Positron Interview
49.5% of Preatorians are Loyalists 50.5% of Preatorians are Resistance |
I have to say, I disagree with the wording here:
With Going Rogue, we reinvented the game. With City of Villains, we reinvented the game. With the mission architect, we reinvented the game. And now with the incarnate system, were reinventing the game once more. |
Maybe I have a crazy definition of the term 'reinvent', but for me, if they did the following, then I'd say 'Yeah, that's reinvention'
Improved the City of Villains, and especially the City of Heroes tutorials.
There might be a nice tutorial in Praetoria, but that's not 'reinventing the tutorial', that's just saying 'hey, here's a new tutorial, do this instead!' and leaving the old two to rot.
Improved the City of Villains, and especially the City of Heroes Issue 0-8 content.
We could start by trimming the fat on the pointless hunt x of y missions, the annoying 'go see contact B/D/PVP zone before I give you missions' missions, the tired defeat alls there for the sake of grind, and so forth. Some new mission tech was added to the CoH missions a long, long time ago. Why not see about getting around to that again?
I find it extremely jarring to go from new to old content and back again. Players go from shiny Praetoria into the level 20-30's, which does have some new content added, but then there's the 30 to 40's, and the hero 40 to 50's.
Adding is not reinventing! Reinventing is taking old content and upgrading and adding new features to it, for me.
City of Villains at launch I'd say was a re-invention. They had to invent a word just to describe what it was.
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
Color me SHOCKED Doms got the 3rd highest AT made in Praetoria.
Is that for real? |
They have been completed changed and not even recently.. they were changed a while back and now Perma-Dom while still very desireable is not longer a necessity. Contrary to popular belief Dominators are the damage class redside and the combination of controls and damage are very lethal.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
I remember how Dominators were pre-i9 when they were probably the least desirable AT for teams.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Contrary to popular belief Dominators are the damage class redside and the combination of controls and damage are very lethal.
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Thanks!
On the subject of Nemeses, I don't think they're quite being looked at in the same way I am. I wouldn't really want to come across this Nemesis every few missions, but I'd want them to appear in major points in the story; like alignment-change missions and task forces. Quite a few points in the game the Doppelgangers have been used would have been wonderful chances for a Nemesis to arrive.
Particularly liking the idea of an encounter similar to the Posi TF shadows that appear. A scenario where all of your nemeses have learned of your deeds, and teamed together to try and stop you. Perhaps robbing the bank in that Safeguard mission. Why not waiting in the tree room on the STF?
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
Playstation 3 - XBox 360 - Wii - PSP
Remember kids, crack is whack!
Samuel_Tow: Your avatar is... I think I like it
feels like this interview was done eons ago
Personally it doesn't surprise me at all, in fact I'm surprised they came in third and not second. There are a lot of people who played Blueside exclusively for various reasons ... With Going Rogue it makes sense that a lot of these people would make praetorian/heroic versions of the redside ATs to see how they compared. Of the redside ATs the two that differ the most from the blueside ATs are Dominators and Masterminds. On the inverse the two blueside ATs that don't have a solid redside counterpart are Controllers and Blasters which are the 2nd and 3rd most common heroside ATs to switch.
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This is a very solid point.
@Quantum Evil Rad/Rad Corruptor
Making the world safe for maleficent particles since 2004.
Hm. Hard numbers on peoples' preference for Heroism over Villainy. Interesting...
Then you've been running with some pretty poor Tankers. I apologise for your experiences.
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I've run masters runs without tanks, only brutes and they worked just fine. Having Brutes able to go both sides, makes tanks fairly obsolete, as there is not much that can really stop a well built Brute, especially on a team with buffs, and they do more damage to boot.
I'm not saying Tanks aren't more survivable, I'm saying there are few times in the game where that extra toughness makes a difference.
"Where does he get those wonderful toys?" - The Joker
Tankers also have better aggro control than Brutes, though that likely also falls into the "good enough" category - although differences are probably more noticable at the "not so good" level than at the "good" level.
Really? I'm starting to think I really am lucky. I've run countless SFs/TFs since side switching was made available and have yet to run into anyone waiting for a specific AT or powerset to join in order to start. I did have someone comment on one of my Apexes how the TF couldn't be done without any debuffage, luckily, since I was the one leading it, I told him he was free to leave the team. In the end he didn't and when we succeeded, he admitted that he was wrong in his original doubts.
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BrandX Future Staff Fighter
The BrandX Collection
Hm. Hard numbers on peoples' preference for Heroism over Villainy. Interesting...
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I know many people who refuse to roll anything redside solely because "nobody ever plays on redside, so it's impossible to find teams", ignoring the fact that if they'd all play redside.... there would be players over there.
There are, of course, people who prefer to be the good guy over the bad. But I don't think that they're as numerous as certain ( ) people would lead you to believe.
@Roderick
I'd take that other game's Nemesis System over all the thousands and thousands and thousands of AE arcs any day of the week and (say it with me) twice on Sunday. Too bad various other elements of that game were so darned stinky. Maybe if I wore a clothespin on my nose...
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I have to say, I disagree with the wording here:
Going Rogue? Content + tech bolted on. City of Villains? Content + tech bolted on. Mission Architect? Content + tech bolted on. Incarnate system? Again, content and tech bolted on. Maybe I have a crazy definition of the term 'reinvent', but for me, if they did the following, then I'd say 'Yeah, that's reinvention' Improved the City of Villains, and especially the City of Heroes tutorials. There might be a nice tutorial in Praetoria, but that's not 'reinventing the tutorial', that's just saying 'hey, here's a new tutorial, do this instead!' and leaving the old two to rot. Improved the City of Villains, and especially the City of Heroes Issue 0-8 content. We could start by trimming the fat on the pointless hunt x of y missions, the annoying 'go see contact B/D/PVP zone before I give you missions' missions, the tired defeat alls there for the sake of grind, and so forth. Some new mission tech was added to the CoH missions a long, long time ago. Why not see about getting around to that again? I find it extremely jarring to go from new to old content and back again. Players go from shiny Praetoria into the level 20-30's, which does have some new content added, but then there's the 30 to 40's, and the hero 40 to 50's. Adding is not reinventing! Reinventing is taking old content and upgrading and adding new features to it, for me. |
Not a very accurate or overly informative article IMO.
To be fair, a well built Brute can be nearly as indestructible as a well built Tank. In fact I would say given an identically powered and slotted Tank and Brute, you'd find only a small percentage of places in the game where the Tanks extra survivability would really matter or come into play.
I've run masters runs without tanks, only brutes and they worked just fine. Having Brutes able to go both sides, makes tanks fairly obsolete, as there is not much that can really stop a well built Brute, especially on a team with buffs, and they do more damage to boot. I'm not saying Tanks aren't more survivable, I'm saying there are few times in the game where that extra toughness makes a difference. |
Tankers also have better aggro control than Brutes, though that likely also falls into the "good enough" category - although differences are probably more noticable at the "not so good" level than at the "good" level. |
Also, the fact the LRSF (still the hardest thing ingame imo) is balanced around not needing a tank, is proof enough to support the statement.
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
Hm. Hard numbers on peoples' preference for Heroism over Villainy. Interesting...
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Breakdown of Alignments 51% Hero 26% Villain 10% Vigilante 13% Rogue |
You can play without a Tanker, because this game is awesome, but you can't play as if you had a Tanker without a Tanker.