UberGuy

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  1. Quote:
    Originally Posted by EvilGeko View Post
    Oppressing people with the apparatus of Arachnos at your back isn't all that impressive to me. Captain Mako has done worse than Phipps and he did it himself, not through functionaries.

    <snip>

    Phipps would have been nothing more than a PPD stooge in Praetoria. Evil he may be, but he's more pathetic than evil.
    This confuses me. Why is degree to which one is evil a function of whether or not you can execute your evil intentions without help?

    Mako is a metahuman, presented as one of the more powerful beings in the game world. Ultimately, in any world (real or fictional), superior might trumps enforcment of rules, including behavioral standards. Mako can sow death largely at will because there are limited numbers of people/beings/organizations who can stop him, including Lord Recluse and Arachnos.

    Phipps is not, as far as we know, a metahuman, so he lacks this degree of self-empowerment. But his lack of ability to brush aside behavioral norms through sheer might own does not lessen the degree to which he is evil. If he did not have Arachnos at his back he would certainly achieve less, but he would still be a terribly and willfully evil individual. He would just have to hide it better.
  2. Because I happen to like this IP, I also think it would be nice for it to live on beyond CoH, even if it did so without me as a customer for whatever reason. But the IP in the sense of the lore (which is what was translated into most of those other media) isn't what attracts me to CoH, certainly not by itself. What keeps me here is the combination of the game play, the powers system, and a character creator that lets me build characters that feel like personal creations to me. If another game had produced the same in-game features with completely different lore, I think I'd like it just as much.

    Certainly I can't completely isolate the game features and the lore, for reasons I mentioned earlier in this thread - they're woven together historically, such that this game without the same starting lore might not have evolved in the same way this game has. They shape each other to some degree. But if some accident of fate created the same game with different lore, I'd still like it a lot.
  3. Quote:
    Originally Posted by Issen View Post
    The problem with Mot and Hamidon is that they're less sadistically malicious and more "force of nature" now. Hamidon's insane to a level even over Praetor Tilman, and he was even before he morphed himself into an amoeba. And Mot was just a spirit of Death that went over the line.
    Original Hamidon, as in the person, seems to fit what I understand to be a sociopath. The Wikipedia definition is...

    Quote:
    Originally Posted by Wikipedia
    Sociopathy is the result of social conditioning which leads to a lack of natural human values. It refers strictly to a social condition where a person knows, yet has been socially conditioned to disregard, the intrinsic human values which are believed to be universal.
    Presumably, at some point Hamidon Pasalima was passable as person with normal societal mores. He became a progressively aggressive environmental activist until, eventually, he expressed his activism in the creation of The Will of the Earth virus and his transformation into "The" Hamidon. At that point he no longer cared what happened to humans as long as he could stop them - to him, humans are a problem to be overcome. It seems he has a preference for transforming them into Devouring Earth creatures, but he certainly doesn't mind killing them as collateral damage. And from the perspective of their friends and family, transformed people are about as good as dead absent a means of reverting them to their human forms. (Presumably folks can hold out hope that transformed loved ones can be reverted, but until that happens, the people they cared about are still gone from their lives.)

    Whenever Hamidon first stopped caring about humans as individuals, he certainly became evil. It's not the type of evil where he rejoices in pain and suffering, but it's evil nonetheless.

    That actually reminds me. As an organization they're more diffuse than most of the examples of evil we're talking about here, because they practically lack a clearly visibly leader, but in terms of inflicting uncool fates on people, the Circle of Thorns have to be up there. Yes, Nemesis is responsible for the deaths of millions of people via the Rikti War. Hamidon has killed many people and shattered huge numbers of lives. Lord Recluse has ruled atop a pit of despair, violence and slavery for several generations. And Tyrant tried to enslave the very minds his entire metropolis' populous to create a perfectly pacified society, and did something utterly terrible when faced with failure.

    But for all the evil that these folks inflicted on those they oppressed or who were simply collateral damage, the things they did to their victims ended in the worst case when the people died. The exception is Hamidon, but as far as we know, once people are "devoured", they don't suffer - they're happy with their new state.

    But not the CoT. Oh, no. When the CoT take your body, they cast your soul into an eternal void. They don't kill you. They damn you to eternal nothingness.

    This is a setting where the lore explicitly assumes an unspecified afterlife. Everyone has a soul, and it goes somewhere when you die. (Souls that don't or can't leave become ghosts, which we see and sometimes fight many examples of.) So by dismissing souls into a void this way, they aren't just effectively killing the person (by removing their personality from the living world). They're barring them from whatever afterlife they would have warranted for all time, and replacing it with an endless sensory deprivation tank. Now, depending on your assumptions for this unspecified afterlife, for evil people, that might actually be something of an upgrade. But the same assumptions would lead one to expect this to be a horrific injustice to the souls of innocent, or at least fairly ordinary folk.

    Several story arcs about the CoT tell us that soul might end up stored in a crystal. If not, it ends up cast into the void. (Sometimes being stored in a crystal just defers being cast into the void.) It seems likely that only interesting souls are kept in crystals - souls the CoT think will somehow be useful later. The everyday people whose bodies we see the CoT stealing in, let's see... King's Row, Steel Canyon, Perez Park, Founder's Falls, and even Portal Corp in PI (and that's ignoring the ones in the Rogue Isles)? None of them probably warrant being stored. So the most ordinary of bystanders? To the void with them.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    I think that, for as long as the thread has gone, this really sums up my position quite well. I don't buy people who "want to be evil" because that reduces them to Saturday Morning Cartoons, which is where Westin Phipps is, though perhaps less Evil Con Carne and more Ren and Stimpy. Nobody "wants" to be evil, some people simply are because of how they choose to go about achieving what they want to achieve.
    If only that were true.

    There are people who actively revel in harming other people, and doing it for the simple sake of doing it. That you think such people do not really exist does explain why you prefer to measure "more evil" by the number of people affected by evil deeds. I know such people are real, though thankfully rare. It's common to find them in places where the other sort of evil - what I like to refer to as "callous evil" is systemic, because they're allowed to carry out their sadistic ways in service to whatever power structure puts them to use.

    Both are evil - the people who enjoy harming others and the people who knowingly employ such people. But of the two, I would reserve the deeper hatred, if ever so slightly, for the people who actively enjoy bringing harm, rather than those who think they need to bring harm to achieve power, profit or whatever.
  5. Quote:
    Originally Posted by GuyPerfect View Post
    Though Westin Phipps is sadistic and manipulative, he is nonetheless carrying out orders given to him by Arachnos. Someone else had the evil and he just takes delight in getting it done; that doesn't really make him the "source of the evil" as it were. Left to his own devices, Phipps wouldn't have the power or resources to do much evil, so I wouldn't put him very high on the "most evil villain" chart.
    In my opinion, that just means that Phipps has a sanctioned channel for his evil. It's not at all clear that Arachnos specifically asks him to be as cruel as he is. Phipps doesn't just hire you to do evil things - he revels in them. He often goes on in glee about the anticipation of things he will do as he gives you instructions and then again when you complete them when/if you do it. While his job for Arachnos is brutal and Arachnos is evil for even wanting someone in the role Phipps fills, he takes explicit glee in what they want him to do, and takes his soul crushing to a personal level that it's unlikely Arachnos specifically needs him to.

    Moreover, it's completely false that he only is "evil by proxy" on the basis of having the player characters do all his dirty work. He has you kidnap people, but he orchestrates their torture. You rescue a Fortunata spy, and he personally has her killed to "keep things tidy" - something your character has no knowledge is coming. He gloats about what he's going to do with a mother and blind daughters that come to him as the proprietor of Haven House. Yes, you poisoned them, which is unquestionably evil, but it wasn't clear that you'd be handing them to him as a result - killing people or making them very sick is bad, but giving them to Phipps is almost certainly worse.

    There's no question that willingly associating with Phipps is an act of evil. All the things I've described above mean it's clear the man is a sadist of the highest order, and after you do a couple of jobs for him, you should have no doubt that continuing to do so will blacken your soul by association. However, I consider him the most personally evil character in the game's lore.

    Most other villains we see have ulterior motives of power, and a number of them are even the sort that makes them believe what they do is for a greater good. I would put Nemesis, Lord Recluse and especially Tyrant in this category. There is no question that these characters all do evil things, and all of them have done evil that affected millions if not billions of people, making the scope of their evil acts very large.

    There is a question of whether "more evil" is defined by quantity of harm done or the nature of the intent. Personally, I consider Phipps more evil than any of those three, because they commit evil out of callous indifference to human life - their goal is not specifically to cause harm, but they cause harm as a means to end. Phipps' goal is specifically to cause harm. Yes, that harm is a means to an end for Arachnos in order to maintain control of the Rogue Isles, but Phipps does the job for them because he enjoys it. For him, it's an end unto itself that he has the excuse to do because Arachnos needs that means, and to me, actively enjoying the harm makes him more evil, even if he affects less people total than, say, Nemesis. If I ran Hell, they'd both be in the deep end of the fire pool, but Phipps would be deeper.

    Peter Themari is similar in this regard. He seems to revel in twisting people to evil. His scope is a bit smaller than Phipps', and he doesn't seem quite as gleeful about it, but he clearly enjoys watching other people's lives fold underneath them so that they turn to evil - and him. It's not just a means to an end, he clearly considers it at least a partial end unto itself.
  6. Quote:
    Originally Posted by Organica View Post
    I present to you, he's clearly not another catgirl, the amazing Moo Vestment
    Oh, my. It took my brain a moment to figure out what this was, and then I got a very hearty laugh out of it. Thanks for that.
  7. Quote:
    Originally Posted by Fista View Post
    That in 5 maybe 8 years this game will not exist. It might be longer but it is finite. It will end and be no more. What will you do then? "I don't want to start over in a new MMO" is short sighted. It's start over or go home.

    That so many of you have said you won't try something new is shocking.
    You just answered your own question.

    Quote:
    Words escape me.
    Why? Keeping up with an MMO like this can be a tremendous investment in time. I'm not complaining - I do it because I like this game so much. But it competes with everything else I have going on in life, and even if I appropriately file it below more important things, I still wish I had time to play it more. When I can't play it any more, I'll still wish I could, but I'll finally have a solid reason for bumping the priority on the other things I'd like to do someday, that aren't very important, but that I would have done by now if I didn't spend several hours almost every night playing CoH.

    To get me to want to invest this sort of time again, the game would need to be really, really awesome. Because CoH was the only MMO I ever had any serious interest in playing, if anything could draw me back / keep me playing, it would probably be a sequel. But to do so, it would have to share a lot with the existing game. And my past experience with game sequels (MMO or otherwise) doesn't convince me to set my expectation high on that front.
  8. Quote:
    Originally Posted by BrandX View Post
    Now see. If they made CoH2 and had updated graphics (without going cartoony like the other two superhero MMOs...like I said go with those Koren Style MMOs graphics...okay imo anyways)...added in things people have wanted. I'd have no problem rerolling my main into a new game.
    I don't have a main. I have a bunch of characters I play. Also, I don't make characters who meet a concept. I make characters' concept based on what AT/Primary/Secondary they are. The first point makes porting my existing characters to a new game impractical. The second point makes porting them into a new game that doesn't share extremely close mechanical similarity to this one impossible. I would have to start over in a new MMO.

    CoH is my first and only MMO. That I liked it and played it so very long took a combination of things (some of which are not features of the game, such as a large number of real-life friends who started playing it with me) that are very, very unlikely to reappear in another game. Certainly a direct successor is obviously more likely to score as a viable replacement for me than any other game, but overall, I think the changes in other things mean it's very likely that when it someday shutters the servers, I will not replace it with another MMO, sequel or not. Getting where I am with CoH now represents a future time investment that I really probably could not afford to reinvest in a new game.
  9. Quote:
    Originally Posted by Power_NA View Post
    Is it me or does everyone here other then me dislike Champions? Champions is an awesome MMO.
    It's not just you, but no, I believe not many people here liked Champions.

    I view it as something with some good ideas that its designers either did not really know how to do right or that their design team lacked the resources to do right. It is very, very far from what I would consider an awesome MMO.
  10. Quote:
    Originally Posted by houtex View Post
    If the wish is for CoH with better graphics? Ok, sure. But that's not CoH2, it's CoH Upgraded.
    When people ask about / pine for $THIS_GAME 2.0, I think that's usually what they are thinking of. They want all the good things of the current game with all the sucky things fixed or changed. But the odds of the sequel being mechanically different mean that, most likely, you'll just get a game that's linked by IP and theme, but that has its own distinct list of good and bad things.

    There's a great quote that I got from someone's sig here on the forums a long, long time ago, which I think is somewhat relevant.
    "But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses." -Bruce Leverett, Register Allocation in Optimizing Compilers
    People often think the best answer to making things better is always to start over and rebuild it from scratch. Sometimes it is. But you can't ignore that building anything, from an automobile to an organization to a set of game rules, involves costs and constraints that limit what you can deliver. The choices you make as you design and create it will reflect trade-offs that let you deliver the end goal within time, budget and (hopefully) vision. It's those trade-offs that give a product its high and low points.

    When we ask for a sequel built from the ground up, we don't know what will be traded in and out. It might be a great game, but it won't necessarily be this game with all the warts removed. And that represents risk to its acceptance by and success with the existing community.

    The point in that is not necessarily that it's a reason the designers' shouldn't create the sequel, but I think it's important for players to recognize what they're getting (or more accurately, what they might not be getting) when they ask for a sequel.

    Edit: In case it wasn't clear, I was agreeing with houtex. I just used his quoted comment as a springboard for my post.
  11. Quote:
    Originally Posted by Anti_Proton View Post
    To be honest, if Marvel had bought this game instead of trying to sue it, I think it would have been something awesome.
    I honestly can say I think that would have had a high chance of being a disaster. In a best case scenario, it could have had this existing game's creative talent and designers setting its direction while being able to benefit from Marvel's branding. But I'm not at all sure the best case scenario would have been likely.

    Just to give one example of why I think that could have gone badly (at least in retrospect), consider that it's extremely hard to separate this game's creative successes from the fact that its setting's lore was a blank slate, beholden to no other creators. While I hardly think CoH's success stems directly from its lore, the lore a game does have influences and constrains what things are done within it.

    Consider what a negative gameplay influence it might have been if instead of a small constellation of founding lore heroes (in the form of the Freedom Phalanx and the Vindicators) we instead had dozens or even hundreds of Marvel heroes. I think that would have created a serious risk that our characters would have been portrayed as secondary characters with the core Marvel ones hogging the spotlight. People complained about that even with CoH's less significant trademark recognition investment in its lore heroes, so I think the risk would have been real.
  12. Quote:
    Originally Posted by Ultimus View Post
    No different then Shadow Maul and Flurry which stayed. And it couldn't have had a longer cast time then the Total Focus line of animations.
    Storm Kick did low-tier attack damage with Shadow Maul activation times, putting its DPA in the underworld. Shadow Maul does more damage than Broadsword/Disembowel, in an AoE, and doesn't pay the endurance and recharge costs that would normally entail.

    So it completely makes sense to me that SK would be changed while SM was left alone.

    Flurry, not so much perhaps, but Pool Power attacks have never been high on the list of things the devs seemed to give much focus to. I24 does seem to change that some, so perhaps Flurry can get some (needed) improvement there.
  13. Quote:
    Originally Posted by Fista View Post
    Bases. Bases are the ur example of why they need a CoH2. Let me say this about bases. They're a nice place to store my stuff and they help me get from point a to point b faster but if they disappeared tomorrow I wouldn't really care. The point being they can not touch them. They have said point blank that any attempted change to base would crash the whole (bases) system.

    How many other systems in the game are close to that? I mean bases shipped with CoV. It was actually part of the game and it's so arcane that they dare not touch it. I have to assume that there are similar systems that are severely limiting what they can do with the game.
    While all possibly accurate, that doesn't justify creating a whole new game, with all the other things that almost certainly means, just to fix that problem. No matter how badly people here might want improvements and fixes for bases, I have strong doubts that a case could be made that the game is bleeding subscribers/paying players because bases aren't better.

    In any case, the problems they've described with bases are problems that can be solved with manpower and time, just like problems with power customization and other "might never happen" changes that have actually come to pass. Now, just because it's technically possible bases could be improved doesn't mean base improvements will actually happen, because those costs/investments might never be prioritized over other work that's considered more vital to the game's longevity, but that's not the same as "can never happen". But I'm leaning on those investments being cheaper than building CoH2.
  14. Quote:
    Originally Posted by SlickRiptide View Post
    Why does a "CoH2" have to be a new game?
    This question comes up fairly often.

    The short answer is "because that's what almost always happens" Of course, that version of the answer doesn't really explain why that happens. The longer version admits that there's no hard rule that says it has to happen, but the reality is, almost no game designers (lead or otherwise) who are given the resources to create a game from the ground up are interested in recreating an existing game property with new graphics and more efficient plumbing. They want to try new things, take new approaches, and essentially re-tool the assumptions that always acted as limiters in the original game. It's all but impossible that CoH2 would be our existing game system implemented in new software - it would be new software and a new game system, even if it was a sort of spiritual successor.
  15. Yeah, I'm torn on the idea of Shards being phased out. The only way I'll be pleased with it is if normal content starts dropping Threads, which feels odd given the way that's currently sectioned off in Dark Astoria.

    I like building Alphas from Shards, Notices and TF components. I spend weeks building the rest of my slots in iTrials - I like having something I can build doing something else. And this is from someone who has literally run thousands of iTrials - I'm not afraid of repeating them a lot. Even so, I very intensely hope the method by which they phase out of Shards leaves us with other options for at least Alpha. If it actually leaves us with more options for the other "early" slots? Big win.
  16. Quote:
    Originally Posted by Starsman View Post
    Time it next time you playing and let me know if you do it more than every 45 seconds.
    Consistently? No. But that's because I don't always get hammered that often. Sometimes? Yes, and in those cases, being able to recast it again in a hurry (as fast as I can given its animation time) is a big deal. Making it have a 40-ish second recharge on a high-end build would strip me of that ability, in which case those times I've needed to be able to do that would have meant I either was dead instead or at least needed to use green inspirations. And I like that it allows that for me.
  17. I would say it sounds more like your position is that the power is a horrible power for a select set of characters, or perhaps character + playstyle. (Your complaint would be valid for Tankers who play meatshield, which is probably the majority of Tankers, but also Brutes or even Scrappers who do so, which is going to be respectively less likely for those ATs.)

    When I use Aid Self, I often can't shed aggro, because I'm often solo. If I were a Tanker who needed to Aid Self in a team context, I would try to find cover, such as a corner, I could hide behind long enough to break incoming DPS to heal off of. It's not perfect, but it's what I do solo and it works pretty well.

    Ultimately, I just don't seem to think the power is as horrible as you do. At least in terms of ease-of-use. It's rough on DPS, but for the benefit I at least realize with it, it probably needs to be rough on something.
  18. Quote:
    Originally Posted by Rakeeb View Post
    YES

    YES YES YES

    The cottage rule is the WORST thing that has ever happened to City of Heroes design. It's developers willfully saying that they're going to do a poor job in the name of what, not rocking the boat with the customer? That's a ridiculous argument because the boat is being rocked to bring the customer a better product. Throw it out. It's awful.
    You're wrong.
  19. Quote:
    Originally Posted by Starsman View Post
    Because the interrupt means it can never be used in melee unless you are a heavy defense build and not tanking.
    I would rather it remain interruptable than change to a 90s recharge.

    I use it on numerous melees, and yes, I have to retreat to use it on several of them, which on occasion is impossible (trapped by slows or stuck behind foes and ledges when unable to jump). I'm OK with that. That means it has potentially serious conditional limitations. I would rather that than have it unconditionally be that inferior as an actual heal/sec. As it is, the activation time (ignoring interrupt) is immense, and so imposes serious limitation on whatever else you need to be doing if you use it as often as you can.

    I really thought discussions about that kind of change to Aid Self died when Healing Flames was changed so that its base stats were wildly superior to the best-case heal/time of Aid Self.
  20. I'm pretty sure most of the argument about the "cottage rule" has been about whether or not this is an example for the sake of knowing if the devs break it or not. For those worried that any example of the devs actually doing this is scary, because it might mean they'll start changing all sorts of things, I don't think that's likely at all.

    I should let the devs speak for themselves, but I doubt they'd "break the cottage rule" (see quoted Arcanaville reference for how this is actually a whole set of guidelines) without investigation of the impact. I suspect this power is an orphan among powers, despite it being available to pretty much everyone.

    I'm not going to sit here and claim no one takes or gets use of the Presence Pool, because I know that's not true. But I consider there to be awfully good anecdotal evidence that a significant minority of characters probably have the Presence Pool. Of those that have the pool, I bet not many probably have taken Challenge. I'd like to remind folks that anyone who just wanted a set mule could have taken Provoke (getting an AoE taunt instead of a single-target one), and if they took Challenge and still want a Taunt Set mule, they can use their freespec to change Challenge into Provoke pretty much free of charge.

    Only the most narrowly defined of concept builds could be such that their concept would be harmed by having to replace a single-target taunt with an AoE version. So with a free respec on hand, it really seems to me that if there was ever a power the devs could feel safe "breaking the cottage rule" with, this is it.

    Based on feedback threads in the Beta boards, the devs still give strong consideration to existing powers, and don't just throw out how things currently work without good reason. Since they're basically throwing out how Challenge works, and I personally find it hard to imagine getting people to invest in the Presence Pool is considered an important balance change, I'm betting it's a sign that making this significant change will have minimal impact across the player base.
  21. Hm. So, OK, it became fairly ridiculously easy after the initial fix to the Lights, but it seems kind of a wild swing in the other direction to make Lore immune to it. They're going to do very little against an AV that's +7, minimum. (Characters who are 50+3 summon 49+3 Lore pets, and Tyrant is 54+5.)

    I am OK with it being harder than it was last week, but, I don't know, I would prefer a solution that didn't make Lore quite that pointless.
  22. Quote:
    Originally Posted by PrincessDarkstar View Post
    I think the 90% cap is being introduced at the same time, which was why I mentioned that.
    Gotcha. Agreed.
  23. Quote:
    Originally Posted by Rakeeb View Post
    Folks, a few things.

    A) I thank UberGuy for linking possible i24 proc numbers; however without the actual product described to us (either through testing or a dev post) I'm reluctant to convert the numbers to show expected performance.
    They were given to us in a post by Synapse in the beta forums. However, they were proposed changes, and stated to be rough.

    Testing is not yet an option, since, as far as I know, the changes have not been loaded to any test or beta server.

    For example, even if PPM rates go up by 25%, I will be sort of surprised if they don't round the rates to nearby "nice-looking" numbers. I'll be surprised if they actually create 5.625 PPM procs, just because that's a funky-looking number. But who knows.
  24. Quote:
    Originally Posted by PrincessDarkstar View Post
    Is that accounting for the PPM numbers being adjusted upwards when the 90% cap is introduced?

    As far as I know the store boughts are still counting against 100% proc chance, so haven't got the adjusted proc rate yet.
    Thee PPM value doesn't have anything to do with the cap. Or rather, the cap applies after your proc rate is calculated off of the PPM value. So you could have a capped proc rate of, say 50%, and still have a "4 PPM" proc.

    I realize that limits the actual PPM you get, but that's just how the system works. If it helps any, even the current system can fail to achieve its PPM "target" rate with a top-end chance of 100%. If you put a 4 PPM proc in a power with a 20s actual recharge, you aren't getting 4 PPM out of it.
  25. It's not posting to shoot down your opinion of the change. There are things I don't like about the change, so we're in at least partial agreement. What I object to, and will post in objection to when ever I feel like, is the "color" you (and some others) apply to your posts, which you use to portray you as some poor souls being victimized by senseless actions on the parts of the devs. That's the part that I consider to be emitted from a posterior orifice. That's not an opinion about the change. That's a (baseless) opinion about the devs' motivations in making it.