City of Heroes Going Rogue - FAQ - Discussion
The reason I say the city in the trailer looks like it might be a preatorian Grandvile is because of the layout of the zone. There's an abnomally tall builting right in the middle of it, an area in front of that where Lord Recluse's statue would be in our Grandvile, surrounding that whole area is a few medium sized buildings that would represent where the Arachnos base is around the center Grandvile building, and around that area looks like a bunch of small residential areas where the broken down city around the Arachnos base would be located in our world.
There's no giant statue of a hero or villain where Lord Recluse's statue should be and there's nothing where the web should be over the top of the city but if you look beyond that the layout is verry VERRY simular to Grandvile.
The first clue to me was the freakishly tall building the rest I looked at while the video was paused.
I'd have to agree with SPICE above me here. The trailer teaser is just that, a TEASER. Not all the time does trailers come to fruition. I am hoping like most RP games that are coming out your decision while in a mission will lead to you turning good/evil. Hoping that they give you different options on completing a mission as far as destroying a computer or stealing the information from it. This is what I'm hoping how it is going to play out. However having enough experience in gaming the only way to find out is when they give us more details on the expansion. Until then we can speculate away.....
�One of the best lessons children learn through video games is standing still will get them killed quicker than anything else�
I think the basis of the expansion is not side-switching but that you must now choose your alignment in the alternate universe which is like a dual alignment system. This second alignment (which we know can be switched and switched again) is only valid in the alternate universe and you still retain your original character hero/villain alignment in the real world.
This gives us purpose to play our level 50 characters to follow Statesman to the villain side (Paragon City) or follow Lord Recluse to the hero side (Rogue Isles).
For example: Statesman will have a dual alignment:
- Real universe = Hero
- Alt universe = Villain
Possible scenario for our Characters:
- Real universe = Original Hero/Villain Alignment (which can not be changed)
- Alternative universe = Selectable and Switchable Alignment
A dual alignment method seems to leave the original game intact solving issues with: contacts, badges, accolades, SG/VG, WW/BM, EPP, Epic AT although maybe some of these items are disabled in the alternate universe.
Look at the Action House in WoW, its not present in any of the expansion zones which leads me to believe WW/BM may not be accessible in the alternate universe.
WoW also kind of had a dual-alignment system in its 1st expansion TBC with the decision to follow Aldor or Scryer. You needed to choose a side to open quest-lines and you were restricted within certain locations to the specific Aldor/Scryer following however your original alignment remained Horde or Alliance. Now if you wanted to side switch from Aldor to Scryer you needed to complete a series of quests and turn-ins. WotLK was the same way with the NPC factions in Sholozar Basin.
Although I could be totally wrong.
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I think all this talk that the side-switching is only going to be in Praetoria is ridiculous. If that was going to be the case then they wouldn't have said Paragon City and The Rogue Isles. They're no doubt called something different in Praetoria, plus with side-switching as the big hook of this expansion it's a little paranoid and "tinfoil hat" to assume that it's not going to take place in the prime world.
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*slaps on tinfoil hat in the shape of an alien duck
per the faq this is a paid expansion. if the previous paid expansion of city of villains and things like paid costume/bonus packs (which have sold reasonably successfully to my understanding) are any indication at all then 'have/have not' based on purchasing power should not be a surprise. when cov launched it brought superbases with it that required the paid addition of cov to even access them. the set up for going rogue is based off of a long held community wish to be able to sideswitch and puts the smell of money into the air.
the idea of having something like this in praetoria does have an interesting feel to it. a not-necessarily 'neutral' zone for heroes/villains to to come to the astounding realization of 'i like the cut of your jib' or 'omg think of the children' dilemma. if the zone if different enough and has a significant amount of play value other than a simple mission stack to side switch we could very well have a very desirable zone or 2 to hang out in while searching for rick's cafe.
my major concern over this is the hanging hype of a few words and flashy trailer that may or may not translate. an example for me would be the oro issue where it really seemed to be headed towards world changing events (infected taking over talos was a theme in a inworld news release that was great, but didn't translate into the game at all, and instead we simply had to do the training mission over again) that didn't change the world.
we'll see eventually, sometime around nov i'd guess.
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I dont know why the tinfoil hat in the shape of a duck made me laugh out loud....
You only fail if you give up. - Dana Scully
Time Jesum Transeuntum Et Non Riverentum - Nick Cave
We're not just destroyers, at the same time we can be saviors. - Allen Walker
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Although I could be totally wrong.
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Ockham's Razor. As Mental_Giant stated, this path would require them to create 2 Paragon Cities, 2 Rogue Isles, and a Praetorian world, which would separate the playerbase into 5 separate cities. We've already got people complaining they can't find a team on some servers, and you want to drop the availability of teams per side by an additional 60%?
It'll be easier for everyone involved, developer and player alike, if they use the same instances of the cities for the regular and rogue characters. "The simplest solution is usually the best."
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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You will retain all badges that were earned, because you can always switch back to your original side. The Devs aren't going to wipe out all badges if you are able to switch back. They may change the names of the badges depending on what side you are on, but they'll still be there.
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As has been mentioned previously, all badges already have two names, one implying that you "betrayed" the other side. So if you go villain you are no longer "Statesman's Ally" you are "Statesman's Betrayer". IIRC, there are some badges that are shared between both sides, so they already use both of the names. This would just allow heroes to gain the badges they couldn't get because they were on the villain side, and vice versa.
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Accolades present an interesting question. It's possible you will only get access to the Accolades on the side you are on, but they might also just let you have them all. I haven't done the research to see if that would be unbalancing or not.
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Actually, in keeping with the "there's a different set of rules when you're Neutral" theory I've been working on, it would make sense to me if a new set of Accolades were added for Neutral characters. Then when you leave the Hero side to become Neutral, you lose all the Accolades you had and gain the new ones, if you have the prerequisites for them. Then if you continue your side switch and become a Villain, you gain the Villain Accolades, again assuming you have managed to earn the needed villain badges.
This would be a lot more likely, I think, than allowing you to potentially earn BOTH sets of Accolades, including duplicates that could stack with each other for unintended effects. Unless somehow it turns out that those Accolades are the same ones, just with different methods of earning them.
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We've already got people complaining they can't find a team on some servers, and you want to drop the availability of teams per side by an additional 60%?
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Lets talk about teaming/cross alignment communication.
Is it possible that we will be able to communicate with our opposite alignment in this alternate universe and thus team with them creating a larger or equivalent pool from which to form teams?
A new Broadcast Channel might look like this (could be from a Villain or Hero and seen by all): LF team - Hero Missions
Potentially missions could auto side-kick, like AE, to reduce level disparity and increase teaming opportunities.
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We've already got people complaining they can't find a team on some servers, and you want to drop the availability of teams per side by an additional 60%?
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Lets talk about teaming/cross alignment communication.
Is it possible that we will be able to communicate with our opposite alignment in this alternate universe and thus team with them creating a larger or equivalent pool from which to form teams?
A new Broadcast Channel might look like this (could be from a Villain or Hero and seen by all): LF team - Hero Missions
Potentially missions could auto side-kick, like AE, to reduce level disparity and increase teaming opportunities.
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In Paretoria, you will definitely be able to make mixed teams, but in your theoretical Praetorian Paragon and Paretorian RI, you would only be able to team with Villains or Heroes who have been redeemed/fallen, no?
Agua Man lvl 48 Water/Electric Blaster
"To die hating NCSoft for shutting down City of Heroes, that was Freedom."
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I'd have to agree with SPICE above me here. The trailer teaser is just that, a TEASER. Not all the time does trailers come to fruition. I am hoping like most RP games that are coming out your decision while in a mission will lead to you turning good/evil. Hoping that they give you different options on completing a mission as far as destroying a computer or stealing the information from it. This is what I'm hoping how it is going to play out. However having enough experience in gaming the only way to find out is when they give us more details on the expansion. Until then we can speculate away.....
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I love that idea and in fact it was the only thing I really liked about Star Wars Galaxys. Most of the archetypes in SWG were completly useless such as entertainer so basically everyone was either a Jedi or a Bounty Hunter.
The Jedi archetype however was not actully Jedi, you got to use force powers but you were not actully a Jedi, your choices while playing the game would determine weather you would later become a Jedi or a Sith. I remember there was one mission I did where I was supose to save some guy and apon learning that he was attackable I decided to kill him insted of saveing him and the screen flashed all red saying that I was on the path to the dark side but that was only my first insident and there was still a chance I could redeem myself.
Okay, final two cents on why the people who think you're going to become the opposite alignment in Praetoria only are wrong in my opinion:
Tyrant is referred to as Emperor Cole, and it's implied as far as I understand that he rules the entire world. Stefan Richter is dead, Tyrant killed him, there should be no Arachnos equivalent to my understanding, and with the kind of power he has under his thumb with all the Freedom Phalanx and Vindicators evil equivalents at his beckon call I doubt that what heroes there are would be able to form any kind of a solid foothold against him. Hence, there is no Praetorian Paragon or Praetorian Rogue Isles, it's just Praetoria and it's completely ruled by Tyrant. Praetoria will be the catalyst for side-switching but once you've become villainous you can't just hop dimensions and go "Weee! I'm good again!" Doesn't work logically, technically or at all with the narrative.
I've said all I can say really, so I'm not gonna argue the point anymore, I'm just waiting to be able to say "I told you so."
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Praetoria will be the catalyst for side-switching but once you've become villainous you can't just hop dimensions and go "Weee! I'm good again!" Doesn't work logically, technically or at all with the narrative.
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I agree with the first part of your post but this is not true. Redname already said you could switch back and forth.
From my understanding yes Tyrant rules all in his world. In fact it has been stated that the whole reason for trying to enter Primal Earth is because there's nothing left for him to conquir in his world.
Still, the Arachnos are a fairly small group when you think about it. I'm not pictureing the Preatorian Arachnos being a full blown army of look alike soldiers like we have here, insted it would just be alternate versions of the main characters in other words the preatorian Arachnos would consist of Recluse, Hour Glass, Pablo, White Scorpion, Gold Mantis, Mako, Cudafish, Scirroco, and Ice Mistral and no one else. No army, no spider robots, nothing but thoughs 9 members. (not exactly with thoughs names)
I still don't know where people get the idea that Stefan Richter is dead but even if he is that doesn't stop him from exsisting, just makes him a ghost.
Personally I think they should make it so thoughs 9 heroes are really the ONLY heroes left in Preatoria and they wouldn't be enough to stop Tyrant on their own so maybe just maybe they would be the contacts for recruiting heroes on Preatora from Primal Earth.
It doesn't really make sence to only have evil versions of our signature heroes but not good versions of our signature villains. If you think about Preatoria is a mirror universe where everything is the oppisite of how it was here so if Tyrant killed Stefan Richter in Preatoria then why hasn't the reverse happened here in other words Lord Recluse killing Statesman? What would keep Lord Reculse from killing Statesman the moment he became evil but at the same time allow Tyrant to kill Stefan Richter the moment he became evil.
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Praetoria will be the catalyst for side-switching but once you've become villainous you can't just hop dimensions and go "Weee! I'm good again!" Doesn't work logically, technically or at all with the narrative.
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I agree with the first part of your post but this is not true. Redname already said you could switch back and forth.
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Read more carefully. I know you can switch back and forth. However, hopping across a dimensional barrier does NOT automatically make you a good guy. If you go to Praetoria and start kicking puppies and pushing old ladies into traffic you can't just waltz back to another dimension and go "Oh hey, I'm a good guy." It doesn't make sense at all. NOBODY would believe you story-wise, and gameplay-wise it would just be ridiculous. You're one or the other, not one when you're in one dimension and another when you're not. Yeah there's the possibility of a gray area alignment that would sit somewhere in the middle but that would logically just mean that you stick to one side or the other but you tend to lean towards the other. Anyway, like I said, I'm done. Just wanted to clarify what was mis-interpreted.
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Praetoria will be the catalyst for side-switching but once you've become villainous you can't just hop dimensions and go "Weee! I'm good again!" Doesn't work logically, technically or at all with the narrative.
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I agree with the first part of your post but this is not true. Redname already said you could switch back and forth.
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Read more carefully. I know you can switch back and forth. However, hopping across a dimensional barrier does NOT automatically make you a good guy. If you go to Praetoria and start kicking puppies and pushing old ladies into traffic you can't just waltz back to another dimension and go "Oh hey, I'm a good guy." It doesn't make sense at all. NOBODY would believe you story-wise, and gameplay-wise it would just be ridiculous. You're one or the other, not one when you're in one dimension and another when you're not. Yeah there's the possibility of a gray area alignment that would sit somewhere in the middle but that would logically just mean that you stick to one side or the other but you tend to lean towards the other. Anyway, like I said, I'm done. Just wanted to clarify what was mis-interpreted.
[/ QUOTE ]That would be awsome if you really had to kick so many puppies to become a villain. Just line them up on the wall and then you have to launch a hundred or so into the horizon. Don't forget the whimpering sound that fades as they go.
Ask me no stupid questions and I will tell you no stupid lies.
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(...) What I'd like to know is what will happen regarding SG/VG memberships should you cross over to the other side? Will we be forced to drop from our current groups, or will there be a mechanic introduced that would allow a villain for example to retain his VG membership or vice-versa for a hero? (...)
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I'm reasonably sure you'll have to disassociate yourself from a Villain Group before they'll let you into polite society.
(grumble) That said, (insert your least favorite political group here) seems to manage it... (/grumble)
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Yeah, I figure that will probably be the case. But hey, a guy can hope can't he? hehe.
As for the badges, it'd be great if we can keep all the badges we've already earned, but it wouldn't surprise me if all/most of them are suspended while you are switched. The only ones that you could get to keep are the ones that have an equivalent on the opposite side (ie, various defeat badges and such). I could live with that, as I'm not a 'hardcore' badger. I do collect what I can along the way, but I rarely go out of my way to collect badges, with the exception being badges required for accolades.
And sorry ahead of time for one last slight derailment but I have to mention something about this:
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Hell even with Willpower which has Stamina built in I still get the fitness version with it and even with all that attacking while keeping toggles on is a pain in the @$$ so I just stick with one or the other, not both at the same time.
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You seriously must be doing something wrong then. My SS/WP brute runs 8 toggles while in combat and has no issues except when fighting heavy end drainers. My Spines/WP scrapper doesn't even have the Fitness pool (yeah yeah, i know, but it works!) and he can run 10 toggles while in combat (including Focused Accuracy and Quills, both of which are heavy end drainers), and he can fight almost indefinitely without worrying about his end use. True, Spines is quite low on end use for the most part, but the fact that I can fight and run 10 toggles without worrying should count for something. Obviously you're having some kind of issue. Maybe your end use is broken, along the same lines as a couple stalkers I know whose stealth cap is broken.
ok I got a FAQ. How does switching sides affect your status/prestige/rank/etc within your SG/VG
<QR>
While we'd all like to know the real answer to this, SaintTzu is probably correct (a little farther up the thread)
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I'm reasonably sure you'll have to disassociate yourself from a Villain Group before they'll let you into polite society.
(grumble) That said, (insert your least favorite political group here) seems to manage it... (/grumble)
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the end drain from your attacks is nothing compaired to your toggles.
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Actually, not really. Per capita (especially at low levels) you lose FAR more end to attacks than you EVER do to toggles (unless you're running literally 6-8-10 toggles, and I know of very few builds that past 6, or 8 in the absolute extreme) note that I'm excepting crap like Focused Accuracy, and a couple more of the absolutely obscenely expensive toggles. But your typical Tanker/Scrapper/Stalker/Blaster/Defender (in Epics) toggles aren't really all that expensive when you have 3-4 of them, compared to your attacks.
At low levels especially slot all your attacks for at least 1 (or 2 for huge attacks on the level of KO Blow) end reduction(s) before you think of adding them for toggles.
That's contrary to the way we used to think back in the old days, but at least in my experiences lately, and looking at stuff like mids, that's mostly true these days.
"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."
So will redeemed villains get APPs and fallen Heroes have access to the PPP?
DestineeFable's Guide to an MSTF run (fixed!)
My latest AE madness
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the end drain from your attacks is nothing compaired to your toggles.
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Actually, not really. Per capita (especially at low levels) you lose FAR more end to attacks than you EVER do to toggles (unless you're running literally 6-8-10 toggles, and I know of very few builds that past 6, or 8 in the absolute extreme) note that I'm excepting crap like Focused Accuracy, and a couple more of the absolutely obscenely expensive toggles. But your typical Tanker/Scrapper/Stalker/Blaster/Defender (in Epics) toggles aren't really all that expensive when you have 3-4 of them, compared to your attacks.
At low levels especially slot all your attacks for at least 1 (or 2 for huge attacks on the level of KO Blow) end reduction(s) before you think of adding them for toggles.
That's contrary to the way we used to think back in the old days, but at least in my experiences lately, and looking at stuff like mids, that's mostly true these days.
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You lost me at "Per capita".
At any rate.
Attacks or really any click power is just one quick burst of your end going down that comes right back afterwards. (some quicker than others) Toggles CONSTANTLY drain your END for as long as they are active and the drain rate tends to be faster than the recovery. (it would have to be really otherwise what's the point of useing the endurance if it comes back faster than you're useing it.)
Another way to put it. Before I stoped useing toggles while attacking my method of regaining END when I didn't have any CaBs was either to turn off whatever toggles I had and continue attacking or leave my toggles on and stop attacking.
If attacks were worse on END than toggles were then leaveing them on and not attacking should bring back END fairly quickly but no, END would still drain untill you no longer had the nessisary endurance to keep the toggles on. At which point once they droped I would continue attacking again.
Now turning them off myself END would regain a little bit while I was in the process of turning everthing off and I'd go right back to attacking.
You know which method worked better for regaining END, turning off the stupid toggles.
I sware every Scrapper I've ever made has been a better fighter without the toggles. Rather than helping to keep my defence and DMG resistance up all they ever did was drain my END so I couldn't attack anymore and thus left me COMPLEATLY vulnerable to attack. Scrappers are built for DMG, the best defence is a good offence. As long as you can keep dealing DMG you'll stay alive longer.
I really don't care if you agree with that or not, I know it works for me. You can either take the advice if you're one of thoughs that complains about END drain on a Scrapper or Brute or you can ignore it and continue doing it your way.
And if you don't have any END issues on your Scrapper or Brute then you can just ignore me completly sence it was never directed at you in the first place.
Back on topic...
I hope the exspantion adds some way linking the different Co-Op zones because currently there's no way to travel from Pocket D, The Rikti War Zone, and the Midnighter's Club/Cimeora without haveing to drop the team and reform when you get in zone.
I'm allso hopeing that the search engine will be changed to allow heroes, villains, and whatever you want to call the undecided third group to find eachother.
It's a little annoying that we can't find Co-Op teams in Co-Op zones. Usually the only way this happens is either through broadcast or if someone in your global friends happens to be on the oppisite side who can be you're secondary leader.
Useually the way I do it is to start off with one hero and one villain on the team, one of them being someone I know allready, and then we just pass the star back and forth trying to invite people. I try to keep it 4H4V as much as possible just to keep the hero vs villain ratio even.
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You lost me at "Per capita".
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Just to clear this one up first:
per cap-i-ta [per kap-i-tuh]
noun
1. by or for each individual person: income per capita.
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Attacks or really any click power is just one quick burst of your end going down that comes right back afterwards. (some quicker than others) Toggles CONSTANTLY drain your END for as long as they are active and the drain rate tends to be faster than the recovery. (it would have to be really otherwise what's the point of useing the endurance if it comes back faster than you're useing it.)"
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If attacks were worse on END than toggles were then leaveing them on and not attacking should bring back END fairly quickly but no, END would still drain untill you no longer had the nessisary endurance to keep the toggles on. At which point once they droped I would continue attacking again.
Now turning them off myself END would regain a little bit while I was in the process of turning everthing off and I'd go right back to attacking.
You know which method worked better for regaining END, turning off the stupid toggles.
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Now, getting back to the point of toggle end use versus attack end use, let's use JUST Temp invuln from the Invulnerability set, it costs .26 end per second (which powers like focused fighting, and many other "base" tanker/scrapper toggles have the same cost). Which is just a hair over a quarter of a point of end per second. Which means to burn 1 point of end, it takes 4 seconds approximately.
Looking at the lowest level, cheapest attack from "Martial Arts" "Thunder Kick", it costs 4.37 end, and the cast time (time the power takes) is .83 seconds (a bit over 3/4ths of a second). For a typical toggle like TI to burn that much endurance would take 16.8 seconds (which is 20.24 times longer than Thunder Kick to burn as much end, which means the toggle is 20.24 times more efficient than thunder kick is, which means 'standing there and taking it" will actually raise your end more quickly.
It's also important to remember endurance recovers at the same rate for attacks and toggles, it just might feel differently.
Another example, using the most expensive attack in the MA set, Dragon's Tail. It costs 13.5 end and casts in 1.5 seconds. It would take TI (or an equivalent toggle) 51.9 seconds, (which is almost a full minute) to burn the same amount of endurance. That's 34.6 times longer than just casting Dragon's Tail for the toggle to use up the same amount of endurance.
I know that I used to feel the same way with my Tank. Trust me though, it's just a feeling, and sense of perception, it's not the reality of how the game works, at low levels, especially with the low level accuracy boosts, the first things you should do, are add end reducers to all your attacks. Add Mitigation to the toggles first. As you level up, shift to less and swap one out, since DOs are 2x more than TOs, and the same happens again when you shift to SOs (I won't even bring IOs into this discussion, nor the specifics of building).
The short answer is, YES, by all means, make sure your toggles get some end reduction (1, maybe 2, depending on the toggle--again, ignoring big spenders like Focused Accuracy, and Defender toggles like Radiation Infection and Enervating Field) but, attacks drain far more endurance than toggles in less time. This is only using 1 toggle and 1 attack for reference. This only magnifies when taking entire chains of attacks and full (3) sets of toggles into account.
If I ever ran into a scrapper, stalker, or tank who refused to use their toggles on the basis of end conservation (and not based on an RP concept or something) the first things I would do is ask how long they'd been playing the game, if they knew what stamina was, and if they were using endurance reductions in their attacks; and then point them toward one of the many helpful building guides here on the forums. If that didn't work, I certainly wouldn't team with them, as they'd be near useless to my team.
"Superman died fighting Doomsday because he allowed his toggles to drop, and didn't beat Doomsday before Unstoppable wore off, sad really..."
"City of Heroes Going Rogue" is the title of this thread.....focus.
okay..okay..so since has to be used with your current copies of COH/COV I am assuming that you get to use your current roster you have on the servers to make the ferry trip to Paragon City or over to Mercy Island...right? I have some bios of heroes that started out as badguys and I would want them to get their feet wet again in the Rouge Isles for a little slapping down of former friends...lol
"We need Cadaver cleanup in back alley 4..."
i wonder if the new universial enhament slots are different than normal, i mean can they take any io/enh ? so i can add a needed 4th set item for a set bonus, or will it be only special universial enhanments?
Fluffy Bunny 1 Person SG
Rabid Bunny 1 Person VG
Both on Pinnacle
Hobbit's Hole 1 Person SG
Spider's Web 1 Person VG
Both on Freedom
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I think all this talk that the side-switching is only going to be in Praetoria is ridiculous. If that was going to be the case then they wouldn't have said Paragon City and The Rogue Isles. They're no doubt called something different in Praetoria, plus with side-switching as the big hook of this expansion it's a little paranoid and "tinfoil hat" to assume that it's not going to take place in the prime world.
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*slaps on tinfoil hat in the shape of an alien duck
per the faq this is a paid expansion. if the previous paid expansion of city of villains and things like paid costume/bonus packs (which have sold reasonably successfully to my understanding) are any indication at all then 'have/have not' based on purchasing power should not be a surprise. when cov launched it brought superbases with it that required the paid addition of cov to even access them. the set up for going rogue is based off of a long held community wish to be able to sideswitch and puts the smell of money into the air.
the idea of having something like this in praetoria does have an interesting feel to it. a not-necessarily 'neutral' zone for heroes/villains to to come to the astounding realization of 'i like the cut of your jib' or 'omg think of the children' dilemma. if the zone if different enough and has a significant amount of play value other than a simple mission stack to side switch we could very well have a very desirable zone or 2 to hang out in while searching for rick's cafe.
my major concern over this is the hanging hype of a few words and flashy trailer that may or may not translate. an example for me would be the oro issue where it really seemed to be headed towards world changing events (infected taking over talos was a theme in a inworld news release that was great, but didn't translate into the game at all, and instead we simply had to do the training mission over again) that didn't change the world.
we'll see eventually, sometime around nov i'd guess.
Kittens give Morbo gas.