(Villains only) How evil do YOU want to be, really?
There's your problem... talking about it.
Technically only a fragment of a hero's mind at the moment, I have Rei. She gets to come out properly after Going Rogue, but I've been formulating her personality and she has made one appearance in fiction. She's a horrible piece of work. She's a psychopath, sadist, murderer, sexual deviant, and not really a very nice person, and she doesn't really have breaks to put on to stop her doing things. However... to be honest, babies and kittens are pretty boring to maim and kill, she much prefers adults, and she isn't going to talk about it to people. She would much rather demonstrate, over the course of several hours, with a lot of sharp objects. She is, however, about the most nasty villain I've yet concocted and she's probably too nasty to actually roleplay much. |
But I'll be honest, I've run into a lot of "No don't do that, it bothers me in RL, so it bothers me in RP". So I just moved on. My intention is never to make people THAT uncomfortable. Even if it doesn't make since to me...one psychotic, sociopathic killer is the same as the next.
BrandX Future Staff Fighter
The BrandX Collection
That should be what happens. RIPs should attack you on sight, because they are basically bent cops and try to act all high and mighty. The Arachnos soldiers, though, should leave you alone, unless you attack them or their mates. For example, if you attack a mob of Goldbrickers that are being held at gun-point by Wolf Spiders, why should they care. There was an 'accident' and their targets wound up dead or in hospital. No skin off their noses. Of course, if the villain attacks the whole mob with a hail of gunfire/icicles/cracking the ground beneath their feet, then they have a problem. Thats attacking a soldier of Arachnos, dangnabit! Thats a crime!
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Just imagine this: Arachnos soldiers in the overworld would never attack you, either at all or unless you walked to, like, within five feet of them. You can walk around their forts without a problem as long as you don't approach them, you can walk the streets without them attacking you, and basically they wouldn't be just like the Skulls and the Snakes. Of course, if you SHOOT them, they'll shoot you back, but they wouldn't attack you on sight for no reason.
This is actually technically possible. You know how everyone in Safeguard missions has a large aggro radius? So make Arachnos soldiers in the overworld have a very small aggro radius, like 2-5 feet. You basically have to bump into one for him to give you trouble.
That'd actually make them feel a lot like the Combine soldiers in Half-Life 2. They do sit around looking for people to harass, but they won't chase Gordon on sight, at least not on first. But if you approach one, he'll give you a thwack on the head without a second thought. That's what I want Arachnos soldiers to be - hostile and dangerous, but not petty enough to chase every villain minding his own business.
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... JUST that would go a long way towards making the game much less head-slappingly silly. I've lost count of all the times when I'm on official Arachnos business sent to save an Arachnos base from hostile incursion, and I have to fight EVERY DAMN ARACHNOS SOLDIER ON THE WAY THERE! Why? They hired me, why do I have to kill their guards to get there? I know there are a ton of crap excuses for it, but come on now!
Just imagine this: Arachnos soldiers in the overworld would never attack you, either at all or unless you walked to, like, within five feet of them. You can walk around their forts without a problem as long as you don't approach them, you can walk the streets without them attacking you, and basically they wouldn't be just like the Skulls and the Snakes. Of course, if you SHOOT them, they'll shoot you back, but they wouldn't attack you on sight for no reason. This is actually technically possible. You know how everyone in Safeguard missions has a large aggro radius? So make Arachnos soldiers in the overworld have a very small aggro radius, like 2-5 feet. You basically have to bump into one for him to give you trouble. That'd actually make them feel a lot like the Combine soldiers in Half-Life 2. They do sit around looking for people to harass, but they won't chase Gordon on sight, at least not on first. But if you approach one, he'll give you a thwack on the head without a second thought. That's what I want Arachnos soldiers to be - hostile and dangerous, but not petty enough to chase every villain minding his own business. |
I can swear it was mentioned in the Dual Pistol, con video, that in Praetoria, the clockwork won't attack you, unless you attack them first.
Also while we're at it, can make it so when someone tries to pull, they bring the room and not just one tagret?
*BLAM!* Oh no everyone. I've been shot! I better go check it out.
Sure. Sure buddy. Come tell us if you find the person who did it.
Okay! *runs off*
BrandX Future Staff Fighter
The BrandX Collection
Or Sam, let them get the non-aggro like thing which the Preatorean clockwork gets. They wont attack you, but if you attack them, they will fight you. (As we saw and heard on the videos)
Edit: Heh two minds, one thought BrandX
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Doh! The Clockwork were said to do this, yeah
So, why not? Let's have Arachnos soldiers do the same. They'll hang out on their posts and mind their own business, but if you mess with them, walk by with a damage aura or your pets on aggressive, they WILL try to mess you up. I still feel they ought to attack if you walk up to them, as well, just because they're jerkasses like that, but it'd fit.
Let's roll with that, though. What other bad guys can we do the same for? What other bad guys wouldn't be openly aggressive unless provoked? Crey agents, maybe? I mean, they're trying to keep a believable front, and they are NOT believable at all when they attack you on sight. Especially when they post anti-hero snipers on the rooftops. How about the Family? We all know they're dirty, but they still try to act like legit businessmen. I mean, sure, if they have a guy in cement shoes, they're gonna' wanna' kill you for seeing it, but if they're just hanging on a street corner, why would they shoot at you for no reason?
Who else could we do this for? How about a Borg-style monster group that will not even acknowledge you exist if you don't bother them? Would the Devouring Earth work? I mean, they have big plans for the city, but would they stop to chase every passer-by? How about Malta? For a clandestine secret organisation, they sure do spend a lot of time loitering around parks taking pot-shots at passing heroes. Why are there Malta in the overworld at all, in fact? Wouldn't they be more mysterious if you never even knew they existed unless you actually uncovered their plots? Remember, guys - the world at large still doesn't know the Malta exist. They're not "obvious" bad guys.
What else?
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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There's your problem... talking about it.
Technically only a fragment of a hero's mind at the moment, I have Rei. She gets to come out properly after Going Rogue, but I've been formulating her personality and she has made one appearance in fiction. She's a horrible piece of work. She's a psychopath, sadist, murderer, sexual deviant, and not really a very nice person, and she doesn't really have breaks to put on to stop her doing things. However... to be honest, babies and kittens are pretty boring to maim and kill, she much prefers adults, and she isn't going to talk about it to people. She would much rather demonstrate, over the course of several hours, with a lot of sharp objects. She is, however, about the most nasty villain I've yet concocted and she's probably too nasty to actually roleplay much. |
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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The original set of contacts was organized around origins / mob types, and the makers of COV more or less stuck with that formula; it was probably a constraint handed to them.
The COV contact list has a fair amount of variety in the kinds of contacts, and for the most part I like the contacts, the variety they represent, and the missions they offer up.
- Diviner Maros gets players involved in a kind of "destiny" arc, where he serves as a guide or interpreter of forces not really under his own control. You're not really a lackey in that arc; you're just reacting to a script driven by something that Maros himself probably doesn't fully understand.
- Darla Mavis needs you as well because she's really "lost it" because of others' actions, and she's clearly still angry and bitter about that. She treats the world pretty much like she treats you. You're a contractor / mercenary when working with her, and not a lackey.
- Timothy Raymond is on a quest to sort out his past and heal his damaged psyche, and you get recruited into helping him. Its not really clear that he's evil so much as he is permanently and deeply injured, in the end. My characters' motivations for helping this lost soul are not usually all that clear to me.
- Shadowy Figure is a mercenary and he works with you because you profit and he profits. He's not so much your contact as you're one of his (probably many) contacts. The motivation for working with this contact is clear, but the degree of fit with this contact's motivations and that of each of my characters varies quite a bit.
- Technician Naylor finds himself reacting to the choices of other NPCs. He's not as smarmy as Vernon (who I like very much as a contact; Vernon is funny and fun). But Naylor clearly needs your character more than you really need him.
- The Phipps arc gets done by default, mostly because the exterminator's arc is a pain in an awkward place when you're in the low 40s, with those hunts. I'm not particularly thrilled with Phipps' storyline or with Phipps, though. Phipps' arcs feel petty and mean, like Phipps himself.
- I don't care as much for the Abyss arc, or the Daos arc, or the patron arcs, for reasons that others have mentioned. I'm level 40+ at that point, and still being treated as a lackey. The snake EB/AV arc is fun, though.
As a brief aside, hopefully the Incarnate powers allow players to essentially bypass the patron arcs, while still providing for similar types of powers to what can be gained through the patron arcs.
Summing up, I see the "lackeyism" mentioned by others, and it does get bothersome after a while. I see a lot of other choices and contact / arc trajectories, though, in addition to those in which my character is cast as a lackey.
As for "how evil would I like to be", I have no desire to RP the murder of children or other innocents, or torture, or the stuff at the "truly heinous" end of the scale. I'd like a fair amount of variety so that I can follow through on the "nature" of my characters. The new clone arcs are a welcome step toward building on what I see as a fair amount of variety that is already present. I also like the "pop-up" nature of these new contacts, as I like having an alternative to running 10 to 15 mayhems to get contacts in each level range.
Really, the new Villain content is where it's at. You have a choice.
You can be 'misunderstood' in it, and make the somewhat kinder choices. Or you can leave a blazing trail in your wake, laughing as you step out of the rubble.
THAT is key; it should be up to the players. We shouldn't be shoehorned into being Arachnos lackeys.
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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Let's roll with that, though. What other bad guys can we do the same for? What other bad guys wouldn't be openly aggressive unless provoked? Crey agents, maybe? I mean, they're trying to keep a believable front, and they are NOT believable at all when they attack you on sight. Especially when they post anti-hero snipers on the rooftops. How about the Family? We all know they're dirty, but they still try to act like legit businessmen. I mean, sure, if they have a guy in cement shoes, they're gonna' wanna' kill you for seeing it, but if they're just hanging on a street corner, why would they shoot at you for no reason?
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How about Malta? For a clandestine secret organisation, they sure do spend a lot of time loitering around parks taking pot-shots at passing heroes. Why are there Malta in the overworld at all, in fact? Wouldn't they be more mysterious if you never even knew they existed unless you actually uncovered their plots? Remember, guys - the world at large still doesn't know the Malta exist. They're not "obvious" bad guys. |
The Knives of Artemis hanging out in the PI mayhem mission are another thing. It makes sense somewhat to have a few of them hanging out in the free-for-all that is Grandville, but again, they are another group that shouldn't attack on sight.
Eva Destruction AR/Fire/Munitions Blaster
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Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Doh! The Clockwork were said to do this, yeah
So, why not? Let's have Arachnos soldiers do the same. They'll hang out on their posts and mind their own business, but if you mess with them, walk by with a damage aura or your pets on aggressive, they WILL try to mess you up. I still feel they ought to attack if you walk up to them, as well, just because they're jerkasses like that, but it'd fit. Let's roll with that, though. What other bad guys can we do the same for? What other bad guys wouldn't be openly aggressive unless provoked? Crey agents, maybe? I mean, they're trying to keep a believable front, and they are NOT believable at all when they attack you on sight. Especially when they post anti-hero snipers on the rooftops. How about the Family? We all know they're dirty, but they still try to act like legit businessmen. I mean, sure, if they have a guy in cement shoes, they're gonna' wanna' kill you for seeing it, but if they're just hanging on a street corner, why would they shoot at you for no reason? Who else could we do this for? How about a Borg-style monster group that will not even acknowledge you exist if you don't bother them? Would the Devouring Earth work? I mean, they have big plans for the city, but would they stop to chase every passer-by? How about Malta? For a clandestine secret organisation, they sure do spend a lot of time loitering around parks taking pot-shots at passing heroes. Why are there Malta in the overworld at all, in fact? Wouldn't they be more mysterious if you never even knew they existed unless you actually uncovered their plots? Remember, guys - the world at large still doesn't know the Malta exist. They're not "obvious" bad guys. What else? |
Devouring Earth, though, would attack everything in sight. They hate all human life equally (And we all get treated as human, despite some of us playing non-fleshlings. Still, if you are on this planet at all, I think they see you as 'infection'.)
I would really like the spawning of mobs in general to get anoverhaul. Make it a bit more subtle. Put them in alleyways, abandoned parking lots, the actual 'hazard' areas of a zone (even putting them lurking in the parks in Atlas and Galaxy works better) rather than just being on EVERY street corner, bold as brass.
I mean, yeah, some of them ARE bold. But they arent quite that stupid. Well, ok, Vahzilok zombies are, but they come with minders
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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Anyone who reads the Rogue Isles paper knows they exist...seriously that ticks me off to no end. They wouldn't call you out. If they wanted to beat you up they would sneak into your house in the middle of the night and shoot you in the head. It's lazy copy-paste mission design. Meanwhile on the hero side, you get word on the scanner that some "mysterious group" is attacking the pawn shop or the bank....and those particular missions come up very rarely. That's a much better Malta paper mission, you don't know it's them until you walk in the door.
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The Malta Group are a clandestine organisation that few people even know exists, and fewer still have any information about. Crimson seems to be one step ahead of them half the time because he's an old dog of the intelligence game who's been dealing with them for probably 50 years, and the only reason Indigo manages to outsmart them is because she's working with Crimson. Even her being a former Knives member doesn't help her as much, since half the time she basically sends heroes to work with Crimson anyway. The only reason the Malta can ruin a young heroine's career by making it look like she got a lot of people killed to a gang of Skulls is because no-one would believe her story of high-tech commandos suddenly appearing. They are an invisible force that needs to STAY invisible if they are to have a point.
To be honest, there's probably one other meaningful reference to the Malta Group in the game, and it's something Daos says at the end of Black Scorpion's first arc. Whether I like it or not, Arachnos and the Arbiters are being billed as CoV's badasses who are the strongest and who have the final say. So when Daos hears about Malta's involvements, it is outright shocking to hear him go "Malta? OK, that's not good." Paraphrasing, of course. Outside of Missing Melvin and the Mysterious Malta Alliteration and World Wide Red, this is about the only time Malta are actually treated with the kind of respect and thematic they deserve.
Trust me, I hate the Malta group, especially when I have to fight them. But they're one of the biggest bads out there, and I respect them for it. Please, let's not ruin their place because of rushed design. I mean, who the hell is "Grimalikn?" I thought the Malta Group didn't have one overall leader, but rather had a board of directors?
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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Trust me, I hate the Malta group, especially when I have to fight them. But they're one of the biggest bads out there, and I respect them for it. Please, let's not ruin their place because of rushed design. I mean, who the hell is "Grimalikn?" I thought the Malta Group didn't have one overall leader, but rather had a board of directors?
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Yeah, apparently they are now a bunch of jumped-up Gunslingers because somebody though adding some pretty much random AVs to a tedious AV fight would somehow make it less tedious.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
"Evil" as such tends to be interpreted as your classic puppy-kicking, or baby-eating, as Bubba explains. It's the act of being mean and malicious and causing others harm as the motivation itself. "Villainy," on the other hand, is kind of in the same vein, but it's more the act of forwarding your own agenda in distinctly unethical ways. The focus of this kind of villainy isn't really to cause harm or malice so much as to help yourself while not shying away from crime and wrongdoing.
To my eyes, the game shouldn't be shooting for an M rating with blood, violence and psychological torture, so much as it should be shooting at letting our villains feel more like the classic comic book bad guys with an agenda. Rule the world, save my wife, be the richest man on Earth, invent a death ray, avenge my father's death. That sort of thing. The game should be shooting at letting us be less like lackies and aimless monsters and more like driven villains with a mark to make on the world. |
Arachnos is a terrible protagonist group. They're fine as generic cheesy enemies for heroes to fight, but their primary role is as an organization some of the game text, most of the zone themes, and most annoyingly, patron pools!, practically declare you part of.
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The trouble that I, and I think on some level other people have is this: CoV villains do NOT do their own thing. They receive orders. And their orders? These do not result in chaos and destruction that makes others frown upon them, or respect their might. Rather, their orders are to bring respect or fear to those giving them orders..it's all directly going in the face of what super-villains are about.
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That said, I've mostly changed things so that the villains I make sort-of-almost fit what CoV does--which is to say, most of my villain characters now are mercenaries of some sort without many overarching goals beyond 'beat people up and/or get rich.' I kept trying to make world domination types after CoV came out, but I just had to handwave too many of the 'durr hurr, i kill u for rachnos!!!!' missions.
Personally, I'd like to be able to have characters do some pretty ruthless stuff, but for me, it would need to be optional. A lot of missions are already more evil than some of my characters are willing to sink--stuff like the mission to deliver Rikti serum to the Lost, or practically anything from Westin Phipps. I have villains who will torture people or assassinate innocents... I also have villains who are just in it for the cash and are really uncomfortable with that sort of thing. The option to just outright turn down missions would go a long way for me (on both sides, since some of my heroes are against things you have to do over there, too.)
I suppose though that we can't get something like Dungeon keeper for villains.... err my mind is drifting.
I want the secret lair in or not in a volcano, the lacky's of my own to guard the place and do my bidding. I want to build said theme up so that as we get up the levels, we have our secret lair, the lacky's, the oppertunities (say mission computer), the invasions of our lair (mission computer or alarm), the various politicing with governments or emneties of rival villain groups. The missions we send our our lackys for and they sometimes get beaten the tar out of heroes. |
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Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
This is a really interesting discussion to look in on, especially given how Going Rogue proposes to deal with things on a sliding scale of Hero-Vigilante-Rogue-Villain. This right there implies a degree of choice in your actions and consequences thereof.
There's something I've learned as a tabletop roleplayer of coming up on thirty years, and that is the illusion of free will. If anyone ran a tabletop game or made an MMO that was totally about players doing precisely as they felt like, the atmosphere, direction and overall enjoyment factor would drop dramatically in a very short time. Like it or not, players have to be guided in the right direction whilst being given the impression that what they decide is being done with no coercion, deception or misdirection.
Now that isn't to say that players have no say whatsoever; in fact, what they do in the context of a story may entirely change its direction to an unexpected conclusion with unexpected consequences. But that isn't as easily done in MMO's because of both the technology involved and the necessary progression of the character. It'd be very, very easy to have a story told in this game that was a continuous stream of dialogue and choice branching that wouldn't end. But they must because they should. But it's the illusion of free will that is the most crucial thing. The idea, plan or opinion presented must be one that seems reasonable to the person playing it, be they thinking in character or as themselves. Any time you have more than one option presented to you, there is an illusion of free will. I note that Bioware's Star Wars game is looking at a decidedly complex choice/consequence system and I hope that this is something that Going Rogue also does.
With regards to villainy, I agree totally that the writing for the most part in CoV is very comicbook-ish, but again we run into some constaints. The first is the T for Teen rating. You have to be careful about what you say and what you do. Secondly is the very nature of comicbook villainy.
I played the Marvel Superheroes tabletop game for many years and managed to do some very morally and ethically challenging stories, and villiany to me at least relies on being proactive. Heroes are very rarely proactive, and when they are, they're seen as vigilantes or in fact become villainous themselves. It wouldn't be an unreasonable argument to apply that to Emperor Cole, for instance. But we again come back to the illusion of free will.
Arachnos could be a wonderful in-game mechanic for players interested in being part of 'the machine'; I actually created a Villain Group comprised of all Soldiers of Arachnos with Arbiters training them to be an elite unit of 'law enforcement'. I was inspired by the Judge Dredd comic and the 501st division from Star Wars, Vader's Fist. For me it was a way to be proactive, give myself an illusion of free will (it was my character's decision to form the unit as he chose and had carte blanche in choosing members) whilst still 'serving Arachnos'. I don't regret that decision because in a sense I get the best of both worlds.
That being said, I understand that people want to be independent decision makers, answerable to noone but their own villianous desires. It's always going to be difficult when your game setting says 'here is the power structure and you either start on one side or the other or you get a choice to change sides.' There is no choice of your own to take here; it's a situation of absolutes, but if you were truly independent, would that mean there'd be another third faction called Rogues/Vigilantes with their own story arcs? I'm not going to presume Going Rogue is that in-depth, but to me it looks like a step in the right direction.
I agree also that branching dialogue, some system to recognise who you are and better writing would all make City of Villains a much stronger experience. The first part could conceivably be done by a form of reputation system? LotRo did this by tying your missions to a system of 'reputation points', so as you did more for them, the NPC's would speak to you more favorably and new tiers of contacts would be opened to you. Now, this is difficult as Arachnos is meant to be the only faction in the Rogue Isles, and I find myself coming back to Rogues and Vigilantes. I think the Loyalists and Resistance factions might do something with this, but that's just speculation.
Ultimately, I tend to look at these games as big sandboxes that I can play in. I do think we can all find something in the game we connect to and have a desire to run with; I think also if enough people express what that is and are heard collectively as a group, then the devs will at least hear them out (and they have had an excellent record in doing so thus far, at least in my opinion). I think the new villian arcs are in fact some proof of that.
That's my two villianous infamy's worth, anyways.
S.
Part of Sister Flame's Clickey-Clack Posse
On a 1-10 scale, I am a pretty solid 6. That is, until I find out I'm being duped, then I'll make Jigsaw from the Saw series look like Mr. Rogers. That Rikti-Spy lady that sends you to "silence" that Lost-turned contact (Timothy I believe his name is) would make an excellent example of someone I would pleasantly torture.
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There's something I've learned as a tabletop roleplayer of coming up on thirty years, and that is the illusion of free will. If anyone ran a tabletop game or made an MMO that was totally about players doing precisely as they felt like, the atmosphere, direction and overall enjoyment factor would drop dramatically in a very short time. Like it or not, players have to be guided in the right direction whilst being given the impression that what they decide is being done with no coercion, deception or misdirection.
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You know what? I feel it was a capital mistake to tie CoV's infrastructure to Arachnos so completely. We rez at their reclimators, we shop at their Quartermasters, we train at their Arbiters, we fly on their choppers, we confer in their Fortunatas... This is not good, people! Why can't I train with some underground unofficial sensei down in the sewers? Why can't I shop for enhancements from the "connected" neighbourhood bartender? Why can't I resurrect in the shanty town illegal reclimator? Just ANYTHING that doesn't tie me to Arachnso! Then we wouldn't have stupid arguments like "Yeah, well they can just turn off the reclimators and you're dead!" Now that's a narrative cop-out if ever I saw one.
How's about this: I give Daos the finger and next mission I walk into an ambush mission. I walk into a door, fade to black and I wake up in an Arachnos cell. O noes! Whatever will I do? Well, kick down the door, to start, then carve a path through their base big enough to sink ships in, and pinch my way through back topside. Then I waltz back to Daos and see him try not to sweat bullets. Good times
Point is, let me defy Arachnos, let me walk into trouble, let me get myself cursed. Let me do STUPID things, and just slap me with severe consequences that I can eventually fight my way out of. That way, it still feels like everything is my choice, because when people try to act tough with me, I defy them. Even if defiance is the only option, it still assumes my character can think for himself.
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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Hence my like of the new missions.
You still end up doing the same things. You still end up beting on x number of enemies, you still fight certain groups, and you have the same end boss.
But you PICK how many X is, you can do things in slightly different ways, you can choose bits of the aftermath. It might not be 'huge' choice, but its enough to really add enjoyment to it.
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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I'm about an 8... then again, that's societies label for evil, not mine. The perfections of the humna race through the applications of cybernetics is hardly evil... just radical. The drug companies want your body to be old and sick... imperfect so that you can buy their "treatments" and fund their surgically altered ladyboi mistresses... YES... THAT'S RIGHT, i'M TALKING ABOUT YOU MS LIBERTY, WITH YOUR LONG COLT LIKE LEGS AND YOU SMOOTH SMOOTH FOREHEAD... AND... AND... err... um...
... pardon, I digress.
I just wish we could be a little more "evil" in Cov. Not repercussion-less evil... after all, even in the Isles, start slapping around civilians and the RiPs *should* response in force. Smack an Arbiter and your should be dealt with. I'd like to see a bit more "good guy" NPCs in mission and more missions that take place in Paragon City environs. Imagine, for example, if a kidnapping or theft mission was set on a mayhem map, for example where you have to make the choice, avoid the cops on my way to the target, or raise a little hell.
Just my two cents
... Hit it ...
Basically, that's what I personally want. My choices don't have to have long-lasting consequences as long as what I do feels like my own choice. Basically, I want contacts to feel like a source of informations, at most partners in crime, not my bosses. I want to, when threatened or blackmailed, to have my reaction be to slap the guy in the mouth and still come out victorious DESPITE what he may want me to do. If defying someone is going to have consequences, then put me through the consequences. I don't mind. I'd sooner get the crap beaten out of my and snag a victory by the skin of my theeth than kowtow to Daos because he said so.
You know what? I feel it was a capital mistake to tie CoV's infrastructure to Arachnos so completely. We rez at their reclimators, we shop at their Quartermasters, we train at their Arbiters, we fly on their choppers, we confer in their Fortunatas... This is not good, people! Why can't I train with some underground unofficial sensei down in the sewers? Why can't I shop for enhancements from the "connected" neighbourhood bartender? Why can't I resurrect in the shanty town illegal reclimator? Just ANYTHING that doesn't tie me to Arachnso! Then we wouldn't have stupid arguments like "Yeah, well they can just turn off the reclimators and you're dead!" Now that's a narrative cop-out if ever I saw one. How's about this: I give Daos the finger and next mission I walk into an ambush mission. I walk into a door, fade to black and I wake up in an Arachnos cell. O noes! Whatever will I do? Well, kick down the door, to start, then carve a path through their base big enough to sink ships in, and pinch my way through back topside. Then I waltz back to Daos and see him try not to sweat bullets. Good times Point is, let me defy Arachnos, let me walk into trouble, let me get myself cursed. Let me do STUPID things, and just slap me with severe consequences that I can eventually fight my way out of. That way, it still feels like everything is my choice, because when people try to act tough with me, I defy them. Even if defiance is the only option, it still assumes my character can think for himself. |
Kalinda = Loyalist. You are willing to be a part in the machine. Sure, you may scrape a big something off the top and the sides where you can, but Arachnos seem like a decent way to make a mint, get to who you want to get at, or whatever diabolical (or not) goals you have in mind.
Burke = Army of One. The system? The system is what you say it is. Arachnos can have their Darwinism alright, on the recieving end of your boot. They get in your way, you crush 'em. Anyone gets in your way, you crush 'em. Heck, anyone looks at you wrong, you crush 'em! Rules are something other people abide by! Let the rise begin!
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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I wanna be more evil than we are now.
There's some arcs which are pretty evil, Westin Phipps is pretty evil, but even still they got away in the end and presumably lived happily ever after, meh.
There's been only one game so far where i could be so evil i actually felt remorse. The game was Star Wars: Knights of the old Republic near the end of it. Where i had turned to the darkside, killed Carth for being a whiney ***** and then when Mission wanted out i force dominated Zaalbaar to strangle her. After i did that, i actually cried a little, i loved Mission, and using her best friend to murder her...
I understand we cannot really kill civilians and such, but i still wanna be more than just a schoolyard bully :|
I really wish we had more choises in what we do, i don't wanna rescue workers as a villain, why can't i accidentally use an aoe and incinerate them and go "whoops, my BAD!".
I wanna do things that benefit me, as a villain i'm pretty selfish, if someone in a mission would come with a better offer i would like the opportunity to turn my coat and go after my contact.
Sam said it best... The key to villains is being the protagonist.
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That's kind the same feel I get from the new Dean. Well, that and the feeling that D-Mac is a D-Bag. But he's not ordering he's offering, and he's helping you because he's backing the winning side.
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Sorry, that was a misunderstanding on my part. I extrapolated on the idea to extremes in the form of the total zone destruction idea where you'd land in a nice city zone and transform it into Boomtown. I assumed this was what you were referring to, and that kind of complete and utter destruction just wouldn't look right in a specific, iconic location. I have nothing against taking out a building or two in iconic locations, just nothing terribly major.
At the same time, I DO want to see a mission that has you go into a city area and, to quote evil Coop, "Destroy everything!" Not that good Coop doesn't do that all the time... Basically, it'd be like what Tobias Hansen leaves behind after leaving a hostile Venezuelan army outpost, e.i. nothing. Walk into an area, tear down every building, then go home. |
Bash and smash... police show up...
Bash and smash some more... LB shows up...
Bash and smash some more... maybe more LB with reinforcements...
Bash and smash some more... LB shows up with a hero...
etc etc ramping up the adversity whereby ultimately you have reduced the small outdoor instance to ruin and stand over the defeated corpse of whatever AV tried to stop you, or you get defeated and sent home, mission over...
I'd play that. A ton.
This is a really interesting discussion to look in on, especially given how Going Rogue proposes to deal with things on a sliding scale of Hero-Vigilante-Rogue-Villain. This right there implies a degree of choice in your actions and consequences thereof.
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There's something I've learned as a tabletop roleplayer of coming up on thirty years, and that is the illusion of free will. If anyone ran a tabletop game or made an MMO that was totally about players doing precisely as they felt like, the atmosphere, direction and overall enjoyment factor would drop dramatically in a very short time. Like it or not, players have to be guided in the right direction whilst being given the impression that what they decide is being done with no coercion, deception or misdirection.
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What I'd like is the option to start from Kalinda and willingly work my way up the Arachnos chain, with stops on the way that specifically recognize and reward that progress... As it stands now you hear you're possibly the promised one and then... patron pools 40 levels later. yippee.
Give me a dedicated arch every 10 levels or so, show my connection to arachnos in a meaningful way, like with the Kheld arcs or the VEATs. I have characters that would thrive on this.
OTOH, we get Burke as an option out of the Zig that says we are radical and not in support of Arachnos, heck the first mission subverts them... and then its all the same all the way up to 40 levels later... an patron pools. um, yippee... I don't even get to really be against them. poo.
I'd prefer a different option. (Not that I have a rock solid suggestion on how to do that. Maybe again with the Kheld option, but little periodc stories for us because we chose not to toady to arachnos.)
He has strong opinions about story depiction and the proper voice of many characters and groups within the game. (I respect his opinions, but do not generally agree with them or the way they are communicated. I often learn exploring them, though.)
Hrm...I think maybe they should tie a LOT more importance to the choice of trainer at the beginning.
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Also, each villain zone tends to portray a conflict among multiple factions, with representatives from some of them seeking your assistance in tipping the balance. This is good, and should be brought more to the fore - especially in Grandville, where a lot of the factional options go away and you're left with mostly Arachnos with a slight smattering of Crey. Wouldn't the neglected underbelly of Grandville be riddled with agents eager to get a mole into the heart of the beast? At the very least, it'd be nice for monstrous mutants to take up the cause of the Arachnoids. Biff would be an awesome contact.
@SPTrashcan
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Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
Basically, that's what I personally want. My choices don't have to have long-lasting consequences as long as what I do feels like my own choice. Basically, I want contacts to feel like a source of informations, at most partners in crime, not my bosses. I want to, when threatened or blackmailed, to have my reaction be to slap the guy in the mouth and still come out victorious DESPITE what he may want me to do. If defying someone is going to have consequences, then put me through the consequences. I don't mind. I'd sooner get the crap beaten out of my and snag a victory by the skin of my theeth than kowtow to Daos because he said so.
You know what? I feel it was a capital mistake to tie CoV's infrastructure to Arachnos so completely. We rez at their reclimators, we shop at their Quartermasters, we train at their Arbiters, we fly on their choppers, we confer in their Fortunatas... This is not good, people! Why can't I train with some underground unofficial sensei down in the sewers? Why can't I shop for enhancements from the "connected" neighbourhood bartender? Why can't I resurrect in the shanty town illegal reclimator? Just ANYTHING that doesn't tie me to Arachnso! Then we wouldn't have stupid arguments like "Yeah, well they can just turn off the reclimators and you're dead!" Now that's a narrative cop-out if ever I saw one. How's about this: I give Daos the finger and next mission I walk into an ambush mission. I walk into a door, fade to black and I wake up in an Arachnos cell. O noes! Whatever will I do? Well, kick down the door, to start, then carve a path through their base big enough to sink ships in, and pinch my way through back topside. Then I waltz back to Daos and see him try not to sweat bullets. Good times Point is, let me defy Arachnos, let me walk into trouble, let me get myself cursed. Let me do STUPID things, and just slap me with severe consequences that I can eventually fight my way out of. That way, it still feels like everything is my choice, because when people try to act tough with me, I defy them. Even if defiance is the only option, it still assumes my character can think for himself. |
Alright, so that's a decision/consequence system. But how many of those do you want in place to support an illusion of free will? 'Work for Arachnos/Defy Arachnos?' I should point out this isn't a defense of how CoV was written and implemented, more a thought coming from a gamer's perspective of what's going to be feasible. Compare it to a comicbook roleplaying game for example. The setting will be (for argument's sake) Metropolis/Los Angeles, Gotham City/New York. So we know who's already there and who they work for. So you're already going in knowing that there's the Justice League/Avengers around, and maybe the Society of Evil/Legion of Doom.
In order to keep that illusion going but still be a guiding way, you come back to factions. 'Be a hero, be a villain. Be a team player, be an individual.' And add to that how much advantage/leeway an independent actually gets in those circumstances. If you're a Bruce Wayne or Victor Von Doom, you get a lot. As someone pointed out, in Praetoria someone is going to notice you, be you Loyalist or Resistance. If you act against the regime, the Clockwork will act against you, and as someone else again said, hopefully Arachnos would too.
It might go against the grain to have the suggestion that being an individual doesn't get you anywhere, but by the same token an illusion of free will should be suggesting and guiding you to a thought that working with/for x is a 'good thing'. I think the thought of factionalising Burke as a 'mercenary collective' leader wouldn't be a bad thing here. Even though the system still requires you to make a relatively linear choice, the illusion is there that you're getting to make your own way, and I daresay the contacts available would let you do so. The only part where it'd fall apart currently is the Patron Pool Power arcs, and Grandville. That'd require some rethinking and decisions on how to approach that, given that Sirocco is probably the only one of the Patrons that isn't directly Arachnos-driven.
S.
Part of Sister Flame's Clickey-Clack Posse
Yep, and seeing the taste of how they will manage this within the I17 arcs just has me more enthusiastic about what GR is bringing us. But the other way fails too. In my experience as a player and my own mistakes as a game master: too much coercion or obvious misdirection is as much or more frustating. And I think that's where the angst in terms of being an Arachnos lacky in CoV comes from. What I'd like is the option to start from Kalinda and willingly work my way up the Arachnos chain, with stops on the way that specifically recognize and reward that progress... As it stands now you hear you're possibly the promised one and then... patron pools 40 levels later. yippee. Give me a dedicated arch every 10 levels or so, show my connection to arachnos in a meaningful way, like with the Kheld arcs or the VEATs. I have characters that would thrive on this. OTOH, we get Burke as an option out of the Zig that says we are radical and not in support of Arachnos, heck the first mission subverts them... and then its all the same all the way up to 40 levels later... an patron pools. um, yippee... I don't even get to really be against them. poo. I'd prefer a different option. (Not that I have a rock solid suggestion on how to do that. Maybe again with the Kheld option, but little periodc stories for us because we chose not to toady to arachnos.) |
I think as far as specific story arcs are concerned comparable to VEAT's and Kheldians is too far a step in the wrong direction. That'd be attaching significantly more meaning to a 'normal' player character, but more importantly demeaning the experience and story that the VEAT and Kheldians get. That's not to say those stories could perhaps need some spit and polish and make the decision to be one or the other have some attachment to them (though I'm currently playing a Peacebringer and the story has been compelling to me; I've heard the VEAT's do not have that same experience).
I think just the recognition that you are free(er) to make your own decisions if you chose to work with Burke could be made clearer and support what you thought to be reasonable in making the decision to go with him. What benefits do you get by allying with him? It'd be foolish to redesign the game to have a seperate mediport/store/Auction House/trainer system. Both would fulfill the same function whilst sharing the same zones. However, utilising the internal continuity and logic of the game would. 'Burke's Mercenary Collective' are still citizens of the Rogue Isles (and legally so, even if they dislike Recluse) and would doubtless have agents who are even Arachnos themselves. So all of the above wouldn't change except for the recognition by the appropriate NPC that you are in fact, not part of Arachnos. The illusion is maintained and still lets the game function. Would it seem silly that two players of opposite factions could click the same NPC and get different reactions? Yes, but so would two NPC's of opposite factions standing together for the same purpose. Lies and deceit are not unknown in the Isles....something that could be done, as new content is always the drive for the devs, would be to introduce areas within the Rogue Isles that are accessible only by Burke-aligned players. For example, the Facemakers are totally neutral (and for good reason). If you extend that thinking and make perhaps some stores or places where Temporary Powers can be purchased 'secret from Arachnos', you establish the illusion of this other group.
The only issue, I agree, becomes the Patrons. This may evaporate however with side-switching, as I don't know if you became a Hero, gained Epic Power Pool Powers and then turned Villain again if you could keep the formerly gained powers. That would be a means of getting around it, but it'd be pointless to introduce an 'alternate' Patron Power Pool arrangement at this stage. Maybe allow Villains to utilise Epic Pool Powers? But then you'd get Heroes wanting to keep Patron Pool Powers...I'm not sure how that gets resolved. Perhaps the Incarnate System will show a way forward.
Hope that clarifies my thoughts some.
S.
Part of Sister Flame's Clickey-Clack Posse
How evil would my villain be?
Its not the evil thing my villains strive for, its the self-interest of villainy. Not evil for its own sake, but how could my villain gain on anything. So to OP, my villains would be around 3-4.
Villanious though... 1-10 with 10 taking over the world, the multi-verse with an ego that could hold a universe... about 6.
As for the evil/villain thing, I agree with Sam's post nr #31. He pretty much summed up what i'm looking for on villain side.
I want to be the protagonist, the strong, (later by another one) the awesome one who people look up to, instead of "I'm the best, back in line you slimeball before i kill you" -look by "contacts" that we usually get.
Thats why i'm getting my hopes up for GR. If the story arcs are of same quality as both (hero and villain) arcs in Dark Mirror... then i say yummy.
I love Vernon Von Gruns arcs, cause as he has been mentioned, well he is the man with the plan, BUT he has the mad science thing and he is utterly dependant upon you. "Laugh with me" is one of his comments and it gives me a smile. In the arc, you are the awesome, the villain.
So Devs... please more Let us be the protagonist, the mastermind, the one that others fear, not the lacky that is always disposable.
I suppose though that we can't get something like Dungeon keeper for villains.... err my mind is drifting.
I want the secret lair in or not in a volcano, the lacky's of my own to guard the place and do my bidding. I want to build said theme up so that as we get up the levels, we have our secret lair, the lacky's, the oppertunities (say mission computer), the invasions of our lair (mission computer or alarm), the various politicing with governments or emneties of rival villain groups. The missions we send our our lackys for and they sometimes get beaten the tar out of heroes. Even a villain group or hero group that sees you as their rival nr 1.
Please more villain content and arcs etc like Magneto, dr doom etc (but where we are the likeness of said names) that would be villainious to me instead of... "meh, just a lacky, the brute on the street that is disposable"
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