Rogue Theories


AquaJAWS

 

Posted

Quote:
Originally Posted by Mr_Samoa View Post
I could see an argument for keeping Influence/Infamy. Let's say you're a big-time hero, lots of Influence. Then you turn evil. All the villains already know of you and probably feared you in the first place. BING! Infamy. On the flip side, I could see villains still being "infamous" in their own way... if an ex-villain came into my shop I know I'd give him what he wanted.

It's not exactly the same, granted, but it might work...
I can kinda see that too. But, for me, the underlying idea is that it's something you gain from actions. It's notoriety of your actions that earns you those things or access to better enhancements or costume change. So, if you're a villain that's just turned hero, you might have a hard time getting respect from cops, people distrust you, scientists don't trust you enough to give you enhancements. Same goes for heroes turned villains too. Other villains don't know where you stand, so you have to earn your way up so that Arachnos trusts you enough to give you access to those enhancements etc.


 

Posted

Quote:
Originally Posted by ThePill View Post
I can kinda see that too. But, for me, the underlying idea is that it's something you gain from actions. It's notoriety of your actions that earns you those things or access to better enhancements or costume change. So, if you're a villain that's just turned hero, you might have a hard time getting respect from cops, people distrust you, scientists don't trust you enough to give you enhancements. Same goes for heroes turned villains too. Other villains don't know where you stand, so you have to earn your way up so that Arachnos trusts you enough to give you access to those enhancements etc.
I agree that it's something you gain from your actions. That being said I think there is nothing worse a Hero could do than turn evil. If influence is a measure of his actions as a hero then going rogue is worth at least that much infamy.


@Sunstroke
The Pillars of Might: http://pillarsofmight.guildportal.com

 

Posted

Quote:
Originally Posted by ThePill View Post
I can kinda see that too. But, for me, the underlying idea is that it's something you gain from actions. It's notoriety of your actions that earns you those things or access to better enhancements or costume change. So, if you're a villain that's just turned hero, you might have a hard time getting respect from cops, people distrust you, scientists don't trust you enough to give you enhancements. Same goes for heroes turned villains too. Other villains don't know where you stand, so you have to earn your way up so that Arachnos trusts you enough to give you access to those enhancements etc.
Hmm, yes, that does make sense too. I guess it'll boil don to exactly how the Devs decide to make side-switching work.

On the note of badges, I don't think they'll go away. I mean, those are given based off your accomplishments. Just because you're evil now doesn't mean you didn't defeat Tyrant, y'know?


 

Posted

Quote:
Originally Posted by Sunstroke View Post
I agree that it's something you gain from your actions. That being said I think there is nothing worse a Hero could do than turn evil. If influence is a measure of his actions as a hero then going rogue is worth at least that much infamy.
I see your point, as well as your wrestling analogy above that. I am very curious as to how the Devs see it.

I guess it really depends on what the side switching mechanic is going to be based on. Is it going to be a specific story arc? I assume it would be soloable. Or is it just an accumulation of good versus evil points? Or is there to be some sort of game mechanic that they need to accomplish every time? Will there be another system to make a character a spy or mercenary, where they can jump back and forth at will, and possibly remain in the supergroup/villaingroup that they want to belong to?


 

Posted

Quote:
Originally Posted by Mr_Samoa View Post
On the note of badges, I don't think they'll go away. I mean, those are given based off your accomplishments. Just because you're evil now doesn't mean you didn't defeat Tyrant, y'know?
I think some PIGG divers have also found secondary good or evil names for some of the badges too.


 

Posted

Quote:
Originally Posted by Mr_Samoa View Post
Hmm, yes, that does make sense too. I guess it'll boil don to exactly how the Devs decide to make side-switching work.

On the note of badges, I don't think they'll go away. I mean, those are given based off your accomplishments. Just because you're evil now doesn't mean you didn't defeat Tyrant, y'know?
I know, but the problem with that is that it'd be more or less saying to badge hunters you must go rogue - and I don't think the devs would go that way.
Also, I think Villains will get the chance for a defeating Tyrant badge in GR anyway

EDIT: Actually, if that NCSoft survey is correct, then there will be some option to be a "double agent" in GR, so if that does make it in to the expansion, then they might leave the faction specific badges alone.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by ThePill View Post
I see your point, as well as your wrestling analogy above that. I am very curious as to how the Devs see it.

I guess it really depends on what the side switching mechanic is going to be based on. Is it going to be a specific story arc? I assume it would be soloable. Or is it just an accumulation of good versus evil points? Or is there to be some sort of game mechanic that they need to accomplish every time? Will there be another system to make a character a spy or mercenary, where they can jump back and forth at will, and possibly remain in the supergroup/villaingroup that they want to belong to?
All the devs have said is that it "won't be easy" to switch sides - so I think it'll be at least several arcs you'll need to do before you can go to the other side.
Maybe rep points will unlock sort of "temptaion" arcs - like you hit 10 evil rep points, and that unlocks an arc that shows you the benefits of being evil, and you choices on that arc will either give you more evil rep, or reduce it if you decide to resist the temptation of evil.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by ThePill View Post
I think that the amount of time that your character can actually be neutral is limited to new characters and only for the first handful of levels, maybe 10 at the outside, though I'd wager on 5. There has to be a tipping point where you choose one side over the other. It just doesn't make sense for somebody to stay neutral. Walk a fine line, be a spy, be a revolutionary, be a tourist, jump from side to side, wave your arms in the air like you just don't care... Okay, maybe not that last one. But, it seems to me, that in a comic book world, there are sides, and they need to be chosen, even if it's a superficial thing that anyone can handwave away with their own backstory ideas. Also, it saves them from having to make a third marketplace.

If I'm not mistaken, the market already covers all servers; it's only seperation is heroes from villians. In which case, my previous prediction about a merger would be lovely. Especially since architect ticket became available people have begun to use those as an alternative to the market, drastically affecting the economy (i.e. on Infinity: Nevermelting Ice now costs 200,000 influ). Merging the markets on heroes and villians could possibly begin to fix that.
So I think if Heroes and Villians became one game that would solve many of the problems we are discussing right now. It fits thematically too; we all know that Recluse wouldn't want all of his lackeys to waste their time in the Rogue Islands... of course there are Rogue agents that have infiltrated Paragon.
My guess is that Praetoria will be the link between heroes and villians, but only because of the morality bar-- no extra markets or third faction, just simply a bunch of zones where you work towards becoming evil or good, or gray of course, if you choose to remain in Praetoria.

-Kid


 

Posted

There are comic book characters who do follow the neutal or at least argueably path. Punisher, Deadpool and Vigilante are the most noteable. They aren't heros (unless you consider an assasin a hero) and they aren't true villains (they aren't looking to hurt innocentsor or steal).

There are a few straight Mercs in comics but they tend to not be very popular.

IMO the difference is:

Hero - follows society's rules and had a strong moral structure
Villain - ignores society's rules and lacks moral structure
Merc/Neutral - follows his own rules (possibly very strict ones) or works around society's, lacks moral structure but may not realize it.

A moral structure is closely related to societal rules. We live in a society and people who make up their own rules to live by and ignore everyone else are not sane.


----------------------------
You can't please everyone, so lets concentrate on me.

 

Posted

Quote:
Originally Posted by Ultra_Violence View Post
Hero - follows society's rules and had a strong moral structure
Villain - ignores society's rules and lacks moral structure
Merc/Neutral - follows his own rules (possibly very strict ones) or works around society's, lacks moral structure but may not realize it.
.
Though I doubt the expansion will include a third faction of the game. Instead of Mercenaries, my guess is:

Hero
Villian
In Limbo (with access to whichever side your morality bar allows)


 

Posted

I don't understand why everyone seems to think that if a villainous archetype goes heroic that they would have to have access to the ancillary power-sets, or if a heroic archetype going villainous will get access to the current patron power-sets. They may add more power-sets in the patron/ancillary area but I highly doubt that all the sudden a Blaster will get access to the Mu Mastery patron power-sets. Some of the schemes people come up with for this just seem very over complicated.

My prediction is that one of two things will happen:

1) They will just remove the arc completion requirement from the patron power-sets so they are essentially the same as the ancillary power-sets in that they just open up at level 41. The arcs will remain to actually do, maybe with a respec reward upon completion, but you won't have to complete them to get access to the powers. With the current patron power-set included as being able to be respec'd, the patron arc completion is less significant before and doesn't really hold the same meaning other than you did 1 of 4 arcs, when before it was arc XYZ got you ABC powers. That could be a sign of them just removing the requirement all-together.

2) They will just introduce heroic equivalents for the rogue villainous archetypes to do unlocking patron arcs for. The power sets will be identical to the current Mu/Leviathan/Mace/Soul Mastery. The patron could be the praetorian versions of the patrons. Missions could be nearly identical as well. Rogue heroic archetypes just have their ancillary pools open up at level 41 as they do now.

The whole idea that because a Blaster is villainous they now have to chose between the Dominator patron pools, or because a Mastermind is heroic they get access to the Tanker ancillary powersets (or whatever ATs you pick, just using as examples) sounds overly complicated and prone to bugs and balance issues since the current sets are balanced and designed for their specific archetypes.

I doubt they would give more respecs to us every time we switch sides so change out the ancillary and patron pools based on our morality because that would kill their micro-transaction setup they currently have for it. Why pay $10 when you could just switch sides and get a freespec.


 

Posted

Quote:
Originally Posted by Kid_Cockatrice View Post
Though I doubt the expansion will include a third faction of the game. Instead of Mercenaries, my guess is:

Hero
Villian
In Limbo (with access to whichever side your morality bar allows)
If you're neutral, you might be able to access both sides at once - like you're not evil enough to be kicked out of Paragon City, and you're not good enough to attract Arachnos attacks in the Rogue Isles.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by AquaJAWS View Post
I don't understand why everyone seems to think that if a villainous archetype goes heroic that they would have to have access to the ancillary power-sets, or if a heroic archetype going villainous will get access to the current patron power-sets. They may add more power-sets in the patron/ancillary area but I highly doubt that all the sudden a Blaster will get access to the Mu Mastery patron power-sets. Some of the schemes people come up with for this just seem very over complicated.

My prediction is that one of two things will happen:

1) They will just remove the arc completion requirement from the patron power-sets so they are essentially the same as the ancillary power-sets in that they just open up at level 41. The arcs will remain to actually do, maybe with a respec reward upon completion, but you won't have to complete them to get access to the powers. With the current patron power-set included as being able to be respec'd, the patron arc completion is less significant before and doesn't really hold the same meaning other than you did 1 of 4 arcs, when before it was arc XYZ got you ABC powers. That could be a sign of them just removing the requirement all-together.

2) They will just introduce heroic equivalents for the rogue villainous archetypes to do unlocking patron arcs for. The power sets will be identical to the current Mu/Leviathan/Mace/Soul Mastery. The patron could be the praetorian versions of the patrons. Missions could be nearly identical as well. Rogue heroic archetypes just have their ancillary pools open up at level 41 as they do now.

The whole idea that because a Blaster is villainous they now have to chose between the Dominator patron pools, or because a Mastermind is heroic they get access to the Tanker ancillary powersets (or whatever ATs you pick, just using as examples) sounds overly complicated and prone to bugs and balance issues since the current sets are balanced and designed for their specific archetypes.

I doubt they would give more respecs to us every time we switch sides so change out the ancillary and patron pools based on our morality because that would kill their micro-transaction setup they currently have for it. Why pay $10 when you could just switch sides and get a freespec.
I agree.


@Sunstroke
The Pillars of Might: http://pillarsofmight.guildportal.com

 

Posted

I think your classifications are bit too stringent. Not all heroes are totally good. And not all villains are totally evil. There is a lot of grey area. From the CoH world, we have Manticore. He's been know to stretch or even break the rules, for the common good. From the DC world, we have Batman. Batman doesn't let the law not society's rules get in the way of Justice. Batman has files on his fellow heroes on their weakness in order to take them out, just in case. And the who Brother Eye thing from the latest Crisis series. And from Mavel we have Silver Sable. she's certainly a mercenary and has cross paths with heroes many times, but has requested heroes help as well. She doe have a very moral structure, but it's that of a noble of the State of Symkaria. And the another group from the Marvel Universe, Heroes for Hire. A set of heroes truing to run a business to make money. A set of mercanaries from their appearance. But they are a group of heroes, which will do the right thing then the situation calls for it. Like getting hired by a boy searching for his mother, and paying with a jar of coin which is all the money the boy has.


 

Posted

Oo, I like random speculation! Ok, lets see...

They go back and altered it so each mission/arc currently existing in the game had a good/evil factor to it. Anything from Westin Phipps gives tons of "Evil points" where as stopping bank robberies gives tons of "Good points."

Pretoria has missions available for both sides that give Good and/or Evil points. Obviously most missions in Paragon/The Isles are going to give Hero/Villain points. Your alignment is decided by how many points you have of both sides. Might also include a a "Grey" alignment too. If you have tons of Good points and little to none Evil, you get to be a "True Hero" and get access to special rewards for sticking with the Light Side™

Same is true for villain side.

A roughly equal mix of them gives you either an Anti-Hero, Anti-Villain, or Neutral. Anti-Hero has more Good points then Evil. But it's still awful close to even. Anti-Villain is the other way around. Neutral is either more "Grey" points, if they exist. Or roughly even in points.

Personally, I see "Grey" points as a better option then trying to force players to balence doing good/evil missions to maintain a character that floats between the two.


 

Posted

Quote:
Originally Posted by SDragon View Post
Pretoria has missions available for both sides that give Good and/or Evil points. Obviously most missions in Paragon/The Isles are going to give Hero/Villain points. Your alignment is decided by how many points you have of both sides. Might also include a a "Grey" alignment too. .
Hmm, I can see how something like this would work.
We are given the option to stop leveling up, so we would most likely be given the option to stop earning morality, or remain neutral.


 

Posted

I cant believe no one read the survey. Most of it is being done or being put in I16 or has been confirmed in comic-con(except for moonzone). In going rogue with the info from the survey we will all be able to switch even if we are not in Pretoria. We Might or will use a Morality compass if you put the compass on good and your a villain you will be given contacts that give you good karma missions which means there could be Good,Neutral,Evil contacts in all three sides. You could also get rewards for not switching. Also we might start characters as neutral as another poster said. at the end of the tutorial we will choose what side we want to be.


Also does anyone know if I make a villain lvl 39 and make him hero will he still have patron powers vice versa.


 

Posted

Quote:
Originally Posted by justicepwner View Post
Also does anyone know if I make a villain lvl 39 and make him hero will he still have patron powers vice versa.
That's hard to answer - leaving them on the avatar would be easier, but it also would make less sense, I think.

Also, I16 is NOT GR - it's Power Customization - GR will be I17 at the earliest


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by justicepwner View Post
Also does anyone know if I make a villain lvl 39 and make him hero will he still have patron powers vice versa.
Pick One:
  • Yes
  • No
  • Maybe
  • Soon™


Head of TRICK, the all Trick Arrow and Traps SG
Part of the
Repeat Offenders

Still waiting for his Official BackAlleyBrawler No-Prize

 

Posted

Quote:
Originally Posted by justicepwner View Post
I cant believe no one read the survey. Most of it is being done or being put in I16 or has been confirmed in comic-con(except for moonzone). In going rogue with the info from the survey we will all be able to switch even if we are not in Pretoria. We Might or will use a Morality compass if you put the compass on good and your a villain you will be given contacts that give you good karma missions which means there could be Good,Neutral,Evil contacts in all three sides. You could also get rewards for not switching. Also we might start characters as neutral as another poster said. at the end of the tutorial we will choose what side we want to be.


Also does anyone know if I make a villain lvl 39 and make him hero will he still have patron powers vice versa.
Hmm, yes, I like this. Where is this survey you speak of? I'm interested.
And about the Patron Pools. Check the first few posts, lots of speculation.
And Golden is right about the i16 thing... Rogue won't be out till December or so.

-Kid


 

Posted

Quote:
Originally Posted by justicepwner View Post
I cant believe no one read the survey. Most of it is being done or being put in I16 or has been confirmed in comic-con(except for moonzone).
You do realize that things can change relatively drastically from a marketing survey to what actually will work, right?


 

Posted

I don't think switching would be restricted to just Praetoria (I always want to say Petoria ; ' ) If anything, the Rogue Isles will see more life if younglings switch early, tempted by the Widows.

What would be REALLLLY nice is if we see the equivalent of the TEF (Temporary Enemy Flag from Star Wars Galaxies*) implemented and thus allow optional PVP in the zones. Yes, hero powers will be available in the RI as a villain, but if actual heroes can go to RI (and vice versa), then we can start seeing some intense fun in the game.

*Regarding TEF. in SWG you could set a flag if you were interested in PVP. In addition, for people like Jedi who revealed their lightsaber or powers, they got a TEF which means that anyone could attack them. Something akin to optional pvp in the zones would be sweeeeeeet.

Okay, back to reality. My alter-ego must run the push-mower over the lawn.


@Texarkana
@Thexder

 

Posted

Quote:
Originally Posted by Texarkana View Post
What would be REALLLLY nice is if we see the equivalent of the TEF (Temporary Enemy Flag from Star Wars Galaxies*) implemented and thus allow optional PVP in the zones. Yes, hero powers will be available in the RI as a villain, but if actual heroes can go to RI (and vice versa), then we can start seeing some intense fun in the game.

*Regarding TEF. in SWG you could set a flag if you were interested in PVP. In addition, for people like Jedi who revealed their lightsaber or powers, they got a TEF which means that anyone could attack them. Something akin to optional pvp in the zones would be sweeeeeeet.
I suspect that this won't happen as PS/NC want to maximise sales of GR.

In general, people playing CoX don't want any-zone PvP or there'd be much greater support/call-for it now. And I suspect that there's still a lot of people who came to CoX partly attracted by the lack of PvP.

Personally I suspect that even though CoX has (iirc) an older, more mature playerbase than many games it would still lead to too much griefing (why u no fight me n00b).


By my mohawk shall ye know me!
my toons
Funny: Ee-Ai-Ee-Ai-Oh! #3662 * The foul-mouthed Handyman! #1076 * City of Norms #132944
Serious: To Save A Single World (#83744) * Marketing Opportunity (#83747)

 

Posted

Quote:
Originally Posted by Judgement_Dave View Post
I suspect that this won't happen as PS/NC want to maximise sales of GR.

In general, people playing CoX don't want any-zone PvP or there'd be much greater support/call-for it now. And I suspect that there's still a lot of people who came to CoX partly attracted by the lack of PvP.

Personally I suspect that even though CoX has (iirc) an older, more mature playerbase than many games it would still lead to too much griefing (why u no fight me n00b).
Again, just optional in the zones not exclusively designated pvp ( ' :


@Texarkana
@Thexder

 

Posted

Quote:
Originally Posted by Kid_Cockatrice View Post
Hmm, yes, I like this. Where is this survey you speak of? I'm interested.
And about the Patron Pools. Check the first few posts, lots of speculation.
And Golden is right about the i16 thing... Rogue won't be out till December or so.

-Kid
I doubt Rogue will be out this year.