Discussion: New Alignment Dev Diary on the City of Heroes Going Rogue website!
well, on my take it seemed disjointed because i had stomped blade pretty handily on the top o the stair landing, so what i saw onscreen was not what was going on. but here is how i saw it, rian and silent blade fought, rian(a scrapper, not relevant to the story but it fit the situation) demolished her in a stand up fight, she fell back to talk to him(my memory of the dialogue is a bit fuzzy) but she largely makes impotent threats about how she will fulfill her contract, nice talk but too beaten down to take action. He's planning on just cuffing her and getting a pizza or 5.
all of a sudden, a guy who looks like rian comes bolting in the door, rian runs to face him. she, a character skilled at hiding and hitting from the shadows. waits till rian and a self that looks like rian and shares his skills fight at full force, two high level martial artists clash and punishing strikes are given and received. rian wins but is winded, he doesnt notice her, but she figures out from the dialogue who the real deal is, and drops alterna rian, who as the fight has shown, is weaker than hero rian, and then bolts. rian's still heroic, she just did what stalkers do and hit a weakened prey from out of nowhere, and rian, was still collecting his breath after 2 fights. Even a dragon is only human. and she got away with a cheap shot. one side funny note for me is that the idea that all these clones are running around is that many of my characters are mystical robotic or unique creatures that would seem to be too strange to be cloned by normal procedures. i know that in making those characters i hopped over canon and cant complain, but cloning an angel or a robot seems kinda funny from my perspective. |
On the second point, one personal theory of mine is that what really makes these clones "different" from just any clone, at least the ones in the Dark Mirror arc, is that they're actually made from some kind of raw, conceptual, multi-dimensional energy that's synched to your character.
Sort of like what Reichsman was doing, only instead of just siphoning power into one, it was used to generate a clone. This allowed the clones to be completely unrestricted by biological and mystical boundaries and literally create an exact copy with all supplies and abilities out of effectively nothing.
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I have to agree that I think the hero alignment mission is confusing. It's not that I feel like I don't understand what happened, it's that what happens is outrageously surreal. Why is there a duplicate of me there? Why is Silent Blade so deadpan about the fact that there are two of you, and she defeated one? I think part of the problem here may be her dialog. Both her dialog and the doppleganger's seem stilted and don't help explain anything, which adds to the surreality.
That out of the way, let me pitch in this positive note. The tip-based mission delivery system overall is great. I seriously wish that the game had worked like this from day one. Tips are my characters finding things and going out to look into them, not some other idle NPC doing all the thinking/investigating and telling me to go do the heavy lifting.
Yes, I understand that it's just a text box. So is what we get from the contacts (with the original hassle that you had to go poke them "physically" to get the text). But when the text in that box shifts from you being the muscle in someone else's story to the whole story being yours, that's a big improvement, at least IMO.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
...
That out of the way, let me pitch in this positive note. The tip-based mission delivery system overall is great. I seriously wish that the game had worked like this from day one. Tips are my characters finding things and going out to look into them, not some other idle NPC doing all the thinking/investigating and telling me to go do the heavy lifting. Yes, I understand that it's just a text box. So is what we get from the contacts (with the original hassle that you had to go poke them "physically" to get the text). But when the text in that box shifts from you being the muscle in someone else's story to the whole story being yours, that's a big improvement, at least IMO. |
The Tip Missions definitely offer the feeling of our characters making decisions and taking actions on their own. A very welcome dynamic.
Tip Missions and Mission Architect are both great for this... If, one day, we could combine the two...
Also, I have to admit that the Heroic Morality mission didn't work all that smoothly the first time I did it. And, Captain Moodswing is correct in that the assassin didn't just take off in a flash (At least, not for me).
In fact, she stayed there, standing there and I could click her and I got the whole dialog all over again... but this time, no attack. And I could just keep on clicking on her to go through the dialog, but the mission was completed (As I had defeated the doppleganger and gone through it all once already).
So, with that quirk, it was especially odd.
Making stories around individual player characters to cover every single player's character is, of course, an incredibly tricky (And, essentially, impossible) task.
However, the work done has been very fun and probably as close as you can get (considering the difficulty of fitting every character).
That Heroic one, though, could probably use a bit of tweaking to finish up a bit less awkwardly.
If you guys can include effects and animations for NPC departures (And arrivals) that would go a long way to making these encounters even more fun.
If she threw down a giant cloud of black smoke and disappeared... That'd be fantastic.
and round up everyone that knows more than they do"-Dylan
I would say not exact copies since on a few occasions now the clones used powers I chose not to take on my own toon. I think what happened is each AT and each Power Set that the AT could use was designed by the Dev's to have certain powers based on what they felt would be effective. Now if they picked the powers the same way you did, Eureka! Perfect Clone! If they didn't, then close enough and may not be noticed unless the specific powers are flashy. I do like the system though. Nothing like violently attacking yourself to relieve stre . . . never mind, don't want to let sent to the loony bin for that one.
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In Alpha's case, I had to fight a vastly inferior Bots/Devices MM, because for reasons known only to the shadowy programmers AE mobs don't actually get Traps. But the clone Alpha had the pulse rifle attacks while my Alpha doesnt anymore.
Much the same as a Boss level SS char will have Handclap even though your char may not. Because they just get given the whole set.
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 have to agree that I think the hero alignment mission is confusing. It's not that I feel like I don't understand what happened, it's that what happens is outrageously surreal. Why is there a duplicate of me there? Why is Silent Blade so deadpan about the fact that there are two of you, and she defeated one? I think part of the problem here may be her dialog. Both her dialog and the doppleganger's seem stilted and don't help explain anything, which adds to the surreality.
That out of the way, let me pitch in this positive note. The tip-based mission delivery system overall is great. I seriously wish that the game had worked like this from day one. Tips are my characters finding things and going out to look into them, not some other idle NPC doing all the thinking/investigating and telling me to go do the heavy lifting. Yes, I understand that it's just a text box. So is what we get from the contacts (with the original hassle that you had to go poke them "physically" to get the text). But when the text in that box shifts from you being the muscle in someone else's story to the whole story being yours, that's a big improvement, at least IMO. |
Very well written. I've yet to run into the mission with Silent Blade in, however.
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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No, it's just that every clone will get given the AE version of your sets.
In Alpha's case, I had to fight a vastly inferior Bots/Devices MM, because for reasons known only to the shadowy programmers AE mobs don't actually get Traps. But the clone Alpha had the pulse rifle attacks while my Alpha doesnt anymore. Much the same as a Boss level SS char will have Handclap even though your char may not. Because they just get given the whole set. |
She tells you "I fullfilled my contract by killing the person named $character." She talks to you afterward. Plenty of time to arrest her.
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My character was very unhappy about that. As a player and a long-time reader of comic books, I just nodded ruefully. And hey, it gave me something to RP later.
Now, we can take this to silly third-grade-Let's-Pretend levels ("I'm a hero, so I ALWAYS catch the bad guy!" "Yeah, well I've got super leet ninja skills and I always escape!" "Nuh uh!" "Yeah huh!"), but... heck, if you've always got to be in complete control of what happens to your character, why are you playing this game (and risking defeat, etc) instead of writing stories about them?
Let me ask something. Even if the mission can be interpreted your way. How are you turned into a great big hero? By proving you aren't guilty of some trumped up charge? By NOT saving the life of your double? By FAILING to catch the murderer? |
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Actually, she just stands there, and when you click on her, she'll go through the same text as when you first talked to her about clearing your name
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In some cases my "double" is often seen down the hallway just standing there as if reluctant for humili- er... confrontation.
Ignoring anyone is a mistake. You might miss something viral to your cause.
I just did this one again yesterday and the overall feel of it is just not right. I don't think my toons have to be the biggest and best all the time, but I certainly don't feel any kind of "Heroic" after that mission. If anything I feel more like a neutral sidekick.
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I do so love these new merits.
Ignoring anyone is a mistake. You might miss something viral to your cause.
Well written article overall, I just wish it said something new. Still, it does give a "broader perspective" of what is going on behind the scenes and that is never bad.
As for the backpack, I have to agree with GG (shudder) and say that looks an awful lot like the ones the robbers use in Safeguard missions. |
She gets a bit carried away with all the " " annoyances but in the end she does mean well.
Ignoring anyone is a mistake. You might miss something viral to your cause.
I think what I am hoping for in the Morality Mission is something a little more straight forward to the "Heroic" side. Even after six years I like to read the missions and this just wasn't right. A minor rework would do it. I am a little disappointed that with all the work that supposedly went into this system that it feels so choppy here. But only a little disappointed since I have been waiting for the whole side switching thing for so long.
I am also hoping that with the release of further issues, that they come out with more Morality Missions just to add a little variety.
BTW, MrHassenpheffer, my horror at agreeing with GG is spawned not only in her over use of the smiley faces, but in her one word or barely one sentence posts and her claims to some sort of special knowledge that not everyone is privilege too. I haven't put her on ignore yet, for fear she may actually have something good to say, but I seldom take any of her posts serious anymore.
I see your points.
I remember reading several feedbacks about all the new content, how it was well thought out, well detailed, and then... there was this threshold, where all of a sudden had a "rushed out" feel to it. Is that what's going on here?
edit, as far as GG is concerned, she would have more respect if she wasn't spending so much energy on those mocking little beratements followed with that almost trademark smug little I can see where there's a time and place for that, I do so enjoy her being cheerful. I can also see how deliberate the teasing is, and how it sets off my "passive-aggressive behavior radar"
so yeah...Shudders....
Ignoring anyone is a mistake. You might miss something viral to your cause.
I see your points.
I remember reading several feedbacks about all the new content, how it was well thought out, well detailed, and then... there was this threshold, where all of a sudden had a "rushed out" feel to it. Is that what's going on here? |
Anyways, I'm not sure if it is due to being rushed or a lack of supervision. I do hope they make some adjustments soon though.
Thank you Shawn, for taking the time to share some of your insights on the purposes and processes involved in the alignment system.
That said, I think it could have been done much better. The vigilante choices are often downright Villainous and the Rogue missions are often far too virtuous. The alignment missions usually seem (to me at least) as if they would be better suited to a game where everyone started neutral and had to earn their spot as a Hero or Villain. They seem to be more a means of sifting light from dark than showcasing the shades of gray.
Also, the process feels a bit "forced" the way it works. You get a tip and decide ahead of time which way you want to lean, in an effort to build toward a particular alignment. While this is fine from a meta-gaming perspective, it feels to me as if it's shouldered its way into the character perspective a bit too forcefully.
What I would have greatly preferred to see would have been for tip missions to function much more like the Praetorian moral choice missions. You get a tip and go to investigate it, and you figure out what it's all about in the process of the mission (some of those tip missions just "hand over" far too much information after hand-waving a "you investigate and learn" phrase) and as you go through the mission, you are presented with moral choices (unlike the Praetorian ones where you just get one choice at the end), such as whether to kill an opponent or capture them and escort them to custody, whether to take a glowie for yourself instead of leaving it as evidence for the crime scene crew, whether to leave behind enemies or even civilians who may have "witnessed" your actions and could spread the word about what you did or didn't do. By the end of the mission, the game counts up the moral choices you made during the mission (or even mission arc... some of these would be much more interesting if they weren't self contained within a single mission), and determines whether to assign you an alignment point for Hero, Vigilante, Rogue, or Villain, depending on what you are currently.
I would also have liked to see the ability to go from Paragon to the Rogue Isles opened up for all alignments. There are Heroic deeds that need to be done in the Rogue Isles, and Villainous opportunities in Paragon. Sure, it should be a dangerous place, with Arachnos agents or Longbow troops acting in a hostile manner to those who "don't belong," but it would open many opportunities without creating a need for new maps. Many of the contacts might have different mission arcs available for someone of different alignment, instead of a curt "I don't talk to Heroes/Villains." After all, most villainous contacts in the Rogue Isles wouldn't feel bad about having a hero do their dirty work, or even have some heroic task that they couldn't entrust to the locals. In Paragon, a contact may be double-dealing under the table, or might simply be unaware of a villain's status as a villain (What, does every Tom, Richard, and Harriette memorize Longbow's top 10,000 most wanted list?)
Furthermore, the way things stand, your status as a Vigilante or Rogue is little more than tourism access to the other zones (though it's a pain for Rogues, since Paragon is obnoxiously time consuming to navigate without dependable access to travel hub zones... we really need a merged Ouroboros, I never thought it made sense to be separate in the first place) and as a stepping stone to go "all the way" to the other side. From a concept standpoint, I can certainly say that many of my characters are vastly better suited to be Rogues or Vigilantes than total goody-two-shoes heroes (who still happen to eviscerate and incinerate and disintegrate minor thugs for purse snatching, jaywalking, and loitering... real heroic guys...) or mustache-twirling megalomanics out to control or destroy everything else (or even just serve to the best of their ability in Arachnos, bringing a bit of law and order to the environment around them, because it suits them to do so). But as things stand for Rogues and Vigilantes, it's just more of a pain than it's worth to refuse to commit to one idealistic extreme or the other.
Dear NCsoft, if you go through with this shutdown you've guaranteed you'll not see another dime from me on any project you put out, ever.
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Good points Starhammer and i do agree with most of it. Your post has made me really think about what bothers me with the whole alignment system and I think it comes down to it's too easy (other than the Hero Morality Mission just seeming wrong). By this I mean you go from Villain to Rogue to Hero. It's too fast, too simple. To me it might be more plausible if it was Villain to Rogue to Vigilante to Hero. A little more "shades of gray" there in my opinion. I know it would take longer to switch completely over, but even that is more realistic. Anyways, that's my two cents.
Ever wonder about those HERO and VILLAIN designations some of the legacy missions mysteriously got months ahead of GR?