Discussion: Matt "Positron" Miller on GameSpy


Alasdair

 

Posted

I'll be moving all my red siders to blue side. Not because of a morality disparity. Not because of feeling like a second class villain. Not because of lack of teams. But because Redside is just plain ugly. Nothing but shades of brown and grey with continually overcast skies. Clouds do not equal ominous. Muted colors do not equal evil. They both just equal bland and boring.


Don't count your weasels before they pop dink!

 

Posted

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Originally Posted by Mandu View Post
I'll be moving all my red siders to blue side. Not because of a morality disparity. Not because of feeling like a second class villain. Not because of lack of teams. But because Redside is just plain ugly. Nothing but shades of brown and grey with continually overcast skies. Clouds do not equal ominous. Muted colors do not equal evil. They both just equal bland and boring.
Exactly - not only is evil morally wrong, it's also not nice to look at


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Mandu View Post
I'll be moving all my red siders to blue side. Not because of a morality disparity. Not because of feeling like a second class villain. Not because of lack of teams. But because Redside is just plain ugly. Nothing but shades of brown and grey with continually overcast skies. Clouds do not equal ominous. Muted colors do not equal evil. They both just equal bland and boring.
I find the red side more interesting to look at than the clean, boring, brightly colored and repetative blue zones. Different strokes for different folks I guess.


 

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Originally Posted by Golden Girl View Post
I think there'll be equal movement in both directions - I've seen quite a few people saying they want an evil Warshade, for example.
Also, there are other challenges to try, like doing all-Villain AT runs of the STF, and all-hero AT runs of the LRSF

EDIT: I wonder if they'll change the costume rules for VEATs who switch sides? Or will redeemed SoA just have to remember not to use their Arachnos costume slot, in case it makes people suspicious?
I think you're deluding yourself on the equal movement thing. For one thing, more people play blueside now. And there are quite a few of the redsiders who want to play villain toons on blue. Then there are the staunch bluesiders who just want to play villain ATs but don't want to touch redside. Those are the one's who will make a villain and simply move it to blue as soon as they can. They don't want to experience the redside content.

And that's what my point was. The devs never fixed the unappealing parts of redside. And I have no idea if they ever plan to. While it won't stop me from playing redside...I certainly see it stopping other people.


 

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Originally Posted by Camper View Post
I find the red side more interesting to look at than the clean, boring, brightly colored and repetative blue zones. Different strokes for different folks I guess.
I like the red-side zones better as a whole than blue-side as well, although zones like Striga Isle and Croatoa are nice too.

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Originally Posted by EarthWyrm View Post
My only concern - and I hope that this is something that gets addressed in Beta - is making sure that as our characters are redeemed or fall from grace, they don't seem to do so in the shadow of Desdemona or Maelstrom. That is, I would really rather see the NPCs following our lead, not us being given the option of following the NPC's lead.
This is definitely a gameplay mechanic that I hope they are addressing with GR. I enjoy playing villain-side, but I've always felt more like my characters were mercenaries than villains. Given the title "Going Rogue", I'm hoping they are looking at mechanics that will make us feel more like our characters are making their own decisions as opposed to merely being lackeys for NPCs.

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Originally Posted by Lightfoot View Post
In Going Rogue, we will get missions from Contacts. These missions will consist of going someplace, beating things up, finding objectives, talking to other contacts, and maybe crafting something.

This is the standard MMO model. Even WoW, with eleventy billion players, is mostly talk to contact, go somewhere, kill stuff, find stuff and make stuff.

Has Champions Online revolutionized MMO gameplay? or Aion? You still get missions from contacts (granted, CO has civilians who will randomly approach you and give you missions, which I wouldn't mind seeing here in CoH), who still send you to some place, where you collect stuff or beat stuff up.
Here's a new mechanic that I would like to see: A means to gain new missions by piecing together clues. For heroes, this would be investigating incidents, while for villains this would be finding out where component X for device Y was located in order to steal it or where person A was who had knowledge B in order to kidnap him or her.

This mechanic would make heroes and villains feel more like they were out actively doing good or evil rather than being tools wielded by NPCs.

Now imagine not only being able to gather clues/information/items from regular missions, but AE missions as well. This would allow mission authors to connect their arcs by having smaller arcs drop clues leading to a final arc. In addition, their missions would have the ability to drop random clues selected from the following pools: "Regular Missions", "AE Missions", or "All". In the case of AE missions, authors would be able to mark some clues "public", and all those clues would be added to the "AE Missions" and "All" pools for randomly giving out to others.

So now you could be playing some random missions, get enough clues to lead to an author's initial story that then gave you more specific clues designed to lead you to the final arc. And if the devs enabled some of their regular missions to drop AE mission clues, some of their missions could even lead to yours!

And in the spirit of Going Rogue, some of the clues might have options for what you do with them. If you know group Y is going to steal artifact X, you can decide to protect it, help them, or steal it for yourself before they get to it (although you might have to fight both them and the guards in that case).

I don't know if something like this is in the cards for Going Rogue, as I imagine they are already far along in what they have planned. But it is something I would like to see in some future expansion, paid or otherwise. It is true that ultimately everything boils down to taking out mobs in missions, but what you put around that can have a big impact on how tedious and repetitive doing those missions feel.