Idea for Issue 20: Nemesis
What would be cool is if when you reached level 30, you picked a nemesis. And you could customize their look or you could pick another player, either hero or villain, who is also looking for a nemisis.
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A villain nemisis makes missions for their hero counterpart to deal with in a certain time period, otherwise, the villain gains XP and influence. |
The villain can be contacted when the hero enters the mission and enter into a player versus player mission, or they can just leave a computer version of themselves there. The villain can also hire other villains for influence to be put in their missions to make it harder for the hero to succeed. |
And these villain missions keep popping up every now and again, so the hero would have to take care of his/her nemisis on top of their other missions. Also, Heroes can bring in others as well. |
Villains could also raid super hero bases and tear it appart. This idea could also raise the player versus player interaction because what im getting from this game is that the player vs player is kind of unnecessary. This way, there could be forced interaction between heroes and villains. |
Praetorians could pick nemisis to, and when they choose alignment, the villain goes to the opposite. If a hero or villain switches sides, they succumb to their nemisis and join them and pick a new nemisis. That way, everyone still gets a nemisis. I think this would be a very cool addition to the city of heroes/villains family. Issue 20: Nemisis. It sounds really cool. |
Now, I'm not saying that this is a bad idea, but it has come up before. Not recently from what I recall though. But there are flaws with the idea. The big one being PvP. No there's not much emphasis on it, and for some people that's sad, and a lot of PvPers left the game due to the I13 changes that were made to PvP.
Also, someone might pick on you for having said "forced pvp" and forcing PvP is a bad idea. Generally I'd agree, but I look at it like this. If you pick a nemesis, someone you choose to fight with, then it's not really forced.
I've always felt your doppelganger is your spot on Nemesis.
responding to your issues Maniac_ Raid
1)Edit: Addressing your first issue, you can't pick a nemisis under your global name, so that fixes that issue. Thank you
2)Yes its kinda like mission architect, but the architect is again, like the other PvP areas, optional.Dont get me wrong, I love the mission architect, its just that it needs that incentive to make/ play the missions other than the ticket system to get rare salvage. Other than that, you might as well just to some TF's. These missions will have serious reprocussions to those who do not respond quickly.
3) As i said before, it will be a certain amount of time. I should have specified this, but the more reward the villain wants, the bigger the investment, the bigger the level, and the bigger the time span. There will be like a 24 hour timelimit minumum to stop these nemisis plots or something along those lines.
4) I don't know about base raiding myself, partially because my supergroup is kind of new, and partially because I don't exactly see the purpose of it, but I can take out the part with the villain raiding the supergroup bases. As for the beta testing thing.... if that's true then perhaps this would be a better suggestion for Issue 21?
5) But praetorians can stay in praetoria as long as they want because of the new update. But again this is all hypothetical, so the level cap can be lowered to like 25 or 20.
6) Yeah, pvp kinda is dull like i stated before. with my idea, this will promote more player versus player action.
7) Ok, i appologize if I said or implied "forced" pvp. But you can avoid these missions in general if you don't want to do them or cannot do them.
Whew! Thank you for the serious constructed critizicm!
As for you Mike. Yes, he/she is kind of your nemesis but again, your doppleganger dies after you complete the mission arch. This nemisis sticks with you as you progress.
To all other people wanting to add more. Yes, I know there are still many parts I left out so please fire all questions with no hesitation.
Other additions I noticed
Higher level heroes/villains will gain a lot of prestige plus other bonuses such as incarnate salvages if they succeed in these missions.
If a hero/villan is higher level then their nemesis, their level will be decreased, like in exemplaring, to match their nemesis'.
it's a nice idea but rather then the pvp route i would rather the option to create my own nemesis give him his own look and powers. The Nemesis then will randomly show up in your tip/newspaper missions to try and stop you. lvl 40 and 50 you can create another one.
it's a nice idea but rather then the pvp route i would rather the option to create my own nemesis give him his own look and powers. The Nemesis then will randomly show up in your tip/newspaper missions to try and stop you. lvl 40 and 50 you can create another one.
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Menkheperre
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Menkheperre (Level 50 Energy/Fire Blaster) - Virtue
OmegaPrime (Level 50 Energy/Energy Brute) - Virtue
And responding in kind to your second post
1) A good add, and if this system were integrated, then that's probably how the devs would do it. But they'll also consider people who have multiple accounts, and therefore multiple globals. If that could be too much of a concern for people to exploit or not. Really there's no way around that, or just friends doing it with multiple characters. But the devs might not see that as too big of a problem.
2) Then I would recommend that something get added to the missions created in the MA that can be turned on/off by the author that would allow the nemesis to enter the same mission, at a different spawn point. Whomever is successful in the mission hero or villain gets the rewards. Might be that it's more tickets than normal, or maybe it could be treated like Dev's choice missions where you get actual drops.
3) Conceded.
4) For base raiding, it was under used by the players. Yes there are SGs and VGs that did base raiding, but it was a small minority. I don't remember the particulars, but I believe that base raiding was taken down shortly after the PvP 2.0 came out in I13, and that it won't be coming back until the devs figure out how to get PvP working in a way that will satisfy the majority of PvPers, and be able to bring in PvEers.
As for this coming in I21, while it would be nice, the devs do plan plan things many issues in advance. I'm really not trying to poop on your intent, but expecting your new idea to be released in the game so quickly is kinda implausible. But then, I'm not a dev, and if I was, I probably wouldn't be the person who could make those choices. It could be something fairly simple to put in, or it could be incredibly difficult that could take many many months to even figure out how it could be done.
5) Yes, I said as much, that Praetorians can choose to stay and exemplar down to get XP. I don't really see a need to reduce it down to 25. If you want to drop it, I'd say drop it to 20, but I think 30 would work fine.
6) And while this could do just that, I wouldn't expect it happen before a new revamp of PvP comes out, which as I mentioned before, is low on the devs priority list.
7) No apology needed If you'd insulted me, intentionally or not, then go ahead, but this is a discussion, and not everything is going to fly just the way you want. I'm just trying to help by pointing out the problems I see, and what others might take issue with. Now if when you ding 30, you automatically get a nemesis, and have to fight him/her, that would be forcing that I would not abide by. But by making the choice to get one, you should know what you're getting yourself into.
For your additions, I don't really see too much of a problem with them
Welcome to the forums, Whardel
The lead developer, War Witch, has mentioned some kind of nemesis/arch-enemy system before, but she said that if they added something like that to the game, they'd want to make sure they did it right - which probably means make it a major feature, and make it hard to exploit or farm.
@Golden Girl
City of Heroes comics and artwork
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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If it involves pvp, NO, just no.
The Nemesis system should having nothing to do with this game's poorly thought out/implemented I13 pvp system.
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it's a nice idea but rather then the pvp route i would rather the option to create my own nemesis give him his own look and powers. The Nemesis then will randomly show up in your tip/newspaper missions to try and stop you. lvl 40 and 50 you can create another one.
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Welcome to the forums, Whardel
![]() The lead developer, War Witch, has mentioned some kind of nemesis/arch-enemy system before, but she said that if they added something like that to the game, they'd want to make sure they did it right - which probably means make it a major feature, and make it hard to exploit or farm. |
That's very close to what I was thinking. You could create your nemesis with something very similar to the AE interface and that creation would show up more often in the tip missions. I recently ran tips and got Desdemona in 3 out of 5 missions and it provided that sort of arch-rival feel which I really enjoyed. Also, if you are on a team with someone else who had a nemesis, it would be really good to perhaps include that character as well to provide that comic book "team-up" feel.
Menkheperre |
This thing is taking off! Thank you for responding Maniac_ Raid. I will respond to your second post in kind .
1) In previous post, perhaps a week cap for making new nemesis missions.
2) Well you could do that, but then you would have farmers breaking it because there are farm AE missions. Adding random drops would only make that system worse. But it could work.
4)Ok so base raiding is out.
As for me pushing this idea, like i said its only an idea. While I would like it to be implemented soon and for them to use HARRY KNUCKLES MADE THIS ISSUE on the cover, I know how meticulous you have to be when making a new update so I'm willing to let this take some time to make and develop so when issue 20 launches, they can look at this forum and all the ideas that people had and say "hmm.... maybe we can use this..."
5) 30 it is then because it gives praetorians time to pick their side and get the feel of primal earth before heading to face their nemesis.
6) Doesn't mean it won't happen.....
7)The choice idea is interesting. Like i stated before, your nemesis can be a computer player which you create. However making a choice makes it a little easier on new players, so lets go with choice.
Here's a quote from Positron from an interview posted today:
The Nemesis System [from Champions Online] was something we looked at, but it was something that would be very limiting in the end. We decided against it. I think that was what pushed us even more into the mission architect system because then it wasnt pre-canned missions that your nemesis was going to show up in. You could create your own nemesis in the mission architect, and you could craft the story of you fighting your nemesis in the mission architect. Then you could go into that mission and execute that story. That was kind of where our version ended up. |
@Golden Girl
City of Heroes comics and artwork
The only problem with that is the number of architect slots you get. 3 architect slots is kind of weak to create a nemesis. Most story archs take at least 5 to build up an enemy. This nemesis system would make it so there could be infinate nemesis missions that only you would play. Infinate unique missions versus 3 missions..
In his interview with 10 Ton Hammer, Matt "Positron" Miller stated why there will be no Nemesis system.
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In his interview with 10 Ton Hammer, Matt "Positron" Miller stated why there will be no Nemesis system.
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This is the part your talking about right?
"Theres been a couple of things that weve looked at in other games and said thats good for that type of game, but it doesnt fit into the City of Heroes universe. Im wracking my brains over this. The Nemesis System [from Champions Online] was something we looked at, but it was something that would be very limiting in the end. We decided against it. I think that was what pushed us even more into the mission architect system because then it wasnt pre-canned missions that your nemesis was going to show up in. You could create your own nemesis in the mission architect, and you could craft the story of you fighting your nemesis in the mission architect. Then you could go into that mission and execute that story. That was kind of where our version ended up."
As i stated before the only problem with the architect system is that it only allows you to make 3 missions. I constantly get frustrated because I cannot post the second installment of my second story without deleting my first one. And also, if I want my fourth character to have a "nemesis" in AE, I would have to delete one of my previously made missions. Another problem is as I stated before, the insentive to go to the AE is quite small. Sure there is tickets which can get you rare salvage and a chance to get a recipe that you want, but unless you play a farm mission, the ticket amount recieved is quite small. I know they decieded against it, but in the future, a newer revised nemesis system could be used to add on to the existing AE system because more missions against your nemesis system would mean better development of the story of your character and more rewards for completing missions.
This is the part your talking about right?
"Theres been a couple of things that weve looked at in other games and said thats good for that type of game, but it doesnt fit into the City of Heroes universe. Im wracking my brains over this. The Nemesis System [from Champions Online] was something we looked at, but it was something that would be very limiting in the end. We decided against it. I think that was what pushed us even more into the mission architect system because then it wasnt pre-canned missions that your nemesis was going to show up in. You could create your own nemesis in the mission architect, and you could craft the story of you fighting your nemesis in the mission architect. Then you could go into that mission and execute that story. That was kind of where our version ended up." As i stated before the only problem with the architect system is that it only allows you to make 3 missions. I constantly get frustrated because I cannot post the second installment of my second story without deleting my first one. And also, if I want my fourth character to have a "nemesis" in AE, I would have to delete one of my previously made missions. Another problem is as I stated before, the insentive to go to the AE is quite small. Sure there is tickets which can get you rare salvage and a chance to get a recipe that you want, but unless you play a farm mission, the ticket amount recieved is quite small. I know they decieded against it, but in the future, a newer revised nemesis system could be used to add on to the existing AE system because more missions against your nemesis system would mean better development of the story of your character and more rewards for completing missions. |
Check out the Repeat Offenders network of SGs! You'll be glad you did.
In an article recently, Matt Miller said they felt that the nemesis feature (I guess similar to CO) is addressed via AE, so felt having a set in-game nemesis was too limiting (just read it today)
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In an article recently, Matt Miller said they felt that the nemesis feature (I guess similar to CO) is addressed via AE, so felt having a set in-game nemesis was too limiting (just read it today)
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As stated before, this idea could be limiting but in my opinion it would actually be somewhat liberating because of the ability to develop your heroes story the way you wanted it to. You could join your nemesis after being brutally defeated and switch sides. Or you could join the forces of good after many of your plans fall to pieces. Again, dont get me wrong, AE was a great addition, but for story building purposes and for reward purposes, this would add onto the already great mission building mechanic in City Of Heroes.
Side note, I can see your having a problem I brought up before with the limited number of AE slots.
Side note, would you mind bringing me that article? I cant find that, the other one was a good.
Well the other super hero game by Cryptic has a nemesis system where you create a nemesis and then randomly you get ambushed by your nemesis' minions. Plus you occasionally get your nemesis specific missions or mission arcs where you go up against them.
Something similar would work here.
My concern is that you would have to rely on other players to be your nemesis. What if they drop their account or just stop playing the game? An NPC will always be there ready to thwart you. Plus it wouldn't have to rely on PvP which I, for one, don't bother with much.
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The Devs have stated in one of their interviews, quite explicitally, that no nemesis system like the CO one will make it into this game.
Sorry, but them's the breaks. And it's been suggested to death already anyway.
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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While playing city of heroes/villains, I am kinda missing that good versus evil feel. I know I'm combatting good/evil respectively, but its a different enemy every time. What would be cool is if when you reached level 30, you picked a nemesis. And you could customize their look or you could pick another player, either hero or villain, who is also looking for a nemisis. A villain nemisis makes missions for their hero counterpart to deal with in a certain time period, otherwise, the villain gains XP and influence. The villain can be contacted when the hero enters the mission and enter into a player versus player mission, or they can just leave a computer version of themselves there. The villain can also hire other villains for influence to be put in their missions to make it harder for the hero to succeed. And these villain missions keep popping up every now and again, so the hero would have to take care of his/her nemisis on top of their other missions. Also, Heroes can bring in others as well. Villains could also raid super hero bases and tear it appart. This idea could also raise the player versus player interaction because what im getting from this game is that the player vs player is kind of unnecessary. This way, there could be forced interaction between heroes and villains. Praetorians could pick nemisis to, and when they choose alignment, the villain goes to the opposite. If a hero or villain switches sides, they succumb to their nemisis and join them and pick a new nemisis. That way, everyone still gets a nemisis.
I think this would be a very cool addition to the city of heroes/villains family. Issue 20: Nemisis. It sounds really cool.
If you like or would like to add or edit something to this proposed idea or have a question, comment on this thread.