Villains! Lets make a list!
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I don't know if this can be readily made into a bullet point, but it's a (somewhat) abbreviated form of a suggestion I've been developing for quite some time.
To further expand on the contact issue, I've always wanted a contact who is essentially your lackey. He hatches schemes for you, and since you have the superpowers, you do the leg work.
It could be simple, like a grovelling minion who's looking to get in good with an up-and-coming villain. Or it could be... something like Efficiency Expert Pither. I've always envisioned someone like a Villainy Consultant. He hires out to supervillains to maximize their malevolence and leverage synergies to capitalize on their core competencies. These lackeys would handle "the busy work" that we never see (recruiting minions, and so on), leaving us to do the high-profile work.
The general tenor of the missions, however the contact shakes out, would run something like this.
"Hey, boss, I've got a great lead on building a fantastic doomsaday weapon. Why don't we assemble it and hold Paragon City for ransom?"
And then you have missions like "Infiltrate Archon Burkholder's base and steal the MegaMech plans so we can copy the weapon delivery system." "Steal the Jewel of Hera to use as a focusing device for the laser." "Infiltrate Paragon City's high security whatever and steal the codes to disable the war walls." And then the arc culminates with you defending your weapon from Longbow assault, when you've driven off a few waves of Longbow, one of the signature heroes spawns to take you down (premised on the theory that he can stop the device AFTER you're in jail).
And so on -- the character could even be a recurring contact, offering you a series of plots every five levels or so, each time getting more and more grandiose. You could have an early arc allowing you to establish a "base" (clear out one of a number of mapsets depending on your preferences -- sewer, cave, tech lab, etc), which can be used in later missions when the heroes attempt to stage daring raids on your secure fortress.
That shift in tone ("do this for yourself and please don't hurt me for suggesting it") would go a long way to establish it as the story of our villains, instead of the story of our contacts, guest starring our villains.
"I believe you find life such a problem because you think there are the good people and the bad people. You're wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides." Lord Vetinari, Guards! Guards! by Terry Pratchett.
Here's a few to add
* lower the size of ambushes in Mayhem missions and fix the longbow eagles buggy animations.
* Remove the Kill X Chasers and Plant X bombs requirements from the first mission of the LRSF. Also fix the 3 ambushs that spawn after getting the technician to spawn more consistently. At the moment they will only spawn at long random intervals after each other. This is would balance it with the very first mission in the STF.
* Final mission of the LRSF should have Phalanx split up around the Atlas statue guarding statesman. This will make them somewhat easier to pull and lower the chances of a bad pull pulling the entire group. Most teams can handle 2-3 of the heros at once, so the positioning should be more like this. Also have the whole Phalanx aggro if statesman is attacked first, but allow people enough room to pull a side without aggroing the rest. Alternatively Numina can be moved down to be next to Statesman (attempting to revive Liberty) and be protected by a forcefield device until the rest are defeated. If more challenge is needed you have have Liberty revive when the forcefield drops.
* remove MoG from Valkarie and just give her a full HP/end version of Willpower's rez. At the moment all her god mode does is force the team to stop playing the game for 5 minutes.
* The first villain respec (or Treespec) has ambushs spawn while fighting the thorn tree when the 2nd, 3rd, and STF version do not. Also at the lvl 24-33 lvl range most teams still have significant difficulty taking out the vines before they respawn, please lower the vine count by about 10 for the first respec.
* Silver Mantis SF should not start in SG bases and the contact should be placed in Sharkhead so those without SGs can run it.
* Please give villains their own instances of the Shadow Shard (not co-op or even connect to the hero ones). Give them SFs that let's us see and fight the other aspects of Rularru.
* 30-35 needs a SF in it's level range badly. We can get by without one in the 10-15 range, but it would also be nice to have.
* remove the excessive geometry that litters streets and pathway in the rogue isles. It's very annoying for superspeeders when a tiny junk in the middle of the street makes you have to constantly stop, back up and maneuver around it. It also puts unnecessary strain on the graphics.
* please label where the grandville elevators are and move some of the contacts away from the main tower so they don't all clump up at the same point on the map.
* give longbow a 2nd lieutenant type and make it's attacks primarily melee. Longbow claw scrappers with crit chance would be an appropriate way to go. This would also prevent the situations where villains can be overwhelmed by multiple stacks of Nullifier sonic grenades.
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Here's a few to add
* lower the size of ambushes in Mayhem missions and fix the longbow eagles buggy animations.
* Remove the Kill X Chasers and Plant X bombs requirements from the first mission of the LRSF. Also fix the 3 ambushs that spawn after getting the technician to spawn more consistently. At the moment they will only spawn at long random intervals after each other. This is would balance it with the very first mission in the STF.
* Final mission of the LRSF should have Phalanx split up around the Atlas statue guarding statesman. This will make them somewhat easier to pull and lower the chances of a bad pull pulling the entire group. Most teams can handle 2-3 of the heros at once, so the positioning should be more like this. Also have the whole Phalanx aggro if statesman is attacked first, but allow people enough room to pull a side without aggroing the rest. Alternatively Numina can be moved down to be next to Statesman (attempting to revive Liberty) and be protected by a forcefield device until the rest are defeated. If more challenge is needed you have have Liberty revive when the forcefield drops.
* remove MoG from Valkarie and just give her a full HP/end version of Willpower's rez. At the moment all her god mode does is force the team to stop playing the game for 5 minutes.
* The first villain respec (or Treespec) has ambushs spawn while fighting the thorn tree when the 2nd, 3rd, and STF version do not. Also at the lvl 24-33 lvl range most teams still have significant difficulty taking out the vines before they respawn, please lower the vine count by about 10 for the first respec.
* Silver Mantis SF should not start in SG bases and the contact should be placed in Sharkhead so those without SGs can run it.
* Please give villains their own instances of the Shadow Shard (not co-op or even connect to the hero ones). Give them SFs that let's us see and fight the other aspects of Rularru.
* 30-35 needs a SF in it's level range badly. We can get by without one in the 10-15 range, but it would also be nice to have.
* remove the excessive geometry that litters streets and pathway in the rogue isles. It's very annoying for superspeeders when a tiny junk in the middle of the street makes you have to constantly stop, back up and maneuver around it. It also puts unnecessary strain on the graphics.
* please label where the grandville elevators are and move some of the contacts away from the main tower so they don't all clump up at the same point on the map.
* give longbow a 2nd lieutenant type and make it's attacks primarily melee. Longbow claw scrappers with crit chance would be an appropriate way to go. This would also prevent the situations where villains can be overwhelmed by multiple stacks of Nullifier sonic grenades.
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All of these xsigned 10000
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Problem solved because there is no longer a need to have a ridiculous barrier in place to keep identical items in 2 games seperate
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The barrier is ridiculous? You don't find the idea of heroes selling powerful items to villains ridiculous? You don't find the idea of directly equating Infamy in the Rogue Isles with Influence in Paragon City (its conceptual opposite) to be ridiculous??
How could this possibly be justifiable?
forgot one:
* find the time to make Patrons's respecable and add in the Signature Lackey (ice mistral, silver mantis, etc.) sets. Balance these new sets with APPs, nerfing and buffing the APPs that are obviously overpowered and underpowered. The current patrons IMO are fine as is, it's the APPs and lack of variety that are the problem here.
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forgot one:
* find the time to make Patrons's respecable and add in the Signature Lackey (ice mistral, silver mantis, etc.) sets. Balance these new sets with APPs, nerfing and buffing the APPs that are obviously overpowered and underpowered. The current patrons IMO are fine as is, it's the APPs and lack of variety that are the problem here.
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Very much agreed. A widespread balance across APPs and PPPs is needed, and more options for the Villians.
To add my own opinion: More low level content. The main reason I can't make a new character in CoV and stick with them is that I've been through the same Kalinda and Burke missions far too many times. More starting contacts and more branching contacts would help vastly in removing some of the monotony of the lowbie Villians.
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3.) More variety for Longbow. For the love of all that is evil, at least give them another type of Lieutenant. Villains fight them so often in the game, and yet, with the exception of the Bosses, the group is incredibly repetitive. Why not give them a robotics division?
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How about more variety in the Knives of Artemis? They only have three different types of mob: minion, lieutenant. and boss. Fighting them gets real old real fast because every fight is EXACTLY the same EVERY SINGLE TIME.
I've updated the list again. If anyone has links to threads that discuss any of these issues in a constructive manner, please post them so Ex can mark them not to purge.
Updated
Civilized List of Villain Issues, 5th Draft
<ul type="square">[*]Patron Pools: Functionally and aesthetically they are vastly inferior to Hero APPs. (Suggestion: Add APPs for villains, ie you do your patron arc and get their pool (which you are locked into as usual) BUT you also get access to other APPs similar to the Heroes. Rebalance the APPs in general. Alternately, Make Patrons respecable and add in pools for the Signature Lackeys)
[*]Stalker Teaming Issues: Stalkers need a buff to PvE team survivability and usefulness. (See stalker forums for some good suggestions)
[*]Strike Force Gap: Villains are lacking SFs in the 10-15, 30-35, and 40-45 level ranges. Also, the Silver Mantis SF should be made accessible to those without VGs or those in small VGs.
[*]Lord Recluse Strike Force: Generally accepted that it needs reworking to be more friendly to a wider team variety. (Suggestion: Space the Freedom Phalanx further apart, so that pulling is easier. However, have the entire Phalanx aggro if Statesman is aggroed.)
[*]Lack of Trials: Villains only have the three respec trials, heroes have the three respec trials plus the Hollows, Eden, and Sewer trials.
[*]First Respec Trial: Many teams at the lower level requirement are not equipped to handle the number of vines and the ambushes. (Suggestion: Lower the number of vines and remove the ambushes)
[*]Mercy and Port Oakes: These zones represent about 1/3 of the zones in CoV, yet the average character spends very little time in them. (Suggestion: Expand the zones with some high level content (a la Seer Marino). Possibly the rebuilding of Mercy and the construction on the Rocket in PO. This serves to provide alternate leveling routes for villains and if organized correctly could turn create a more universal meeting place that CoV lacks)
[*]General Zone Performance: Get rid of the extra geometry in the zones! Grandville is particularly bad, but PO and Sharkhead have issues as well.
[*]Grandville Elevators are not marked on the map
[*]Secret Contacts: Many players are completely oblivious to these gems (Doc Buzzsaw or Veridian anyone?). (Suggestion: Have the contacts send a message via the newspaper when you unlock them. Also, extend their level ranges to provide more leeway for getting the badges. Remember, promoting the unlockable contacts is almost as good as adding new content.)
[*]Villain Accolade Requirements: Remove/Replace all PvP badge requirements. Damage and Debt badge requirements in particular are set too high. Hero-Slayer requires 100 signature heroes, while the equivalent badge heroeside (Villain Disruptor) requires only 25. A re-evaluation of villain badge requirements would be nice (This also applies heroside for things like Illusionist)
[*]Black Helicopters: Many Black Helicopters are parked right next to the ferries. They should be parked at the opposite ends of zones for ease of use (ie Near Thorn Isle)
[*]Enemy Variety: Why do the Legacy Chain and Wyvern drop off the radar at level 25? Longbow is already too prevalent, lets change it up. Same goes for Arachnos. Also, Warden bosses don't get demoted to lieutenant when solo.
[*]Contacts: Most contacts treat the player as a mercenary. Some variety in the types of evil a character can partake in would be nice. (Suggestion: Contacts that are intimidated or coerced into working with the villain. Also more branching story arcs that allow the villain to choose how to react to a situation. More player directed evil is a good thing)
[*]The Black Market: Detailed thread can be found in the market forum about this. Long story short, it's broke and needs fixing
[*]Theme and Atmosphere: Most of CoV is dark and gritty. While this is a nice change of pace from CoH it gets monotonous after 40+ levels. (Suggestion: Revamp some zones, or parts of zones, to get a different feel. St. Martial is supposed to be a popular tourist destination, perhaps a lighter tone in the casino district and less rubble throughout the zone would lighten things up.)
[*]Mayhem Missions: Mayhem missions are far harder than Safeguards, although they are arguably more interesting as well. Reducing the size of the ambushes would go a long way towards making Mayhems more team friendly.[/list]
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<ul type="square">[*]Lack of Trials: Villains only have the three respec trials, heroes have the three respec trials plus the Eden and Sewer trials.[/list]
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You forgot Heroes also get the Cavern of Transcendence Trial.
Edit: bah, you put it in the update at the same time I post this!
Gothika (Grav/Kin) Marionette (Ill/Rad) Terra Firma (Earth/Storm) Alana Dale (Arch/Nrg)
Iceblink (Ice/Dark) Fantasia (Mind/Fire) Shadow Minx (Claws/Nin)
--Virtue
Updated, to 5th Draft.
Ex
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You forgot Heroes also get the Cavern of Transcendence Trial.
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This is not necessarily a plus for them.
I play heroes about 75% of the time and would love to have Hero side PPPs along with my EPP. Hero PPPs should be as close to homogeneous as possible and Villain EPPs should be as close to the current Hero EPP as they can be.
more Luddites please.
it is amusing to blow them up. Please give us more missions with the Luddites..
Thanks
@MrsAlphaOne
Member of the [url="http://www.guildportal.com/Guild.aspx?GuildID=171543&TabID=1451954"]RIMC[/url]
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[color=red]Official Beer Wench of PWNZ[/color] Arc 452196 When Madness Reigns over Reason. Play it and PM me your constructive criticism on what I can tweak before Oct 20th. <3 U all
The St. Martial casinos:
They ought to have some purpose besides scenery.
Actually gambling in game is a slippery slope, perhaps a limited times per day. A chance to get uncommon and rare recipes perhaps (with the lack of trials and Strike Forces, getting those recipes only attainable via those is rather difficult.)
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
Love the lists so far, but I just want to add, that not only should the villians get A 30-35 SF, but that they should get two, along with 2 more 25-30 SFs to match heroes. They have variety, we don't. Along with the fact, that the hero respecs have 3 vastly different mobs, and that the villians fight CoT in all three final missions. No one else wants the nictus seed. I find that very difficult to believe.
Soph
Edit- I want to mention that the heroes PI contacts have larger and more grand missions/story arcs, as oppposed to Villians. While they both have some very neat missions, it has always been my feeling that they heroes can farm many many more maps as opposed to the handful Villianside. I know this is minor, but there are lots of complaints about the Black Market, which with better missions, could result in a better market.
Soph again
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-An explanation of Lord Recluse's vision for the Rogue Isles early in the game. I don't think we should have to wait until the video screen at Grandville to learn that his master plan is... screw it, that he has a master plan at all.
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I gotta check that screen out.
Also, hey, a productive villain complaint thread. Good ideas, too.
Okay first off on the Rogue Isles Aesthetics: People are right to complain about 'everything being dirty' villain side, but it goes deeper than that. While some places should be filthy (Mercy is half slum abandoned to the snakes after all) those places with lots of money should not. St Martial is the most egregious violator of this. One should be able to look at various places and think 1. "Crime does pay sometimes and what I'm doing will pan out" and 2. "darn I want that".
While a whole zone overhaul may be far down the road, little details in the sub-maps could, should, and would go a long way to changing the atmosphere. Why are the hospitals in Cap Au Diable, Nerva, and St Martial run down, dirty, and literally so dark I can't see the floor markings pointing to the elevators? These are not poor areas at all (Cap branch of Black Heart Memorial has Haven, but it also needs to service the residents of Aeon City). Clean and brighten them up. This does not at all detract from the villainous nature of the zones. Currently I wouldn't go to any of the Rogue Isles hospitals for my unnecessary surgery, insurance fraud, or non-medically-indicated pharmaceutical needs .
Why on earth are the Rogue Isles Vanguard Offices run down? The Cap one is even in a middle class residence neighborhood! I can't conceive of Vanguard letting their accommodations stay in such a state of disrepair (can you imagine the disapproving look from Lady Grey?? ).
It's almost like Vault Reserve Inc is the only professional organization in the Isles; and even they seem to have trouble paying their lighting bill .
Then there's the general stupidity. I was terribly disappointed (and complained about) the NPCs in the villain Invention tutorial. Aeon University is supposed to be the the knowledge center for the villain capital of the world. This is where budding mad scientists go to learn their craft. I could see them being quirky, but every last one of them is characterized as a venal incompetent! Where are the faculty that could be believably working on a Phased Linear Oscillation Transduction device to "Show Them - SHOW THEM ALL!"?
The stupidity goes all the way to the top too. The four top lieutenants of Lord Recluse were visualized as: a mindless savage, a moron controlled by his girlfriend, an emo ponce, and someone you could actually consider dangerous (yet has a mentally disabled sidekick). Could we add a few more signature villains that aren't the three idiots and their sidekicks?
Which leads into...
The place of Arachnos in the Rogue Isles and their relation to the Player needs to be better explained: I invited an acquaintance to leave WoW and try out CoV. After they had been playing for over a week I showed them around Pocket-D, pointed out the Hospital Porters, and related how they had been so well-used during the first Valentine's Event. I then had to explain to them the Rikti War and Rikti Force Field/Teleporter Technology, the Destined One project, and Arachnos' Survival-Of-The-Fittest creedo. After I got done with all of that she said "Oh, that tutorial and first set of missions makes a bit more sense now".
The whole villain side assumes 1. you have already played and understand the story from Hero side 2. you understand Arachnos inside and out 3. you already know why you were broken out.
For those who don't understand Arachnos: Recluse imprinted the organization with a hard core survival of the fittest ideology. The organization also openly recognizes that if you see your fellow men as potential prey, there's no reason that won't extend to your colleagues and accepts that there will be fractiousness and infighting as a matter of course. That's why there is an Arbiter Corp to keep things from becoming non-productive and why YOU are allowed to be attacked by wolf spiders.
For those who don't understand Project Destiny: Recluse has a list of 'potential destined ones' that *might* turn out to be the ones for told by Kalinda and the Fortunata Corps. They aren't certain, they are just the ones who *might* be and all of them were broken out of prison. Once they were out, Arachnos dumped them down in the Isles to sink or swim on their own. To protect the investment, the new arrivals were tied into the hospital teleport network, but that's as far as they will go in support. This firstly is in line with the survival of the fittest ideology of Arachnos; if you never managed to make it out of Sharkhead or if you got offed by a Crab Spider somewhere then you weren't actually Destined now were you? Secondly it lets Arachnos deny a connection between themselves and the acts of the Players (this is also why Arachnos-contracted Mayhem missions in Paragon come through non-Arachnos island Brokers).
All of it makes sense for Arachnos control of the Islands. They're impressive because they are a successful villain organization with a coherent and internally consistent philosophy taking into account the likely behavior of human beings acting upon it. But none of this is clear in the early villain levels, if it ever becomes so. Hence you get the "I'm just Arachnos' flunky" complaints. Player's aren't Arachnos flunkies (not until Patron Pools anyway); Arachnos doesn't care about you until you've shown you can stand up with the most powerful on the planet. They *are* the Big Dog in the islands though and the organizational force that keeps all the underground and criminal enterprises viable there.
I don't particularly mind the Arbiter Corps being Trainers and Stores; it matches the Corps' purpose. Conceptually it's the exact same thing as in Paragon: instead of Arachnos you are being trained by the Freedom Phalanx and their Junior Auxiliary. The Arbiters are actually something of a relief from the can't-tell-the-players-without-a-program list of trainers hero side (separately: why don't -they- have readable bios? I still don't know who some of these "important" people are).
Speaking of Patron Pools: They really do need to be respeccable. If for no other reason than story-wise you need a way to "betray" your "Patron" for another or to go Independent again. Just giving access to EPPs in addition to a locked-in PPP wouldn't do it. I know some people who actually want a particular Patron Pool other than the one they took. For those who don't want to have anything to do with Arachnos whatsoever, there also needs to be a non-Patron-Patron-Arc where you run your own scheme to construct/steal a self-empowering Phased Linear Oscillation Transduction device that opens up a power-pool.
To sum up:
<ul type="square">[*]Not everything has to be depressing in the Isles; make some conspicuously wealthy and strong for players to covet.[*]Not everyone has to be stupid in the Isles; make some competent and dangerous[*]If zone reworks are far down the line, clean up the Hospital maps in wealthy zones and refurbish the Vanguard offices. Vault Reserve could do with some higher Watt lightbulbs too.[*]Create more Signature Villains and please make them competent threats rather than savage retards.[*]Explain better to new players what Arachnos is about and what it does in the Islands[*]Explain better to new players that they are '*potentially* important to Arachnos' future' and that's why Arachnos broke them out, but that's as far as they go and after getting a quick look in Mercy Arachnos will have nothing more to do with them directly until and unless they become so powerful that they prove they are one of the Destined (Destined for what they don't have to say.) It's up to the player to make something of themself.[*]Explain what the Hospital Porters are and where they came from; this is in the Hero tutorial but shows up nowhere redside.[*]Patrons need to not be locked in and a non-Patron option needs to exist.[/list]
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-An explanation of Lord Recluse's vision for the Rogue Isles early in the game. I don't think we should have to wait until the video screen at Grandville to learn that his master plan is... screw it, that he has a master plan at all.
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I gotta check that screen out.
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I've always found it lame and hackneyed compared with Arachnos' backstory.
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[*]First Respec Trial: Many teams at the lower level requirement are not equipped to handle the number of vines and the ambushes. (Suggestion: Lower the number of vines and remove the ambushes)
[/list]
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I could even see an entire revamp of the respec tf, you could even make a sort of anti-hero version of it. Make it so that by destroying the reactor in Terra Volta that the villains are infected with radiation and their powers mutate. Power proliferation, according to Dr. Brainstorm, is possible because all the powers are linked through some unseen web to heroes and villain alike. Therefore it would stand to reason that to respec your powers, you would have to have similar circumstances cause the transformation in villains and heroes, but currently they are caused by different circumstances. Instead of stopping ambushes from destroying the reactor, you have ambushes that try to stop you from destroying the reactor. Just my opinion but I think a lot of people would find this more fun and less frustrating than the current trial. In fact, since I have now 4 free respecs from the vet rewards, I never see my self doing the current version of the respec, it is just not fun and very annoying.
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For those who don't understand Arachnos: Recluse imprinted the organization with a hard core survival of the fittest ideology. The organization also openly recognizes that if you see your fellow men as potential prey, there's no reason that won't extend to your colleagues and accepts that there will be fractiousness and infighting as a matter of course. That's why there is an Arbiter Corp to keep things from becoming non-productive and why YOU are allowed to be attacked by wolf spiders.
For those who don't understand Project Destiny: Recluse has a list of 'potential destined ones' that *might* turn out to be the ones for told by Kalinda and the Fortunata Corps. They aren't certain, they are just the ones who *might* be and all of them were broken out of prison. Once they were out, Arachnos dumped them down in the Isles to sink or swim on their own. To protect the investment, the new arrivals were tied into the hospital teleport network, but that's as far as they will go in support. This firstly is in line with the survival of the fittest ideology of Arachnos; if you never managed to make it out of Sharkhead or if you got offed by a Crab Spider somewhere then you weren't actually Destined now were you? Secondly it lets Arachnos deny a connection between themselves and the acts of the Players (this is also why Arachnos-contracted Mayhem missions in Paragon come through non-Arachnos island Brokers).
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I have a level 45 MM, and have been active on the forums for quite some time now--but I did not know most of the information, except in generalities.
An earlier and clearer explanation of the prophecy (which I have never heard of) and Recluse's methodology for seeing its fruition would do a great deal to alleviate the "lackeyed" feel many players complain of.
Great thread!
I would add:
Hazard Zones. Like the Hollows, or Perez Park, etc. Zones with very large spawns of mobs.
Along those lines, a sewer version in the Rogue Isles? Having the choice between an arachnos contact who makes you kill snakes and a mercenary who makes you kill snakes at every starts of every villains is getting a bit old after all these years. Sewer-like maps could give us a third choice for starting off somewhere. Or diversify their content.
Giant Monsters.
I'm all up for more Strike Forces, especially one or two you can start with 3 peoples rather than 4.
Heroside you have lots and lots of plaques that can information about the world, it's history, tone, etc. I know that Kings Row used to be a prosperous garment district but is now a slum because of plaques.
I have no idea what Nerva Archipeligo is about even though there are STILL, after six issues, five plaques in Nerva that give blue hands but have no text attached.
I have no idea what St Martial's history is, why Black Mariah has the name it does, or what the ghost tree is about.
It's ironic that the portion of the game with more story arcs is virtually silent on backstory and context.
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Willy Wheeler's Badge mission is missing from Ouroboros.
[/ QUOTE ]No it isn't. You have to do his arc, because it's apart of the story arc.
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This is false. It is a standalone mission, and not part of an arc.
Plant bombs in Arachnos base
Briefing
Hey! got a hot job for ya! Seems as though someone in Arachnos crossed this guy I know, and he wants revenge! What I need you to do is plant these bombs within the Arachnos base. It'll send 'em a message they won't forget.
Here's the explosives that you need. They're a bit primitive, but they'll get the job done!
Mission Objective(s)
Plant bombs in Arachnos base
5 bombs to set
Enemies
Arachnos
Notable NPCs
Wolf Spider Huntsman (Boss)
Debriefing
Wow, that blew up good! Hehe! Stick with Willy Wheeler and we'll go far!
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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Willy Wheeler's Badge mission is missing from Ouroboros.
[/ QUOTE ]No it isn't. You have to do his arc, because it's apart of the story arc.
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This is false. It is a standalone mission, and not part of an arc.
Plant bombs in Arachnos base
Briefing
Hey! got a hot job for ya! Seems as though someone in Arachnos crossed this guy I know, and he wants revenge! What I need you to do is plant these bombs within the Arachnos base. It'll send 'em a message they won't forget.
Here's the explosives that you need. They're a bit primitive, but they'll get the job done!
Mission Objective(s)
Plant bombs in Arachnos base
5 bombs to set
Enemies
Arachnos
Notable NPCs
Wolf Spider Huntsman (Boss)
Debriefing
Wow, that blew up good! Hehe! Stick with Willy Wheeler and we'll go far!
[/ QUOTE ]Paragon of Vice is not from planting the five bombs. Paragon of Vice is for the mission where you go into an Arachnos base and destroy one of their listening arrays and and defeat all the operatives inside. Planting the bombs is part of the mission chain. So again, no it's not a stand alone mission. He gives the badge. If Paragonwiki says that mission is the one that gives the badge, I can tell you now, that Paragonwiki is wrong. I know its' apart of the mission arc, cause I did the flashback to get the badge.
In fact I just checked Paragonwiki and even Paragonwiki says you are wrong;
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Defeat all Arachnos Personnel
Briefing
My source has been having Arachnos problems, and he wants a hurt put on 'em to show he means business. He found an Arachnos base in Paragon City. Go into the Arachnos base an take down everyone.
There's a ship at the docks in the Devil's Coat Tails here on Cap au Diable which is heading to Paragon City soon. Once you get to the mainland, head over to the building housing the hidden Arachnos base and lay waste!
Arachnos hideout in Paragon CityThis Arachnos base is well hidden in Paragon City's warehouse district
Mission Objective(s)
Defeat all Arachnos Personnel
Enemies
Arachnos
Notable NPCs
Wolf Spider Hunstman (Boss)
High Tech Machinery (Object)
Hitech Surveillance Device
It looks like this surveillance device was used by Arachnos for spying on hero activity within Paragon City.
Badge
Completion of this mission earns a villain the Paragon of Vice Badge.
Paragon of Vice
You showed Arachnos how tough you were in Paragon City
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[*]Secret Contacts: Many players are completely oblivious to these gems (Doc Buzzsaw or Veridian anyone?). (Suggestion: Have the contacts send a message via the newspaper when you unlock them. Also, extend their level ranges to provide more leeway for getting the badges)
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Love this idea. If not newspaper, broker. Or something. Think of the mission you get at level 5 hero side to go talk to David Wincott. And the missions either side to go speak with (insert pvp zone) liason. Something like that needs to be done for the villain contacts so you don't miss them.
Especially with so many people complaining bout lack of villain contacts, content, etc. Need to make sure people are aware of what is there.