(Villains only) How evil do YOU want to be, really?
No. Positron's priority was new content. His priority is now developing end game content.
War Witch is known for rewriting old content, and is now the Lead Developer. Perhaps priorities have changed |
She said she'd like to revamp some of the older zones like Boomtown and Dark Astoria, but only if it fitted what they wanted to do - like not just for the sake of it, but only if it tied into some story aspect.
@Golden Girl
City of Heroes comics and artwork
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
Going by her most recent statements on the subject, I wouldn't get too hopeful right now
She said she'd like to revamp some of the older zones like Boomtown and Dark Astoria, but only if it fitted what they wanted to do - like not just for the sake of it, but only if it tied into some story aspect. |
Villains current content is not enjoyable. According to you, editing live content can't happen as it's a tremendous undertaking.
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New content comes in at a trickle. I17's eight missions is a huge update, as far as content goes. Thus the game's not going to get any better. Thus the only enjoyable content is Hero-side. Play a Hero, or leave. |
@Golden Girl
City of Heroes comics and artwork
Well EVil is Something that people believe in, like the devil or a Evil God, that cause all the world evil. In Reality it's a Mental Illness or Someone is Power Hungry or a Street Gang that don't no any other life to live by. Hitler and Stuff like the Nazi's or the kkk they all believe there goals are pure and that everyone else is wrong and are evil in there eyes. Everyone has a Dark Side and sometime that side comes out depending on how you are raise or Where you are born. At the end there no such thing as pure Evil just word feel with Crazy and Sick people who need help.
Never play another NcSoft game, If you feel pride for our game, then it as well, I Superratz am Proud of all of you Coh people, Love, Friendship will last for a lifetime.
Global:@Greenflame Ratz
Main Toons:Super Ratz, Burning B Radical, Green Flame Avenger, Tunnel Ratz, Alex Magnus
@Golden Girl
City of Heroes comics and artwork
I'm just using those as an example of much smaller revamps that the devs aren't making a priority to show you how unrealistic it is to expect a rewrite of CoV so the contacts try and kill themselves when they hear that player villains are coming to talk to them.
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The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
I don't think there is nothing wrong with the Villain Story Arc in COV, in fact i sometime think they are better then the Hero Arcs, Anything with Doctor Aeon in it is just Awesome and the TV Arc is Enjoyable.
Never play another NcSoft game, If you feel pride for our game, then it as well, I Superratz am Proud of all of you Coh people, Love, Friendship will last for a lifetime.
Global:@Greenflame Ratz
Main Toons:Super Ratz, Burning B Radical, Green Flame Avenger, Tunnel Ratz, Alex Magnus
@Golden Girl
City of Heroes comics and artwork
That wouldn't change anything - you'd still just be working for Arachnos, and Recluse would still be your boss - that's the whole set up of CoV, which is why changing it would be such a huge job.
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Seriously, it's a huge change just going from: "Do this or die." to: "Will you do this?"
Every last mission could be identical, except for the brief/debrief and that could change the feel of the entire mission. Your character isn't doing this because he's powerless to stop repercussions of saying no, but because he's recognized as the only one with the power to do the job.
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
That wouldn't change anything - you'd still just be working for Arachnos, and Recluse would still be your boss - that's the whole set up of CoV, which is why changing it would be such a huge job.
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The problem is, how, even when working for someone with no ties to Arachnos, the player isn't treated as having made any progress past what they were in Mercy Isle. I can actually understand having Kalinda treat you as slime because you are an unproven commodity. But the tone of contacts doesn't change even as you progress and accomplish greater and greater feats.
Why would Darla Mavis, a normal human who lost all her powers, be in a position to tell you to take a flying $@#*! after things don't go her way and she's still powerless? In fact, why is she acting like some overlord ***** instead of asking you very nicely, and bribing you along the way so she can get her powers back?
Hardcase...same thing. The pirate guy in Sharkhead, same thing. Even Marshal Brass has an annoying attitude. And the list goes on.
The major problem with COV seems to stem from the fact that the developers expected PVP to be a major focus of heroes and villains going forward from its launch. In that respect, I can actually see why no one would initially bother to take into account how villains are treated by contacts because you were supposed to earn all your respect in the PVP zones(well that's my guess anyway).
PVP was/is a big fat flop and now all we have is the PVE side of things to work with. The trouble is that heroside PVE has had a whole lot more time to mature and was correctly setup from the get go.
Villains should never have had a similar contact system to heroes in the first place. As well there should have been other supporting systems with mechanics and gameplay that made being a villain a different experience than being a hero.
The fundamental difference between heroes and villains is that one side is reactive and the other side is proactive. Heroes wait til there's trouble and then respond and try to fix it. Villains set out to do something which very usually causes trouble and then heroes come to try to thwart them.
Villains aren't usually the ones fighting their way through a bunch of obstacles and enemies to reach an objective for someone else. Not to say they wouldn't kick the butt of an entire security force to steal something valuable. But they are most usually the ones creating the obstacles and stumbling blocks that heroes have to wade through.
In fact, even villains with the power to tear through a legion of heroes will usually come up with a subtler plot that maximizes rewards and puts their enemies at the greatest disadvantage possible. It's how they operate.(Well the interesting ones anyway).
All I can say is that the Justice League Unlimited animated series does a very nice job of illustrating how heroes and villains play off against each other.
In the episode 'For The Man Who Has Everything', Mongul wanted to beat Superman in a one on one fight, but he still brought along a telepathic plant to render him helpless because dead is still dead, fair fight or not! That's how villains think and work.
Abrahm's point is a good one. Once you obtain the Usurper badge when you "hand Recluse's helmet from the future to him and watch him as he nervously tugs at his shirt collar "uhh....yah that was just a big misunderstanding, Beyeajus, I was only playing around...." you feel pretty bada** strutting around Grandville.
Sure he's still the Big fish in those muddy waters, but your character now has that aura about him that he's on the same level with the top dogs, Mako, GW, etc. the Arbiter that starts you on your patron arc even tells you at some point that you are now on the same level as whatever your patron is.
Now the new arcs, they're cool as hell, I loved hunting down the hero before he got me and it was prideful taking him down, and I would like to see more of those arcs.
Maybe it's my inner-villain talking, but I'd like to see more missions that have to do with destruction, sadism, and sensless violence. Kidnapping doesn't really appeal to me. Recently I discovered a contact by the name of Abyss, who gives lots of bounty-hunter type missions, featuring a hero to take down at the end of each mission. AWESOME! I ran a ton of those with coallies the other day. We all agreed that it was the most fun arc we have done. I know it can't be ALL bounty hunter missions, but more things "like" that would be sweet. (maybe a "place flaming dog-poop bag on positron's doorstep" mission?)
If you ever bothered to play villains you'd know that working for Arachnos isn't the issue. In fact, it should well be one of your options.
The problem is, how, even when working for someone with no ties to Arachnos, the player isn't treated as having made any progress past what they were in Mercy Isle. I can actually understand having Kalinda treat you as slime because you are an unproven commodity. But the tone of contacts doesn't change even as you progress and accomplish greater and greater feats. Why would Darla Mavis, a normal human who lost all her powers, be in a position to tell you to take a flying $@#*! after things don't go her way and she's still powerless? In fact, why is she acting like some overlord ***** instead of asking you very nicely, and bribing you along the way so she can get her powers back? Hardcase...same thing. The pirate guy in Sharkhead, same thing. Even Marshal Brass has an annoying attitude. And the list goes on. The major problem with COV seems to stem from the fact that the developers expected PVP to be a major focus of heroes and villains going forward from its launch. In that respect, I can actually see why no one would initially bother to take into account how villains are treated by contacts because you were supposed to earn all your respect in the PVP zones(well that's my guess anyway). PVP was/is a big fat flop and now all we have is the PVE side of things to work with. The trouble is that heroside PVE has had a whole lot more time to mature and was correctly setup from the get go. Villains should never have had a similar contact system to heroes in the first place. As well there should have been other supporting systems with mechanics and gameplay that made being a villain a different experience than being a hero. The fundamental difference between heroes and villains is that one side is reactive and the other side is proactive. Heroes wait til there's trouble and then respond and try to fix it. Villains set out to do something which very usually causes trouble and then heroes come to try to thwart them. Villains aren't usually the ones fighting their way through a bunch of obstacles and enemies to reach an objective for someone else. Not to say they wouldn't kick the butt of an entire security force to steal something valuable. But they are most usually the ones creating the obstacles and stumbling blocks that heroes have to wade through. In fact, even villains with the power to tear through a legion of heroes will usually come up with a subtler plot that maximizes rewards and puts their enemies at the greatest disadvantage possible. It's how they operate.(Well the interesting ones anyway). All I can say is that the Justice League Unlimited animated series does a very nice job of illustrating how heroes and villains play off against each other. In the episode 'For The Man Who Has Everything', Mongul wanted to beat Superman in a one on one fight, but he still brought along a telepathic plant to render him helpless because dead is still dead, fair fight or not! That's how villains think and work. |
I can actually feel this question coming. Rather than wait for it, I'll ask it myself.
But why wouldn't you take over if you could? |
Let's say the player was actually given the opportunity to take over. Congratulations, Player. You know rule the trash-filled, vacant lot in the bad part of the slums. The most valuable thing on your land is the chewed up five dollar bill buried under half digested baked beans.
It will take a considerable fortune, and months of hard labor to get your property habitable much less profitable. And that's not even taking into consideration the rats that will chew through your foundations because they preferred the old boss. Or the thugs who grew a pair when they saw you take out what was considered the toughest guy on the block, so they figured they'd give it a shot. Not to mention the game of miscreants who come by frequently to break your stuff because they don't like your outfit. (EDIT: Forgot to add; Of top of all that is the little detail that if my Villains were into public works projects, they wouldn't be Villains, now would they?)
It would be considerably more believable, and enjoyable for the game to say that taking over the Isles isn't worth your time and effort, rather than saying you wouldn't dare make the attempt because you are too frightened and weak to survive a fight with the weakest of the cannon fodder. Especially when the game mechanics already shows that idea to be a lie.
Any of our Villain characters have put down uncountable Arachnos spiders of all ranks, and by the thousands. We've defeated all of Recluse's Generals multiple times, and handed him his own head. For some players literally! The game play says we are the toughest and the strongest, and the narrative says we're complete cowards with barely the strength to stand. It's a pretty big dissonance between the two.
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
24 Pages and still going strong! Marcian hit gold with this thread!
Even if it got de-railed a good 20 pages ago and the topic hasn't changed since then.
Like Underworld? Then take a look at! http://moonid.net/account/recruitmen.../monstersgame/
And don't forget to join the fight for our City! http://www.cohtitan.com/forum/index....ard,134.0.html
Just a little note, for the record: the employees of the Golden Giza (Hard Luck, Basse Crouper, Jezebel Jones) don't treat you like garbage (well, Johnny does after you're done with him, but the arc explains why, and I think it's kind of funny). They treat you like a hired thug - a dangerous and capable hired thug they're glad to be working with - which might be just as bad, but at least they aren't outright insulting.
But they are a rarity.
One of my villains "Unchained Evil" is evil incarnate. She desires nothing more than the complete and utter destruction of the universe. In the slowest and most horrible way possible with all the inhabitants going through the most excruciating pain possible. So on a scale of 1 to 10, she goes up to 11.
My Night Widow was a loyal Arachnos soldier who struggles with moral issues every day, she struggles with the things she did while working for Arachnos, the way Arachnos operates, and what it means to bring pain to innocent people, so she's a 1 who will be going -1 when Going Rogue comes out.
I want to be able to make my villains as evil as possible and it really disappoints me when the devs waffles on making villains evil just because some people don't want to play evil characters. I also enjoy playing my heroes, so one can be evil sometimes...
You know, a couple of days ago I remembered something old that I've been meaning to share for some time now. Remember how I whined that all the facilities we use belong to Arachnos? Well, there's an old game that has sort of a parallel to this.
Remember Legacy of Kain: Soul Reaver? In that game and its sequel, you play as Raziel, once a vampire now dead (about as dead can be), but who has the ability to rematerialise on the physical plane by way of portals that the Elder God provides. He can die on his own and return to the spiritual plane, but if he needs to become physical again, he needs the Elder God's portals. So, in an echo of the "Well, Arachnos can just shut down the reclimators!" this is exactly what happens in the series' third installment, Legacy of Kain: Defiance.
Having pissed off the Elder God one too many times, Raziel finds himself unable to use the portals to return to the physical plane, simply because the Elder God won't allow him. So what does he do? Well, he finds a rotting corpse, possesses that, climbs out of the ground and WILLS it into his earlier form. Take THAT, Elder God! Try and stop me from materialising now!
This brings me back to an old idea I had about reclimators, arbiters and so forth. Suppose CoV allows you to choose whether you want to be affiliated with Arachnos or not. Even on just a superficial level. If you ARE, then you resurrect at their reclimators, shop at their quartermasters, train at their arbiters, use their helicopters and so on and so forth.
Suppose you don't want to be affiliated with them, though. What then? Well, you can resurrect at the old hacked reclimator down at the hovel that the Stricken have rigged up to service their own. You need to train, you go look up one of the old masters, bedraggled old men living in quats in the ghettos, who just happen to be old, knowledgeable supers who gave up their lives of crime. You need to shop, you can always stop by the Golbricker training facility, the Hellions' warehouse or even the Lost's stockpile. Sure, you beat 'em up every day, but money is money, right? You need to travel, I guess you can use the ferry. Or, if not, then you can always catch a smuggler's boat between the islands. I mean, if heroes can do that to get to Striga, why can't villains do that to move around?
This would go a long way towards dissociating us from Arachnos, at least on the cosmetic level. And PLEASE remove that paper mission about getting brownie points with the Spiders. I want to punch whoever wrote that.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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You know, a couple of days ago I remembered something old that I've been meaning to share for some time now. Remember how I whined that all the facilities we use belong to Arachnos? Well, there's an old game that has sort of a parallel to this.
Remember Legacy of Kain: Soul Reaver? In that game and its sequel, you play as Raziel, once a vampire now dead (about as dead can be), but who has the ability to rematerialise on the physical plane by way of portals that the Elder God provides. He can die on his own and return to the spiritual plane, but if he needs to become physical again, he needs the Elder God's portals. So, in an echo of the "Well, Arachnos can just shut down the reclimators!" this is exactly what happens in the series' third installment, Legacy of Kain: Defiance. Having pissed off the Elder God one too many times, Raziel finds himself unable to use the portals to return to the physical plane, simply because the Elder God won't allow him. So what does he do? Well, he finds a rotting corpse, possesses that, climbs out of the ground and WILLS it into his earlier form. Take THAT, Elder God! Try and stop me from materialising now! This brings me back to an old idea I had about reclimators, arbiters and so forth. Suppose CoV allows you to choose whether you want to be affiliated with Arachnos or not. Even on just a superficial level. If you ARE, then you resurrect at their reclimators, shop at their quartermasters, train at their arbiters, use their helicopters and so on and so forth. Suppose you don't want to be affiliated with them, though. What then? Well, you can resurrect at the old hacked reclimator down at the hovel that the Stricken have rigged up to service their own. You need to train, you go look up one of the old masters, bedraggled old men living in quats in the ghettos, who just happen to be old, knowledgeable supers who gave up their lives of crime. You need to shop, you can always stop by the Golbricker training facility, the Hellions' warehouse or even the Lost's stockpile. Sure, you beat 'em up every day, but money is money, right? You need to travel, I guess you can use the ferry. Or, if not, then you can always catch a smuggler's boat between the islands. I mean, if heroes can do that to get to Striga, why can't villains do that to move around? This would go a long way towards dissociating us from Arachnos, at least on the cosmetic level. And PLEASE remove that paper mission about getting brownie points with the Spiders. I want to punch whoever wrote that. |
That part of Defiance was SO good. Raziel is the perfect example of giving a big, taloned flip-of-the-bird to whoever is trying to pull your strings.
"You cant do that."
"Just WATCH me!"
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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You know, a couple of days ago I remembered something old that I've been meaning to share for some time now. Remember how I whined that all the facilities we use belong to Arachnos? Well, there's an old game that has sort of a parallel to this.
Remember Legacy of Kain: Soul Reaver? In that game and its sequel, you play as Raziel, once a vampire now dead (about as dead can be), but who has the ability to rematerialise on the physical plane by way of portals that the Elder God provides. He can die on his own and return to the spiritual plane, but if he needs to become physical again, he needs the Elder God's portals. So, in an echo of the "Well, Arachnos can just shut down the reclimators!" this is exactly what happens in the series' third installment, Legacy of Kain: Defiance. Having pissed off the Elder God one too many times, Raziel finds himself unable to use the portals to return to the physical plane, simply because the Elder God won't allow him. So what does he do? Well, he finds a rotting corpse, possesses that, climbs out of the ground and WILLS it into his earlier form. Take THAT, Elder God! Try and stop me from materialising now! This brings me back to an old idea I had about reclimators, arbiters and so forth. Suppose CoV allows you to choose whether you want to be affiliated with Arachnos or not. Even on just a superficial level. If you ARE, then you resurrect at their reclimators, shop at their quartermasters, train at their arbiters, use their helicopters and so on and so forth. Suppose you don't want to be affiliated with them, though. What then? Well, you can resurrect at the old hacked reclimator down at the hovel that the Stricken have rigged up to service their own. You need to train, you go look up one of the old masters, bedraggled old men living in quats in the ghettos, who just happen to be old, knowledgeable supers who gave up their lives of crime. You need to shop, you can always stop by the Golbricker training facility, the Hellions' warehouse or even the Lost's stockpile. Sure, you beat 'em up every day, but money is money, right? You need to travel, I guess you can use the ferry. Or, if not, then you can always catch a smuggler's boat between the islands. I mean, if heroes can do that to get to Striga, why can't villains do that to move around? This would go a long way towards dissociating us from Arachnos, at least on the cosmetic level. And PLEASE remove that paper mission about getting brownie points with the Spiders. I want to punch whoever wrote that. |
Forgot to add; Of top of all that is the little detail that if my Villains were into public works projects, they wouldn't be Villains, now would they?
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Doesn't Westin Phipps run a charity?
@Golden Girl
City of Heroes comics and artwork
The Abrams is one of the most effective war machines on the planet. - R. Lee Ermy.
Q: How do you wreck an Abrams?
A: You crash into another one.
@Golden Girl
City of Heroes comics and artwork