Promotiong Interfaction Strife: A think tank.
Quote:
The game has plenty of PVP opportunties: four PVP zones, arenas, Pocket D. These are largely ignored by the majority of players.
You're obviously not listening. The ENTIRE issue is "Okay, we've got a CITY full of HEROES. We've got a NATION full of VILLAINS. ...Why are they getting along so well?" You have players who choose to be heroes, and those who choose to be villains, an the game does nothing to enforce the idea that they're supposed to be ENEMIES.
|
Co-op content, on the other hand, is pretty widely popular. Even before GR, the co-op TFs were amongst the most frequently run, and mixed teams were popular in the RWZ. GR acknowledges and builds on this by making cross-faction teaming possible for all content, and when I look at the makeup of teams these days, it's clearly being used by a lot of players.
Judging by past performance, attempts to 'enforce' PVP in the way you suggest will likely lead to content that is unpopular and underused. I'm not sure that's a good use of resources.
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
Quote:
I think we'll just have to agree to see things differently. I try to look at everything to do with the from an in-game, storyline perspective without breaking the fourth wall. I try to look at players in completely the opposite way, in a meta-game, out-of-character way, approaching them as people, not as players. As such, I want my CHARACTERS to feel animosity for their CHARACTERS, but I don't want to be their enemy, and I don't want them to be my enemy.
NPCs haven't done anything because they pop to life the moment you enter an instance. All they're doing is standing there while a wall of text tells you that they supposedly did or are doing something bad. As for players, all the evidence you need is in their Player Info: Badges, my friend, badges. Mayhem exploration, Mayhem defeats, Longbow defeats, PPD defeats. All badges, all available for anyone to see, summarizing their crimes and exploits.
|
What the game tells me happened is what happened. What a player wrote in his bio happened is what happened. What level a character is or what badges that character has... That's meta-game. It doesn't mean anything to MY CHARACTER. It only means something to me as a person, to know what that other person has achieved with this character. I will never, ever RP with another person, simply because I don't want that. Regardless of the channel, chat with other people is just that - chat with other people. Not RP, not character-to-character. Just chat with other people the same as if I called them up on the phone.
Quote:
The only problem here is, that feature you described? It was in that OTHER game. Which, as far as I'm concerned, failed, given that it's gone free-to-play. I don't think it's a good idea to take features from a FAILED game. At least, not as-is. |
To summon Goodwin's law somewhat, WW2 Germany failed in the war, but WW2 Germany developed jet aircraft. That didn't mean jet aircraft sucked, and in fact the US syphoned off a great many German aeronautics engineers and developed their own jet engines, greatly benefiting aviation for the entire world.
You CAN take a good idea from a bad project, because it's unreasonable to assert that ALL parts of a bad project are themselves bad. The reality of the situation is that a lot of failed games actually have almost entirely GOOD ideas that then get recycled in far more successful games.
Quote:
That makes sense, and I see your point. I mean, technically, my proposal is kind of what the architect was MEANT for. How other people use it shouldn't sour others to its potential. But i guess having other players put words in my characters mouths would be a bit disconcerting, so again, i get where you're coming from. |
But again - the idea actually really does have merit. I'd actually suggest taking this to the Architect forum and starting a trend there. I'm sure people will pick up on it and run with the thing. Post a screenshot of said character and a bio up to a certain limit and then have someone else write a mission or an arc with that.
Quote:
As for the rest of your post: while I'm in no way advocating open pvp or anything, i find your stance that no players should be enemies a bit... closed minded. I mean, if redside and blueside players aren't supposed to be enemies, why is this game called "City of Heroes/City of Villains" and not "City of Metas"? |
I've played competitive games. Believe me, I have. When you have decent players who are all there to have fun, it's the best time in the world. And when you have cheap bastards who exploit the system just to piss you off, it's one of the worst frustrations you're likely to meet on a daily basis. I don't want the game to encourage players to be enemies. Their characters on a storyline level, yes, but the players themselves? I don't want that. I don't want to see missions that instruct one player to screw over another. Just not something I want to play.
Quote:
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.
|
Quote:
The game has one PvP zone that is appropriate for your level and doesn't do weird exemplaring on top of the already weird and utterly different PvP rules.
The game has plenty of PVP opportunties: four PVP zones, arenas, Pocket D. These are largely ignored by the majority of players.
|
Aside from that the only PvP is beating up someone else for no reason but to beat someone up. That is like PvE would only consist of one mission each for level 20, 30, 40 and 50 and street swiping.
Quote:
Oh, and the co-op stuff?
Vanguard - Alien Invasion intent on wiping out all human life. Kind of a big deal Cimerora - 5th Column threat to time, space and the world as we know it. Kind of a big deal. You cant be a Villain if theres no damn world left to terrorise. |
But that is another discussion somewhere. As long as such content doesn't take over, it doesn't do much harm. But now Heroes and Rogues(still counting as villains) and Vigilantes(still counting as heroes) and Villains can team for every kind of content. They are becoming one big hugging mass. Villains teaming with Heroes is fine and exciting as an exception, but it is becoming the norm.
I understand your concern about PvP though and agree that PvP should not be forced upon those who do not want it. Just like PvP and teaming isn't forced upon you now. It's part of the content and you'll miss out on some things, but there is tons of great stuff to do if you don't like those.
What about some content like this one though:
-Villain will threaten to blow up some plant.*
-Villain does long row of preparing missions.
-Villain gets to chose a lackey faction**, that he will get a few spawns of to send around.
-Villain can pick a team, and puts up a message that heroes will see once they get notified.
-Villains submits, and Heroes get a notification with a timer. They can click to see the message (e.g. long villainy rant he'll blow up the thing unless get tons of money.), the name and picture of the Villain (and maybe the team?) and how many villains there are.
-Villains have to do one last mission while the counter already runs. (So they dont get bored)
-Heroes can then decide to sign up, up to the number of Villains.
-When the timer is up, the mission starts. The Villains and Heroes that signed up can click to enter.
-Each Hero gets a single spawn of Longbow to send around. Both Heroes and Villains must now reach and activate some glowies that have a long interaction time. (e.g. Villains try to set to overload and then wreck the controls, Heroes try to shut the facility down and lock the console) When team A gets half of the glowies clicked, a timer starts. If team B doesn't get all the remaining glowies before it ends, team A wins. (The very last glowie remaining might get an extra long interaction time)
-Heroes win: Villain gets big reward***, Villain team mates get nothing, Heroes get reward.
-Villain wins: Villain gets twice the big reward, Villain team mates get reward, Heroes get nothing.
As further incentive for Heroes, the reward for defeating a villain at such a thing might rise each time that Villain succeeded in a row, showing there's an extra bounty, and maybe even allow more Heroes to join than there are Villains. (they'd have to share the bounty then, of course)
If no Heroes want to fight a random Freedom Phalanx as Elite Boss might come with a load of Longbow, and for those that don't want to PvP there may be an option to take that right away (or even challenge a certain canon Hero) but rewards for winning would be less than for winning against an unpredictable (set of) player(s).
*maybe the can decide on when to start that and what to do, or they get tip drops that allow it.
**maybe they choose that during the preparing missions and have to 'convince' said faction to lend him some guys in those missions, or maybe the Villain needs to find a "Masterplan" tip from the right faction and pick that, or maybe it's a random faction.
***for the threat alone makes him/her INFamous, and it took lots of missions to prepare it so they deserved it
Quote:
True, but the Devs can't cover every single one of a hundred thousand different potential villains.
Unless your villain is not a human or wants all humans to die or is a Rikti or from another dimension or wants to destroy earth for whatever religious, demonic, revengeful or insane reason or as part of his plan.
But that is another discussion somewhere. As long as such content doesn't take over, it doesn't do much harm. But now Heroes and Rogues(still counting as villains) and Vigilantes(still counting as heroes) and Villains can team for every kind of content. They are becoming one big hugging mass. Villains teaming with Heroes is fine and exciting as an exception, but it is becoming the norm. |
Also, while I would be objecting to Co-op becoming the norm, I really don't see Vigilantes and Rogues as 'getting all huggy'. They are either on their way to the other side anyway, and so count as Villains or Heroes respectively, or are simply working for their own ends. Vigilantes working with Villains long enough to kill a rogue Longbow agent, Rogues working with Heroes in exchange for a fat pay cheque.
Nothing 'huggy' in there, at least for me. It also allows for more teaming and RP choices, which is only a good thing in my books.
Quote:
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.
|
BECAUSE PVP IS A LOAD OF KVETCHING, FRAGGED UP AND BROKEN GOBSHITE.
That, right there, is why I have no wish to encounter PvP in PvE missions. Also, because I wouldn't encounter someone who wants to RP, or someone who gives a damn about character. What would I get in a PvP instance? A PvPer who's only intention is to beat me down with an uber build and then laugh at me, quoting such tripe as "lolzor you SUCK n00b lolol g0 RP in n00b D, lolol"
Ok, so thats a slightly generalising and unfair sweeping statement, but do you see my point? That, for me, is not fun.
Oh, and the co-op stuff?
Vanguard - Alien Invasion intent on wiping out all human life. Kind of a big deal
Cimerora - 5th Column threat to time, space and the world as we know it. Kind of a big deal.
You cant be a Villain if theres no damn world left to terrorise.