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Posts
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Quote:Or hey, maybe I can go in a James Joyce costume. Big fat striped tie and some small round glasses... I'll need that pimpin' hat, though. And work on my Irish accent.I'm inordinately tickled by the mental image of James Joyce rolling up to a club in jeans and a tee shirt.
=)
That would be a relatively ironic way to get past the dress code, at least.
Edit: n/m, any respectable Joyce costume would go with the eyepatch motif:
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I'm surprised people seem to like this so much. It was fine. I'll probably watch it. But it's a sitcom with all the saccharine sweetness that brings to it.
I agree with a previous poster that this seems pretty Disneyfied, like something you're supposed to watch with your 14 year old. Nothing wrong with that, especially if you actually have young kids, but I'm just surprised more people here didn't get a little nauseated by the cheesy sitcom jokes and the strong virginity = virtue sub-theme. Also, that the main villain is apparently a shadowy corporation trying to do something bad with a secret super formula.
They did a lot of telling instead of showing. "You're never around for the kids." "I usually tell this kind of stuff to dad." "You have to face that he has a learning disability." But we haven't been with these characters long enough for me to really connect with that or to be convinced. Frankly, they all seemed pretty happy except the teenage daughter doing teenage daughter stuff and I guess their mom works a lot because she's super successful. Really, these are the kinds of problems you want to have. So I didn't get the dysfunctional vibe at all, except that they kept saying it.
I'm also disappointed that apparently all this show has to do to be better than Heroes is have a good fight scene with sfx. Seriously? Heroes was pretty abysmal by the end, but you're saying that if they just threw in some good fight scenes you would've liked it? Being so easily satisfied by eye candy is a bit of a downer to me. I think people should demand more than that.
And I guess the pace is the other reason it's apparently better than Heroes. Except so much happened here in one hour that I didn't care about it happening. Like, the dad is, I guess, unhappy with his job or something. Then he gets super strength and that makes his life more fulfilling. Except I don't know this guy at all, and they never really show him being unhappy at his job - so when he gets super strength, I feel no vicarious joy that, wow, now his life is going to turn around! I'm just like, OK that's cool dude. Same with their "dumb" kid. I never see him being dumb except that maybe he doesn't know where Brazil is. So when he does really well on his math test without studying, I'm not very excited for him. I was just thinking, oh OK so he's like Forge or Cipher. So that's why shows with good writing usually have a slower pace. Because if stuff happens to characters before you care about them, then you don't care about the stuff that happened.
I guess if you just want people to shoot fire at each other then that doesn't matter.
I don't mean to slam the show so harshly. Like I said, it was fine and I'll probably watch more of it. I'm just surprised people here seemed to like it as much as they did. It seems to me mediocre to above average, but certainly not great. It doesn't have a laugh track, so that's a big plus.
Different strokes and all that. -
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Quote:I'm talking less about the player's character, since they have script immunity - they need to be able to ignore orders for game play purposes, and they can't really have Cole's regime coming to arrest them for being a traitor.You get the option to ignore orders on the Loyalist side, too. Also, judging from some of the missions, some amount of free thought is allowed (Otherwise there wouldn't be enough people willing to hold public protests or even riots)
You can agree or disagree with Cole, to his face at at least one point, too.
I'm talking about characters the player encounters while doing missions in Praetoria. -
Quote:It's the Mojoverse!At the end of the arc, Emperor Cole pulls open the curtain to reveal everyone you killed (or saw killed) along the way. He admits that the whole thing was staged, ala "The Truman Show", including a sizable budget on blank ammunition and blood-colored dye packs.
"It made ratings history, <charactername>, but you are one sick, evil sonuvagun. You disgust me." -
Quote:Actually, yeah that's a better analogy.Back to the Mafia example, what the Crusaders are doing here is not saying to Joe the Baker "Stop paying the Mafia's protection money or I'll kill you" so much as it's coming into the Bakery in the middle of the day with an AK-47, shooting Joe and all his customers, and screaming "HEY, GIOVANNI!* WEREN'T YOU SUPPOSED TO BE PROTECTING THIS?"
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As I've conceded. The Crusaders have gone way overboard. My only question is whether it's at all realistic to expect a resistance movement in a regime like Cole's to be able to restrain themselves so they don't go overboard. I'm skeptical that it is.
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Quote:I find a couple things disturbing about your characterization of dictatorships here.You live in a Tyranny, where for the most part the government leaves you the hell alone. It's only when you commit an offense that anything is actually done (maybe a small offense compared to the punishment, but an offense none the less) only then does the government become tyrannical toward -you-.
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The Government kills people over offenses committed against their brutal laws. if you break the law you're in trouble. If you don't: No worries.
First, you seem to have the implicit notion that if the government declares something to be a crime, then it is a crime - your only quibble being with the severity of the punishment. So if the government declares that speech critical of it is a crime, then it is indeed a crime, and we can talk about what the most just punishment for that is. On the contrary, I would assert that political speech is not a crime, and that if the government asserts that it is, they're wrong. There's a meter for just and unjust laws - they're not arbitrary. We can talk about how we define the metric, but it's not ad hoc.
Second, you seem to have confidence that a dictatorship will apply the law even-handedly. So you may disagree with a punishment or a law, but at least you know that if you don't break it you're safe. But actually dictatorships don't work like this - there are so many laws that it's impossible to be law abiding, which gives the regime an excuse to punish anyone they want at any time. This is especially true when subversive thought is a crime. They may want to make an example of someone, or there may be some strategic or personal gain for someone in the regime for punishing you. But the law is essentially ad hoc - they can do anything to anyone at any time.
Quote:The common man who hasn't been oppressed by the government in a way he feels is unjust is approached by the Resistance. his options are to Rebel against what he feels isn't an unjust government, or die.
Yes. That is Tyranny. That is oppression and brutality. In that situation the Resistance are just as evil and cruel as the individuals they seek to destroy. But the Resistance takes it a step further than the Government.
Consider that Cole's regime already encompasses within it what you're saying about the Resistance: join us or die. That's something common to both sides. It seems that the random citizen is under threat from one or the other. What happens, though, if they join the Resistance? It seems to me that although it's much more dangerous, it's also much less tyrannical. And the only reason it's dangerous is because of persecution from Cole's regime. Consider that when you're in a Resistance base, you can freely criticize Scott, DeVore, or Belladonna without having to fear retribution from them. You can go where you want, choose to follow or not follow anyone's orders, choose to take whatever risk you want, without fear of anyone other than Cole's regime punishing you for it. They'll even help smuggle you out entirely. It seems you're much more free, although in more danger. So I don't think the claim that the Resistance is even more tyrannical than the state holds up. They might be crazier, but they're far less tyrannical on balance. -
Quote:Because their position is the default position - that of non-aggression and self defense. Think of it as the political null hypothesis. The state is making the positive claim, so to speak - they're taking aggressive actions against individuals, which requires justification, which they've failed to make.It's pretty much the stated goal that the crusaders can and will kill everyone that's not apart of the Resistance, therefore, if you don't join, they'll kill you.
How is that not tyrannical?
Sure, they're fighting the government, against tyranny and all that, but that doesn't make what they're doing--trying to force the common man to join with them, regardless of their personal choice--not tyrannical.
Heck, I even looked up the meaning of the word Tyrannical. From Dictionary.com, unjustly cruel, harsh, or severe; arbitrary or oppressive. How does that not describe the Crusaders?
The demand the Resistance is making is for the cessation of aggression against them. This is as opposed to the the state, which demands compliance with their aggression. Whether or not the Crusaders' methods are just is something I'd consider open to debate -at the very least, they're highly dubious. But they have the more just position, and "allegiance" to that position entails a reduction of tyranny as opposed to its increase.
To go back to my mafia analogy, if I were to demand, with threat of force, that the family of the mafia stop supporting their family's mafia activities, this is not morally the same as the mafia demanding protection money from local store owners. One is straightforwardly aggressive, the other is in the pursuit of self defense though the means are morally dubious. -
Quote:I'll try to explain, but it probably won't line up exactly with Golden Girl's opinion.EXPLAIN, Golden Cole, ex-frickin-spain how 'rebel or die' is any less tyrannical at all than 'serve or die.'
Loyalists should be wearing swastikas?
Then the Resistance should be wearing the Hammer and Sickle.
Suppose I'm walking down the street when a man pulls a gun and demands my money. It's a mugging. Let's say I resist, wrest the gun from him, and shoot him. I'm guessing no one thinks this is unjust, and no one thinks I've committed a crime. Why not? Because it was the man who initiated force against me, and I was defending myself.
Now suppose I open a local business, when a man comes in and demands protection money. He wants me to pay some amount of money every month or else he'll wreck my property. I decline, and when he comes back with his thugs to wreck my property I defend it and kill them all. Assuming the situation was clear, I'm guessing still that no one thinks this is unjust or that I've committed a crime. Again, they were initiating force and I was defending myself.
Assume I report the incident to the police, but it's clear from our interaction that they're bought and paid for. They're not going to help me.
Now suppose another man enters my store and tells me that because I killed his men, they're going to kill my family, and then if I still don't pay the fee, they'll kill me. I call my wife and kids and tell them to go hide somewhere. I follow the man back to his house, and then I go all Ghost Dog - I break in, kill him, and read his address books and phone logs to find out where the other mafia members live. I go to each of their houses, assassinate everyone inside, including wives and kids, and burn them down. Is what I did just? Did I commit a crime? I think most people would say it was not fully just, and that I did commit a crime, but with reservations. I don't think anyone would say that I'm being tyrannical - they would say that the mafia were being tyrannical, but that I reacted disproportionately.
The difference is in who initiated force, and who responded in self defense, and it's the same question when regarding Loyalists vs Resistance. The Resistance are defending themselves against the aggression of the state, who has declared them to be criminals for arbitrary crimes, including literal thought crime. But instead of buying into the idea that the state has the right to enforce arbitrary laws as most people do, they resist the state's aggression - but it's not like resisting a mugging. It's like resisting the mafia. The state will pursue you in order to assert its own power. You can try to simply hide, and many do, but that in itself is a form of concession - they've succeeded, in a meaningful way, in asserting their power over you. Or you can try to fight back, and with full moral justification, even to the point of killing those who pursue you, like the Praetors, the Powers Division, the Seers, and the PPD. After all, if any of those groups found you, they wouldn't hesitate to kill you, or at least kidnap you and put you through the corrupt legal system, probably ending in your death. It's self defense against what is essentially a super-powered mafia in a corrupt state.
The Crusaders, however, take it one step further. They kill people who are not pursuing them, like hospital residents and random citizens. Just as with my disproportionate response against the mafia, this shifts them from a position of self defense to one of aggression. But it isn't a tyrannical position - it's simply aggressive rather than defensive.
Someone like EvilGeko argues, and I don't completely disagree, that the overreaction on the part of the Crusaders is understandable and inevitable, because it's very difficult to respond proportionately to an aggressive institution that isn't responding proportionately in kind. The state had no problem, for instance, "disappearing" Wardog's family for the arbitrary crime of teaching an unapproved curriculum. In resisting an institution like that, how can you be expected to respond in a way that doesn't go too far, if you want any chance of successfully defending yourself? The state has, in essence, declared a war of aggression on its own people. In a war situation, those who attempt to act in a fully morally justified way are at a strong disadvantage - one of the reasons why war is so abominable.
But you don't have to agree with that in order to see that the Resistance is not tyranical. They're reacting to the initial aggression of the state. They may be reacting out of proportion, but they are the response and not the initial cause. -
Quote:Occam's razor doesn't dictate anything - it's not a law. It's a heuristic.Occam's Razor dictates that Cole orders the execution of those who are threats to Praetoria, not random people.
This is also a misuse of it. It says that you should postulate as few new entities as possible when proposing a hypothesis.
In this case, the state is making the positive claim that it is capturing and killing individuals because they're dangerous. But the burden of proof lies with them to show that. By foregoing a public trial, they have failed to do so.
One of the most dangerous views the public can hold of the state is that the people it imprisons and kills without trial must have deserved it, or else they wouldn't have done it. If the public perceives the state as approaching infallibility, there's nothing stopping it from becoming a runaway tyranny - a process that has clearly already taken place in Praetoria, national emergency or not. -
this thread is painful.
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The plot was intriguing enough, but I thought the acting and writing were really abysmal. I'll probably watch this as my guilty pleasure like I did with Flash Forward, except I don't think this is even going to be as good as Flash Forward.
Then again, it took Heroes three episodes before I thought it was good, so we'll see.
The acting, though. I don't usually complain about acting, but seriously? -
Quote:No, the undercover options don't change your morality, only the alignment missions do. The concept of going "deep undercover" means choosing the alignment you're spying on to keep up your cover on that side. I haven't played all the arcs, but as I understand it the undercover options are things that happen covertly - you betray the Resistance without them knowing. Alignment missions are public knowledge - you do something that shifts your alignment in their eyes. Going deep undercover implies that you're willing to keep up your cover even though it requires you to do things harmful to the side your actually undercover for.Perfect! Thank you, Eiko Chan!
oh... but that means after every level-range I'll have to do another morality mission just to get back to Resistance so I can run the next Crusader arc....
Ah well!
-Rachel-
Like I said, I could be wrong because I haven't played all the arcs. But that's the way it seems to me so far. -
Quote:You go "undercover," by calling the opposing faction leader at the appropriate time, which changing certain missions' objective. However, if you're doing missions for the "extreme" end of the faction, you're going to have that side's badge - so for instance if you're doing Power arcs "undercover" you're going to have to have the Loyalist badge, and so be considered a Loyalist and actually be locked out of the Resistance underground base. This is what each faction leader refers to as going "deep undercover."Is it impossible to do the Crusader arcs as a Loyalist or the Power arcs as a Resistance member?
I know the first Power contact (Deputy Assistant of Information) is in the "Loyalist Lounge" but can an undercover resistance agent get in?
And can an undercover loyalist ever enter the Resistance Underground, where pretty much all the contacts for the Crusader arcs are located?
Haven't ever tried... But I think I might want to do the Crusader arcs as an undercover Loyalist stopping their various evil plans...
-Rachel-
So the answer is, I guess, sort of? -
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Quote:Oof... oh man...The Civil War started over Capitalism. The North wanted higher tariffs on cotton, wheat, textile/food exports with lower tariffs on machinery or other goods. The south (while larger) was less populated by the north and felt threatened by the democratic superiority of the Northern states. Secession was the alternative. The Abolition of Slavery was a minor issue in the greater scheme of the war.
World War 2 was inspired by Capitalism. After WW1 Germany was in the greatest economic depression it's ever seen. Hitler and his national Socialist Party came into power because people wanted better money-handling methods and practices. However, Hitler's "Socialist" regime was hardly socialism. All it did was give him greater power after he eliminated all other political threats and started consolidating power as the Chancellor of Germany. Greed and Capitalism lead to his rise, since most people couldn't get -jobs- outside of Germany if they had german blood.
Every War Britain has Ever gotten into has been based on Capitalistic greed. Whether it's taking over the Ivory Coast or trying to reclaim the American Colonies due to the large amounts of cash they and the companies under the monarchy were raking in from the goods shipped in.
Yeah... pol pot and Stalin weren't capitalists. But they also weren't Socialists, according to the original meaning and intent of the word.
The best example of true Socialism in action would be the Native Americans and other tribal people throughout history. The Hunters hunt, the Gatherers Gather, everyone works and everyone is better off for it. If someone is sick or injured they are tended while the work goes on around them. In a Capitalist Society the injured or ill just don't earn any cash during the time they're not working.
-Rachel-
I'm just gonna sit this one out. :\
It's really difficult, though. -
I find it strange that they have to write up full, formalized rules for a contest that has a reward worth $0. Seems better served as an informal, dev-lead community event.
Did the previous contests have that full legalese writeup? -
Quote:I think a lot of our disagreement here stems from a difference in preference, and a difference in opinion about where the fun in this game comes from. You enjoy the process of finding your way to your objectives, and I don't. Or at least not in the ways that this game presents that challenge....the cornerstone of game design is intentionally placing impediments in our path to success, intentionally introducing obstacles to overcome... In this game, we have enemies to fight as one of the primary obstacles. Can you not see how your argument can apply to them, as well?... You assert that this is not a maze game... I ask "says who?" It has been a "maze game" since City of Heroes launch, at least for some definition of the term "maze game."
I think most of what you said above is correct. I didn't mean to overstate my case when I talked about not having much time to play. What I meant more precisely was that when I get on to play, I want to have fun as quickly and as frequently as possible, which leads to the can of worms of what is fun. There's two ways to answer that, one is personal preference and one is based on ludology. Without writing a treatise or pretending to know more that I do, it seems that our impasse comes from our difference in enjoyment of the process of navigating a complex space per se. You enjoy it, I don't. Your observation about obstacles in games comes from ludology and is, I think, completely correct. Of course games aren't games if there aren't any obstacles or challenges.
The only thing I'd argue about, then, is about whether a maze game is appropriate for this format, or whether it's executed well when it does happen. I think you bring up a good example:
Quote:You know what I find funny? People complain about the Atta map, but it's not complicated in the slightest. It's just big.
The central question to this discussion as I see it, then, is - does a semi-complicated map with dead ends and long forking paths provide the type of variation that helps relieve repetition. The way this game implements it now - especially on things like the Atta cave map - I would say no. The reason for me is that I don't find any enjoyment in the maze per se. If you put me on a lab map with branching elevators and I take the wrong one down to the end and have to double back, it's exactly the same to me as if it were a linear map with an equivalent length. The map wasn't varied, there were no additional challenges, and worse still, I spent at least half that distance not even killing bad guys, becasue I cleared them all on the way there. If you enjoy navigating that space per se, then I can understand why you'd want more maps like that. But for me it detracts from the actual game of defeating spawns, completing objectives, and progressing an arc.
One way in which non-linear maps would be enjoyable to me is if there were interesting objectives at each path's end. For instance, I have to defeat 5 bosses, and they're spread out along each end of the Atta cave (I forget how many ends the Atta cave actually has). Note, though, that these can't just be named bosses that are otherwise unremarkable, but should each be interesting and unique. It should also be clear that those bosses are distributed in that way - I know ahead of time at that point that I have to visit each cul-de-sac of the map. But what I'm not interested in is having to find them. This game would need to elaborate on the "find them" game for me to enjoy that as an activity - for instance, a clue game where I can try to determine where to go based on evidence, and a consequence for looking in the wrong place.
So I didn't mean to imply that the game should be made easier, or that I want to bypass obstacles because I don't have enough time. What I want is for the game to focus on and improve its core strenghts and clear away common secondary elements that the devs aren't focused on polishing. I would put the "maze game" at the top of that list, because in its mediocre state, I think it detracts from the core game. Do a couple things really well instead of doing a bunch of things poorly. I think the new maps and Praetoria in general demonstrate that the devs are doing that, because maps have become more linear while missions become more interesting and diverse, and while stories improve and become more engaging. -
Quote:If I remember correctly, you also prefer the large, repetitive blocks of Paragon to the more cramped and variegated streets of the Rogue Isles, because you prefer your environment to feel like a real city. I vastly prefer the Rogue Isles' design philosophy of smaller zones where landmarks are more concentrated (even though the RI have other problems). I think we're just playing the game for different reasons - I'm playing it for the game play, and you're playing it, perhaps, for RP or some similar reason.I could not possibly disagree more. The notion that maps should be simple, brainless, straight corridors from entrance to objective has always been one thing I despise, because it has singlehandedly ruined gaming for me in practically every game. Maps become linear hallways, of which Final Fantasy XIII is the ultimate expression, and branching paths are removed for the sake of removing dead ends.
What we get as a result is the boring as hell, no imagination grey labs of Praetoria, which have no intersections and have no branching paths that go for more than 10 feet. I know that each hallway will only ever lead to a single room, and each room will only ever have one entrance and one exit, and as long as I find a door I didn't come in through, I'm moving forward. Why would I even need to use my map at all?
But having established that we simply have different tastes, I want to address one of your implications above, because you're conflating several concepts here that I don't think should be conflated.
One, you say you dislike maps that are, "simple, brainless, straight corridors." The implication being that branching maps, say the brown or pink caves or the old lab maps, are "complex" and "thoughtful". I disagree. They require more time to navigate, not thought. It doesn't require any thought to wander down a hallway, find a dead end, then wander back. It just takes more of my time. This is similar to AV fights we've traditionally had in the game. They're not challenging, they're simply time consuming - your character can either do it or you can't, and that's determined before the fight begins based on your power sets, enhancements, and temp powers. There's no thought, and it's not a puzzle - it's just time (obviously this has changed a little with more recent boss fight introductions).
You say this philosophy lead to boring Praetorian lab maps, but those lab maps, IMO, are not boring because they're linear. Consider if they weren't linear - say they had elevators and long dead ends like the old lab maps. Would they be any more interesting? Maybe you'd say yes, but on the contrary I'd say they were even more boring than they are now. If you want to make the lab maps interesting, it doesn't have to do with making them into kindergarten-level mazes, but with putting interesting things in them - decorative elements, environmental obstacles, interesting room layouts, etc. The lab maps aren't boring because they're linear, but because they're monotonous.
Consider the new underground maps, which are some of my favorites. Each map potentially consists of a pretty large variety of rooms. You can follow the old subway tracks, you can go down the ramp through the high ceiling'ed tunnel, into the empty resistance base room, into the room with the cargo ship, into the room large column'd room. It has variety, and many of those rooms (at least to me) are visually compelling and have interesting terrain that subtly change the encounters there. It's completely linear, but it doesn't really feel linear. I'm going down ramps, doubling back at the bottom of stairs, and jumping over subway tracks. But because it is linear, it doesn't waste my time.
As I said previously, this isn't a maze game, so putting pointless mazes into the game doesn't enhance it. I don't have a lot of time to play, so when I do play I want to be able to accomplish something, and that's impeded if I spend my time trekking down a long hallway and find nothing there.
It's a different of preference, but I feel like most players prefer what I'm saying. Maybe I'm wrong, I don't know. -
This is clearly just an excuse for engineers to get topless women into their offices.
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Quote:What did you have in mind?So now that I am less angry as this game has lately been a lot of stress for me, NOT related to the Devs stupid IG crap, I think I should post a more serious answer.
Hopefully what ever is coming is something of actually substance. Lately we have been getting a LOT of QOL changes added to the game which are nice without a doubt but it is really hard to get excited about issues when I know I will still be doing the same things I have been doing for the past couple of years just with a new shinny layer added to it. I am talking about things like AE, Power Customization, Ultra Mode, etc. It is all just a shinny layer added to the existing content and frankly I really want something new if that makes sense.
Pre-emptive response to someone who says AE is what I was asking for. With the restrictions in place with AE the content you get out of it is much along the lines of playing shinny newspaper/radio missions. AE to me is to restriciting to be truely game changing.
ALSO if it is nothing but weather...yeeeeah that would be the lamest issue ever, usurping I15 for the title.