot on representation of what's in the comic. As for being oversized, I'm not gonna knock any helmet where it protects my precious brains from being damaged.
I remember posting it when this movie came out, but the costume design is far closer to the early Dredd look by Ezquerra(sp?) than the more iconic 'big shoulderpads' look we associate with him now. I think all the highlights would just make me a target rather than anything else.
And in a city of four hundred million potential perps, I wouldn't be that anxious to get recognised too quickly.....
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Arctic,
It's never been about 'if we could do better'. If we could, we'd be doing the jobs ourselves at Paragon Studios. What everyone who has written negatively about is saying is that we like to be entertained as much as the next person, but for pity's sake don't dress something up to be one thing and then present it as something else.
Were you, like us, expecting something big to happen in the Statesman chapter of this story? How did you feel when he seemingly walked into an Obvious Trap(tm) and it was just...over? I felt cheated and also felt it was a short fast copout for the story, after all the hype given to it by the Devs. If you honestly got asked what was your standout memory of this story was, would be 'Statesman walked into a trap and got killed?' Doubtless someone would ask: 'Was it a big fight? Did he die like Superman did when he fought Doomsday?' And you would have to respond: 'No, he just...died.'
And as for 'thinking a bit about what my character might do in this situation', I must disagree. I don't mind being presented with a situation that gives me the illusion of free will; that is to say I won't mind the outcome of a story so much as I'm made to feel I had a chance to influence its' outcome. But if you take that away from me, such as trying to save Miss Liberty or her father to the point where you pointedly ensure that I have zero influence by writing the story so as to prevent any sense that I could influence the story, then I'm going to call hax. Do you really feel satisfied by a story where you don't even seem to get the chance to do anything? I dont. I may as well just be reading a comic at that point.
I'm not asking the writers to be sacked, but I am asking that they do better. Because if I can sit here as an armchair critic and pull the plot to pieces as well as provide alternatives (as many others can here, and have done so to responses much more well-recieved than the 'party line'), then that's pointing out rather glaringly the shortcomings of the quality of what we're getting.
I expect the developers and the writers of these stories to not only know the game's lore inside and out (that is their job) but also to provide quality content that I look forward to playing. But I, like any other paying customer, don't have to know what art is to know if I like it or not. These threads would have zero merit if the content stacked up and met the basic requirements of any entertainment medium. And that ultimately is the point.
The only reason this overanalysis exists is because the problems in the story are that glaringly obvious. The only thing I want pandered to me is better writing. That's it. I pay my money, I should expect that. I therefore have a right to say if I don't get that.
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I just wanted to add a link here. This to me is one of the greatest heroic deaths ever in comics with one of the most moving eulogies. Imagine if you can our CoH universe here in their places, and tell me what you think.
http://supergirlthemaidofmight.blogs...crisis-on.html
Edit: I just re-read the issue. I still cry.
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I thought I'd throw in another reply here which in part was influenced by a overnight trip I had to attend a concert of Doctor Who music done by Australian musicians and conducted and set up by the BBC.
The link seems random, but I was struck by how completely I accept a show like Doctor Who, whose seemingly random and implausible nature shouldn't make it a success, but it does.
And it does because we're invited to enjoy and participate in the conventions of itself. That is, the notion that the Doctor will always beat the monsters, the monsters can be any sort of alien, and nearly any type of story or convention is up for grabs to be adapted to the central concept of any story in any time in anywhere in space. It's seriously one of the most giddy fun sandboxes you can ever have fun in, because its own continuity is impossible to police.
This is where City of Heroes is falling down for me right now. Honestly, it seems like a game going through a mid-life crisis where a grimmer realism is taken to be the sexier and more stimulating alternative than the rest of the game's late-70's Silver Age origins, where there might be twists and turns, but the good guys win out in the end. Now obviously City of Villains seeks to turn that on its head, but the reason redside never has the bulk of play is the same reason supervillain comic books never last. Invariably, you're butting up against the very things that make a supervillain and if you scratch too hard, you may find there's not much under the surface in terms of motivation and 'day to day' existence. That's not a knock on villain players, it's just one of the more unfortunate consequences where you have heroes to oppose villains.
What I'm saying in a longer-winded way is that Paragon Studios can't have their cake and eat it too. They laid down the guidelines that Paragon City was Supertown circa the 1970s with old-style cars, four-color superheroes and superteams. I really don't care if Matt Miller and the team want to stretch their boundaries and proclaim that the arrival of the goatee universe (Praetoria) is license to do the 'descent into darkness' that they've promoted it as.
A lot of people (not just myself) have pointed out that the grimness of the stories from Praetoria, First Ward particularly and now the SSA's are better suited to a setting that is more the 90's than what the game was set up like. DC Comics knew how to do the 'descent into darkness' and still keep the Silver Age feel; Crisis on Infinite Earths was as much a love letter to an age the creative teams of the company had grown up on as much as it was bidding it farewell. Yes, people died, but they died as heroes. They didn't have to bicker and snipe and act like they were in high schools. They were people with extraordinary abilities in extraordinary situations who chose to fight (and die) for what they believed in.
If Statesman got even a tenth of the heart and dignity in which the Silver Age Supergirl's death got, it would've been hailed as a hallmark moment, instead of just being remembered for a relatively nice cutscene.
There is, frankly, a certain smugness and inability to recognise that this is a direction a lot of people do not like. I'm rarely this pointed, but I have seen Zwillinger and Doctor Aeon and Positron discussing the SSA's and the other things and cheerfully defending the writing as 'necessary' so that we can appreciate the light after the darkness.
I'm sorry, but putting our characters (and in turn us as players) into situations that are knowingly morally ambiguous at best and then also putting us into stories that confront our ability to suspend our disbelief (in a superhero setting) is neither necessary, an indicator of mature sophisticated writing, and above all, consistent with your setting.
There is going to come a point when the Coming Storm has come and gone (and let's be honest here, we know we're going to win unless the announcement of the game being shut down comes not long after) that the developers and us have to come to terms with the consequences of the writing decisions being made right now. I still feel it's a fundamental mistake to kill off the advertising mantle of an entire product, and will, regardless of whether that advertising continues. Just try and explain that to someone casually interested in the game why the guy in the ads isn't in the game. That simple.
I went through this phase as a reader; I read The Dark Knight Returns and Watchmen and watched the deconstruction of the superhero, and that was a good thing for comics because ultimately people came to understand what it was they loved about their comics and that it was okay to suspend your disbelief about these things.
It's why any statements about 'us being the new heroes' ring hollow to me. Sure, we all want to be the hero (playing one is surely as much the fulfillment of the power fantasy of being a supehero to begin with as anything else) but we still want heroes to look up to. Removing the spotlight off the NPC's and putting it on us will expose our flaws, our foibles to the greater public. Can anyone say that their characters every detail are ones they want everyone to know about?
I thought about that. We get on here and we type about what we think of the Phalanx's character traits and discuss them, argue about them. Now try putting that shoe on your character's foot. I personally am not quite that ready to fill those shoes.
If Paragon Studios make another superhero game that's more morally ambiguous, 'shades of grey' setting, great. I think MMO players are ready for it; Bioware's MMO on the 'redside' portion of the story I think is testament to that. I'm just not going to be surprised that trying to fit this game into that mold is one that won't work.
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I age my characters year for year by and large. I don't always do the birthday thing, but I do at least try and acknowledge some passage of time. Being perpetually at one age seems at odds to me with the experiences you have as that character.
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Quote:I think that'd be better than what we have, don't you?The Countess of Canon and the Doyenne of Digits at the same workplace would be too much for me to bear, I think... I'd be constantly running over to her asking her "hey, would THIS work?"
Michelle
aka
Samuraiko/Dark_Respite
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[QUOTE=Eva Destruction;4100616]He really isn't. Recent writing is full of blatant inconsistencies that could have been avoided with five minutes spent on ParagonWiki, and I don't think he's run a Malta mission ever.
Talking is a Free Action.
(I'm sorry)
[QUOTE]
Wow, really? That's not a good sign....I would've hired Michelle (Samuraiko) instead. She's practically a walking encyclopedia. And then hire on Arcanaville who knows the numbers better than they do.
Heh, I remember talking as a free action, I used to play Champions (oh, the irony) back in the day. Still doesn't make any sense.
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Quote:Totally in agreement with you there. I definitely came out of the movie utterly indifferent to what I'd just seen, aside from the occasional nice use of CGI effects. And the problem was that you're right; I got the absolute bare bones of the story with no investment in any of the characters whatsoever.The problem with The Last Airbender is how it was approached. Shyamalan tried to take an entire animated series season and squeeze it into a feature-length movie. I don't care how good of a director you are, this simply can't happen, especially with something as rich in history and nuance as Avatar: The Last Airbender. The only way this could ever be filmable is if you either split it into many movies, or otherwise drop out a LOT of it, and I'm not sure either of those approaches could produce a decent result, anyway.
The thing is, the animated series was as good as it was (good enough to merit a theatrical release movie) in large part because of all the little things it provided. The humour, the characters, the outdoors camping, the developing relationships, the varied environments and cultures. What Shyamalan did was essentially toss out all the "little stuff" and just retell what comes down to a plot synopsis. And people who hadn't seen the cartoon were left wondering why they should care.
The parallels here, as you say, are evident. The SSAs suffer from being rushed, and I don't mean in terms of release schedule. They suffer from being rushed because they simply don't have nearly enough screen time to tell even half the story they're attempting to convey. The result is that all we ever get is essentially the titles of each episode and the plot synopsis of the story so we know what's going on, but there's never any meat on the bones, as it were. This is not a story, it's the summary of a story. To be honest, playing through the SSAs feels more like I'm reading the souvenir at the end of a story arc, rather than playing through the story arc itself.
If I were coming into the game new (and I have to confess, even with the years I have in this game now), I don't really know the Phalanx. I wrote an AE arc about Statesman primarily because I wanted to help dispel some of the negative press he and the Dev associated with him and it took a lot of research to hang a story on and try and explain his behavior. And that bothers me a lot; most of what I found wasn't even in the game! It was from a lot of outside sources like novels (which I have never read) or timeline references. The NPC's are being done a disservice when the game doesn't support you getting to know them.
O noes! I might spend a week without a filler pack littering the market! Whatever shall I do?
When Freedom was first announced, one of my biggest concerns was that they just couldn't keep up with the pace they were promising. People were telling me that "Oh, you're so negative! We'll get what we used to get for free AND MORE!" I asked people then as I ask people now: Where is the manpower for this going to come from? Sure, for a while they managed to feed off content they'd stockpiled to dole out in pieces, but then what? Who's going to make this new content who wasn't available to do it before? Are they hiring? Nope, not to any large extent. Are the existing developers going to be pulling double duty? Well, apparently.
But why is this even needed? Way back in 2006-2007 when the City of Heroes team was down to the "Surviving 15," we got almost no new content at all, and what we got was the bare essential low-hanging fruit. Sure, these were hard times, but you know what? When we got new stuff, it meant something. When we got new stuff, it represented a lot of work, a lot of time and a lot of dedication. It represented a lot of quality. Sure, the development team was limited, but what they put out, they worked their ***** off for.
These days... Not so much. I mean, I know the team is working harder than ever, but they're being pulled in so many directions and rushed so much that what they end up producing always comes off as rushed, unfinished and essentially a half-***** effort. A lot of the time, it IS just that. This pace of development does not seem sustainable to me. It WILL burn these guys out (and we aren't helping), and it just ends up producing unsatisfactory results.
If they would start adding new stuff to the Market only once every two weeks instead of every week, I'd applaud that. If they started releasing SSAs half a often but with twice the missions, I'd cheer for that. If they stopped rushing everything out the door to meet an unreasonable deadline and instead focused on delivering a solid, quality product, I would pay for that. Pay extra, pay double, pay whatever it takes. I want to support this studio, but NOT on mediocre performance like that, ESPECIALLY when it's their own self-imposed limitations that are causing it. (Sorry, I seem to have no ability to do multiple quotes in a post. Any advice welcome!)
That's a hard truth I've had to come to realize in just solidifying opinions and feelings I've had about the game now for a bit, and it boils down to style over substance. I think the vast majority of games that are going down the free to play/premium subscriber/cash store route rely heavily on lots of goodies (the majority of which you'll never probably use that often) that catch your eye and make you go 'hey, I'll drop five bucks on that'. I was both bemused and amused to see a Frisbee temp power go up in the i22 Beta. Nothing special, you can just throw a frisbee to each other.
On the surface of that, it's a harmless vanity thing that you can enjoy with friends. The Chinese New Year pack is excellently designed, looks great. But even as I type the words, I realise I'm demonstrating the point. It's style over substance.
Even when substance is added, it's obfuscated against other things. I was led to understand for instance there was interesting story and lore in the Mother Mayhem trial. And I thought 'cool, people won't mind whilst I hang around, read text and get up to speed in the story'. The problem was there was so much text I effectively missed ten minutes of the Trial and whilst I was no fan of it, I felt badly enough that I wasn't contributing I wound up leaving. A couple of people even yelled at me for not catching up. The information was there, but those who were playing either weren't interested or didn't care. The dual 'carrot sticks' of Trial and game lore frankly do not work together. I have never ever been able to read the purple boxes of text with everything else going on, the story feels so modular that I could never hook into it, and then I find you need to do them in an order for the story to make sense! If that isn't railroading and herding in the worst senses of the word, I don't know what is.
A friend in my SG basically just copied and pasted all the info they got from them and I left it at that. I really honestly think story progression can't be the bait on which Trials are on the other end of the line. You definitely can't sell a system which by all anecdotal evidence most people are taking the easy road in and a small percentage (ala PvP) are participating in for the percieved challenge and rewards.
I have only ever wanted the story. I don't like gear, I never have and I never will. I think it seriously divides playerbases and encourages eliteism. For a game that supposedly encouraged 'all playstyles', why do I not get to see the story unfold because it's in a system I'm not interested in participating in? It's almost a presumption that I'm the 'wrong' kind of player.
And I'll be honest about this, and I've avoided saying it for a long time in any forum: Bioware is doing what City of Heroes does, but better. I got more invested, more interested and more instrinsically involved with all aspects of the game (yes, even raiding) because I was encouraged to rather than given a narrow corridor of option. I got style but I also got substance.
And I don't give my loyalties away easily to any game.
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Quote:I whole-heartedly agree... I'd really like them to slow down the pace myself in exchange for more building around the story. I'd have liked to have seen a new 20-25 arc (or handful of them) involving stories with the Freedom Phalanx. Nothing flashy or fancy. No new maps. Maybe even retool stories already in game; like involve Sister Psyche looking to stop the Tsoo drug Rage that's hitting the streets. Have Positron help you learn more about the technology (or lack thereof) in the Clockwork, and accompany you to Phil's Garage. Add a special boss at the end to make it more dramatic. Same stories with a little tweak, and a bit more dialogue from the heroes at various points in missions. Take them up the levels. Have Synapse help you out and be your pal who has your back when you're labled a criminal by Crey's propoganda. Let him be there when you take down Countess Crey (he has a score to settle big-time). Plus, put Countess Crey in an office building. I don't care that the story takes her to a cave, I want to fight her in an office full of security.
Once you get a handful of these scattered around the level ranges, then introduce the "Who Will Die" SSA's. Of couse, like I said there... too little too late for that.
Howerver, I'm the patient sort. I'm happy to wait for quality content, and have never been in a rush to see the next issue, even if I'm exited about something in it. There are also those who look at all the new 1-20 content they just made for Freedom, and say "Yeah that's neat, but we want something NEW!"
/em headdesk
That's the balancing act. Not one I envy.
Oh, I do like the ideas about pumping up and promoting more clues and souvineers. Any time you get a clue in a story arc, it should light up like when your enhancements are full, or when you get an e-mail (where it blinks!) And how about having the Library in the Universities have 'history books' on the shelves that give information as well. If a player wants to stand in there for an hour or two just reading. How about a newsrack that has "current events" based on your level range? Heck, even cooler, how about the newsies in front of the trains telling you 'headlines' of stuff based on the zone you're in?
Again, I love exploration and immersion though. I have spent hours just wandering zones before to see the sights. I know I'm the exception though. They may not deem it worth the 'bang for the buck' in resources and time to invest in such things.
Still would love to see it though, and it wouldn't even have to be new tech, just menus with text boxes...
I've tended to note that by and large most MMO's post-2005 tend to take this approach, either by introducing you to major NPC's in a tutorial where you fight with them (say in for example Millenium City) or spreading the experience over a number of levels (say in a galaxy far, far away) where the missions help set the tone for you as well as give you periodic glimpses at the NPC's.
And I feel the opportunity is there; it kinda-sorta happens with the Shining Stars and revamped Atlas arcs, but you never really get to meet or talk to people. If anything, Manticore talks down to you and rarely credits you with figuring things out or lets you above the status of sidekick. No offence to the Dev team, but just because you say Manticore is our Batman, doesn't mean he is. Soften up the 'I'm the grizzled darkity-dark veteran' routine, guys. Even Batman knows to take it easy on the new kids on the block.
If you want us to eventually 'take over' from the signature heroes (a concept I still find ludicrous given that the game is way more static than its playerbase), let us be mentored or work with them first. Otherwise it seems less about passing the torch than it does giving the old guard their redundancy checks.
And call me crazy, but why can't the Phalanx achieve Incarnatedom? They don't have Silos's number or something?
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Do what David suggested in one of the actual voting threads: go with your initial gut-check reaction, because it'll be the most truthful reaction you'll have.
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To me, this is just emblematic of every other raiding system that's ever come along in a game where in order to do x, you must have y.
It also assumes a level of dedication to tricking out your characters and having builds that maximises success in Trials. This is no different to me than having stat-specific armor, particular stat-boosting traits and so on.
If the point here was to make these accessable to everyone, then they've failed. Players will of course put more or less time into whatever activity they like to do, and you'll of course get cliques who do things 'hardcore'.
But this divides the player community (small enough as it is, really) along lines that if the Trials were truly designed to be friendly to all (and frankly I've had enough of some named Devs saying 'it's just a slightly steeper learning curve' as a means of trying to smokescreen the tricks and mechanics that do not encourage newcomers to such things), that too has failed.
But there's a mandate either from Positron or marketing or both that this is a 'necessary' part of gameplay. I'll leave it to other posters to answer whether that is true or not, but for my part, I strongly disagree.
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I went B, because that shoulder ribbing is so emblematic of the period. Even with the stock-standard silver spacesuits (holy alliteration, Batman!), there were always touches like that along with the boots and gloves. I'm always thinking how you can mix and match and there's a lot to mix and match with here.
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I went C, because so many of the retro rifles had that ridiculous sight that did nothing in every old movie I ever saw.
My feeling however is we'll get the top two out of all the options. When have we ever seen just one option go through alone?
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You can't get more retro sci-fi than B.
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Quote:I had to pick up on this in particular from this post (and I will respond to your reply to me in an earlier post, too) because I went and saw that movie because it was cheap or free or something.
It makes me feel sorry to say this, but the SSAs honestly come off a lot like The Last Airbender movie. They're almost all exposition trying to explain why things are happening and why we should care. Every character exists solely to deliver narrative and move the plot forward, every scene feels rushed, plot points are brought up and immediately resolved. And all of this because the movie tries to condense the entire first season of a show - 26 30-minute episodes - into a 90 minute movie while still hitting all the major points, having the full body of plot and replicating all the characters while stating their personalities and motivations in plain explanation.
The result is a hot mess that an uneducated viewer would be hopelessly lost in, and one familiar with the source material will be left to backtrack and piece together why that was a good idea in the first place. You can't bring up plot points in the same scene where they become relevant. You need to establish these things. Obviously, establishing "these things" take screen time, and the SSAs have precious little of that. You can't just tell me a person is sad, angry or stricken with grief, ESPECIALLY if I don't actually see this person anywhere in the story which is telling me this. You need to give me some context, establish this person's emotions, give them screen time to develop. The SSAs feel like they're trying to retell a novel in the space of a newspaper ad.
I was curious to see how someone who had one brilliant idea in M. Night Shamaylan could handle a pretty straightforward narrative story, and the answer was....he couldn't.
I think that's a key point to note here; I think Doc Aeon is a funny and talented guy going on what I've seen of him in Ustream chats and he seems fairly knowledgeable about the City of....universe. However, I think he's been given an unenviable task by trying to put out the equivalent of a monthly comic book in-game with missions that all told take about an hour, span only three missions and are reliant on exposition, game mechanics and events PC's are unable to influence to move forward with.
When I take a step back and look at what I just wrote there, it strikes me that this is best off being in a comic book. The pace to get this out every month must be punishing, and it shows. Anyone who's ever read a good comic book knows that you need some time to build up steam, even if you open with a big event that gets you wondering.
And this has a parallel to the Last Airbender movie. Both universes have a lot of story ground to cover and you can't just 'jump in' and a) expect the reader/player to know the backstory unless you've presented it to them elsewhere or are going to; and b) are dealing with a lot of characters who you may want to introduce, which means introducing not only them but their powers, their personalities, and so on.
This is distinctly lacking in both works to me, and unfortunately, I feel the bottom line is for making a buck. In our game's case, this is meant to be for the new player coming in. 'Hey, don't you feel special? This storyline is all about you!'
But this is a self-defeating goal. It creates a story and universe in which you no longer become invested for two reasons. The first being that you have no point of reference or opportunity to learn about the characters about whom you're supposed to become invested in the fate of and secondly, what little you do learn presents a group of individuals that, unless you are a masochist, you would want nothing to do with either as a character nor a player.
This is characterisation wrought with the broadest brushstrokes in the least amount of time, and even using cutscene technology the Dev team themselves say is a pain in the rear!
There is a continuing and abiding sense of anxiousness I sense from the creative team, especially since Freedom launched. Content must be here now. It must satisfy the player now. They must have it now.
I think when that mentality is in play, that you feel you need to produce all the time in order to compete, the quality suffers. There was even a tacit admission from Zwillinger and Positron last week that if they didn't feel they could keep the pace, the market may only have new items once every two weeks.
And to me, that is reasonable. It is a crushing, relentless pace to have things now every week. And Paragon Studios to me cultivated a reputation for quality over time, not quantity under time.
If the studio themselves do not realize this, it will come back to bite them heavily. I think with the 'vision' of needing Trials to a supposed 'endgame' position, that is already happening, because it's creating an unnecessary division in the playerbase which is already forcing content splits. Stepping back I think, on all fronts, and looking honestly at what's going on would help a lot here.
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Apparently DC doesn't understand the concept of a graphic novel being self-contained. But good on Morrison for realizing yes, it is perfect as it was. You don't need to add to it, at all.
This is just DC seeing if they can sucker the fanboy audience.
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I did want to echo Lycantropus, Melancton (my brother in arms, I think!
) and others who have thanked you for this thread, Sam.
I think it's important that we as players speak up when we feel we're not getting quality product in whatever terms things are presented to us in. I'm sure we can all cite other games where perhaps things have been done (I'm pretty sure the infamous NGE from Galaxies can be used here) that not only were of poor quality but made basic assumptions about the playerbase that were not only inaccurate but also insulting to their intelligence.
If the Devs of this game aren't held to a level of accountability, then the more 'marketing ploy' stuff like this can be pushed through. There has been an awful amount of noise lately about how the team listens to us and takes our concerns seriously, but it took David Nakayama to stand up and actually involve us that made me believe that they did. Well, that and a 20-plus page thread on the Beta and Live forums....
If comic book companies can be held to task for the actions of their writers, then so can MMO's, as far as I'm concerned. I'm a paying and loyal customer, but I am not a stupid one. I ask to be treated as a player capable of understanding and appreciating good writing. I ask to be treated as someone who appreciated and understands the superhero genre.
But most importantly, I ask to be treated with respect. Foisting any story onto an audience where you imbalance the writing by deliberately making the characters around you visibly and demonstrably less capable than you know them to be is not respecting you, it's pandering to you. And pandering on the lowest common demoninator level.
I'm like Sam; the Freedom Phalanx as they're written now don't deserve my respect or admiration because their actions demonstrate it. They're not the premier superteam of Paragon City, they're not even a good second-tier team.
So where does that leave us as players and characters who want to emulate an ideal or a principle that comes from being a hero when the supposed top-tier team acts this way?
The argument that we are those role models is ludicrous. If anything, I am the one who is flawed and human and not of that tier. And the Phalanx has gone from having interesting flaws and personalities yet still capable heroes who would die for their city to overwrought, emo-ridden shadows of themselves.
S.