What kind of endgame do you want?
At which point you proceeded to accomplish jack and squat, since Recluse's Web is still standing and him and all his friends are still safely ensconced inside that big tower. You heroes are just like Neuron and the dev team, you never finish what you start
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@Golden Girl
City of Heroes comics and artwork
A little bit of this, a little bit of that (quotes shortened to reduce post size). What I truely wanted from CoX endgame was more choices, not more problems.
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Same. I wanted more stuff to do, not more stuff to get. It feels like we're getting a little more to do, and a lot more to get. And those things to get redefine my characters for me in multiple ways, which is not something I ever expected.
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To go back to the above link, I like to see the game past the end be mostly choices and not many problems. I want to feel that the game has indeed ended, but that there are still things I can do post-credits. A game which never ends is like a cartoon or anime series it never ends - sooner or later you'll stop watching it, and it won't be on a triumphant climax, but rather on a slow downward spiral. Again - never a good thing.
I am a firm believer in the adage that all good things must come to an end, and not because that's reality. No, on the contrary, all good things in entertainment must come to an end, because they decline the longer they persist after a certain point. I have much fonder, more precious memories of games that started, took me for a ride and ended on a high note, never to see sequels at all, than I do of games which dragged on for 10 years through ever more embarrassing sequels and ever dumber stories *coughtombraidercough*. Excuse me, must have caught a cold from someone.
To me, a self-contained, finite experience that ends before it wears out its welcome is far superior to one which splays out over an infinite plain, with eventual suck in the distance in all directions.
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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To me, a self-contained, finite experience that ends before it wears out its welcome is far superior to one which splays out over an infinite plain, with eventual suck in the distance in all directions.
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IMO, the kvetching we are seeing on the boards is from people who want City to feel like a single player game, with a Shakespearian level story that seems written for their particular tastes and character, that has complete closure on every story ever produced.
That is not an MMO. This one is more a sandbox that allows us to write our characters into the story however we see fit.
IMO, the best end game is a never ending cycle of gaining power and killing pixels. It's nice of the pixels change now and again for flavor, even better if there are occasional good one-liners "Don't run, you'll only die tired" and funny plot devices, "Time to save the World, again."
My end game starts with the last episode of SG-1. We are going right back into the Gate, because there is always another threat, be it one that has returned, a new one, or just a group of bad guys that found a powerful artifact or something.
I play to kill pixels and relieve stress from a RL world in which it is sometimes tough to get through the day without wanting some X-Ray vision to unleash upon the idiots I have to deal with in my life.
I do not play these games for a good story, I'll read a book for that.
I do not play these games to extend my imaginations limits, I'll play PnP games for that.
I do not play these games to enhance my self worth, I'll play the stock market for that.
I play this games, and others like it, to make pixels go boom and laugh with my friends when we all faceplant. Nothing more.
IMO, expecting more from this form of entertainment is not a reasonable expectation. Nice if you get a good story now and again, I won't argue that, but it's not what I expect.
"The side that is unhappy is not the side that the game was intended to make happy, or promised to make happy, or focused on making happy. The side that is unhappy is the side that is unhappy. That's all." - Arcanaville
"Surprised your guys' arteries haven't clogged with all that hatred yet." - Xzero45
Thank you for the link, it was very enlightening. It takes just about everything I've ever said about Praetoria's morality and the implication of our Tip missions and puts a concrete term to it - choice vs. problem. All of our morality "choices" are actually problems, because they're gameplay rewards with storyline written around them. This is why I've always been in favour of morality without consequence, such that we can depict our characters as having the morality they're supposed to have, rather than pick the alignment that has the badge missions we're after.
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Video Games and Moral Choice
Video Games and Facing Controversy
Video Games and the Female Audience
True Female Characters
An Open Letter to EA Marketing
Amnesia and Story Structure
Choice and Conflict
Narrative Mechanics
Dynamic Content (tm) With that, you don't need an end-game, because it's never that same game every time you log in.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
The OP asks a good question so Ill do my best to answer. Given my dissatisfaction with what were seeing of the endgame system so far, Ill try to keep positive. For designing the endgame, I would try to stick to a few simple principles.
Fight in Epic Locations
Just another warehouse isnt going to cut it. If this is endgame stuff, we should be taking the fight to strange, new locations weve always wanted to go. We should be fighting on the Moon, in jungles, on the Rikti Homeworld, the Shadow Shard, the heart of Oranbega. Places weve never done before. How about a fight in outer space where we all get temp spacesuits and have to fight while floating in the void? Or have the scenery be destructable as in mayhem missions? What if the scenery had strategic value? Or areas where the mobs gained in defence and regen and had to be taunted/knocked/scared out of the area?
Fight Epic Foes
Who we fight as Incarnates should be worthy of the battle, not some old rehashed boss with the new Well-powerered Turbo-Boost stuffed up their ying-yang. Let us fight Rularuu. Not an aspect, actually Rularuu. He would be worthy of a 48 man team, not some forgettable AV we already punched up before level 50. Have Nemesis unleash a massive, steam powered machine or bring forth new Devoured Earth monsters. Get Malta to send a tank against us. Not a robot, a tank that drives around the map and mows down anyone stupid enough to stand in its way. Have the Rikti call down a mothership or Baron Zoria call up some demi-god from the demon world.
And make them huge! Giant Monsters serve no purpose in the game at the moment, lets make them a serious threat. Lets see Malta use the Zeus Titan so we can cheer when it crashes to the ground. Or have the Rikti send up space ships and flyers so that we can have epic air battles!
Give the mobs interesting new abilities. I like Sky Raiders for example where targeting the Engineers and Porters is a priority. Or Nemesis where Lieutenants and Bosses are best left till last. Something that stretches players tactics. The IDF Im afraid are not really that interesting, theres nothing about them that is different from fighting any other robot army.
Make Morality Count
I like being a hero. But I like being a villain too. And the theme of heroes and villains banding together to take on a larger threat has been used far too often for level 50 content. If I chose to be a villain and chose to use my power to squash Recluse into the ground and tell him to stick his Destiny Project, I dont want to have to become a sub-hero in order to progress. Some team up, fine. But dont make everything co-op, thats just lazy. Do something different for a change. Make the Shadow Shard accessible to Villains but give them different objectives. Not a PvP zone, but just one where heroes have one set of goals and the villains have others.
If things have to be co-op, let villains get slightly different objectives within a mission. Or have missions where the villains tactics mesh with the heroes long term goals, even if they dont like the villains methods.
Unlink the Advancement Mechanic from the Storyline
Yes, I know, people asked for a story way to unlock the Alpha slot and maybe this is a lesson in being careful about what you wish for. But the whole system? It flies in the face of customisation and individuality. When levelling, I can choose to run tips, AE missions, Task Forces, story arcs
I have many, many options on how I want to play the game, not just solo but team based too. Linking the whole system to just one sub-par storyline crushes choice and accessibility and panders to only one part of the playerbase. If the devs want this to be an accessible system, give us choice in how we tackle it and dont penalise us if that choice does not mean playing with the latest shiny mechanic.
Options, Options, Options
Consider an Incarnate character with all five current slots filled. They will have an AoE attack, a team buff, an attack debuff and pets. All of them. Wheres the individuality? The creativity? As annoying as PPPs and APPs might be, they do a good job of rounding out a character. Squishies get some defence, melee ATs get some range. It allows us to further define our characters in ways that the AT system does not. My Fire Blaster doesnt need another AoE to be awesome just as my D3 Defender doesnt need more buffs to rock a team. Id love to see more power pools open for different ATs, giving them a better chance to be how their creators envisaged them. Would this potentially turn into City of Tankmages? Maybe. Would I trust the Dev team to be clever enough to prevent this? Absolutely.
And thats just off the top of my head.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
@Golden Girl
City of Heroes comics and artwork
So I've thought about this some more and tried to quantify my thoughts a little.
It needs to be a challenge. It needs to feel like you have actually done something.
It needs to feel intense and epic. I need to feel like I've actually saved the world - and that failure brings a consequence. If I don't succeed in part of it, I would love that failure to have some kind of consequence and then have a requirement to "Fix" the failure - for example failing to take out the bomb factory means Kings Row gets nuked and if we don't get it right this time Founders Falls is the next target.
It needs to be varied and not as repetitive as what has passed as end game until now. Dynamic content would be excellent but I imagine that would be tricky.
I need to feel like I'm one of the "Chosen Few" - only some of us can save the world. But I need to feel like I'm autonomous not some insane mythical thing controlling me or giving me powers. I'm doing this because it needs to be done and there's only me and my comrades that can do it.
I want it to retain the comicbook feel which CoH has traditionally done better than any other game I've tried.
I want choices. Do I save the civilians who are being herded up by Cole's militia and will be "disappeared" by the morning, or do I save "Little Joe" who's latent powers will save countless lives in the future? I want those choices to have consequences (and running them from the opposite perspective could be cool but a bit tricky.)
I want puzzles that need to be solved. I seem to recall there is a famous comic character who is known as "the Worlds Greatest Detective." It'snot just about "see bad guy, hit bad guy" and that's an aspect of the game that is missing.
I probably want other stuff too but it's slipped my mind cuz I didn't write it down already.
Ultimately, it's all academic because it's a done deal so we'll get what we're given and like it or lump it.
Thelonious Monk
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
Who we fight as Incarnates should be worthy of the battle, not some old rehashed boss with the new Well-powerered Turbo-Boost stuffed up their ying-yang.
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To build up an enemy as a credible threat takes good storytelling. You need to establish that enemy as early as possible, and then proceed to keep referencing this enemy, his deeds, his amazing power and influence, his awesomeness, but never show or involve this enemy directly. That way, after enough time has passed and players are used to only hearing about this person and seeing how everyone is afraid of him, and seeing how the storyline has taken them far and wide to avoid confronting him, his ACTUAL appearance will itself become a novelty. Because when we face this person we've been avoiding the whole game, when he says "I am assuming direct control!" and when he finally steps into frame, it's a big deal.
City of Heroe writers have the tendency to run its signature characters into the ground, show us they're useless and pathetic, make a mockery out of them, turn them into butt monkeys and running jokes, and then act surprised when we can't take said enemies seriously. The Praetors are a great example - you spend 1-20 exploring all the ways in which they're stupid, they suck, they're weak, they're disorganised, then you spend a long time not seeing them, then you beat up on them some more, the narrative treating them as nothing special... And then all of a sudden we're supposed to get this "big fight feel" from confronting them? Uh... No. Bobcat is dumb as a sack of hammers and Neuron is an incompetent, super intelligent idiot (there's an oxymoron for you), Marauder little dog that's all bark and no bite, Mother Mayhem is insane and quite pathetic, Chimera has daddy issues and Anti-Matter is the butt monkey of the Praetors, constantly getting lead on and strung up by Tillman and taking the heat and the workload of his colleges. And I'm supposed to treat them with fear and respect?
Think about it like this: If the first thing you ever knew of the Star Wars franchise was the Prequels trilogy, where you spent three long movies watching Anakin Skywalker being whiny and insufferable, ending up with the wimpy NOOOOOO!, Would you honestly take him seriously as a credible, respected threat in episodes IV, V and VI? I couldn't. In fact, I no longer can.
And this is what it's like with the Praetorians, like we were invited to sit in on Marauder's psychiatrist sessions, listening to him talking about how mommy never played with him when he was little, how he secretly has a pink fluffy comfort blanket, or how he acts tough because he's secretly insecure. And then you both walk out of the office and he goes "I'm the big dog around these parts! Fear me!" Not happening, dude. Not happening. Sure, I'll be polite enough to nod in agreement, but you can bet your polkadot undies that I'll be laughing at you behind your back, and I will never be able to take you seriously again.
"Big" threats don't necessarily have to be large, physically. If a decent storyline is painted behind them and they are build up as a credible, legitimate threat, even a tinly little girl can be scary. Hell, that's essentially what both FEAR games are based on, and it works. Don't humiliate your villains if you want to use them for big bads later on, simple as that.
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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So, the less like actual, real people they are....the better villains they make?
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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Well, he and his thugs are fun supervillains to fight - plenty of moustache twirling and over the top schemes to conquer the multiverse with armies of stormtoopers and giant war robots - it's a very traditional kind of comicbook storyline - none of this "gritty" 90s nonsense
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The end game so far works for me because it feels like my favorite kind of comic book story. I realize this doesn't make everyone happy, but I guess I'm just lucky. That being said, I would like to see some solo incarnate stuff to do, and would like to see more variety to please the folks who don't like the "moustache twirling mirror universe" schtick.
Comic book stories =/= End game content lore
They simply don't work together in my opinion, but I am willing to let this comic book story of Praetoria play out. The problem with this comic book "story" is that it may be dragged out to explain everything in the games "lore", which is a problem.
I would prefer that the end games currently in place to be expanded upon....IO's and AE. Putting in a semi-traditional end game is fine with me if it involves a new threat.
Comic book stories =/= End game content lore
They simply don't work together in my opinion, but I am willing to let this comic book story of Praetoria play out. The problem with this comic book "story" is that it may be dragged out to explain everything in the games "lore", which is a problem. I would prefer that the end games currently in place to be expanded upon....IO's and AE. Putting in a semi-traditional end game is fine with me if it involves a new threat. |
Ideally?
I'm going to be VERY alone on this one, but I'd like this:
Heroes at level 50 are given a emergency transponder, so when they log in they are asked to assist in new zone events and missions. They do not go to a contact, contacts come to them. While some of these involve combat, many are rescue and threat prevention missions. examples:
- Sewer workers are inside doing repairs when "x" villains let off an explosion that flooded the water ways. get in with some breathing gear, and get them out!
- Hellions have lit a building on fire, but 10 people couldn't get inside! the flames are too thick for the firefighters, you need to get inside, find the civilians, and carry them out alive! (carrying being a limited interaction, like walk, where you can't use powers but can only move.)
- Villains are threatening to blow up a building, unless their demands are met! get inside, take them out before they can alert the bombers. Defuse the bombs!
- Assist cops taking down a drug lord!
- X villain commander is in the area! (spawns a hidden boss in a zone that the hero must find via a temp power) Find and detain them!
These come up naturally, and time out if you don't respond. doing X number of them awards a hero merit.
Villains, at level 50, can recruit a right-hand lieutenant who they give orders to, and who keeps track of their schemes. this right-hand man/woman/thing can be contacted or called in at any point. In zones, they come to you when summoned, in missions they merely communicate. They do not engage in combat. Through them, villains can launch plots/schemes.
plots/ schemes end in a grand display of power, (usually a zone event, but can be other things) but often require many steps to get there. The villain will have to steal components, threaten foes, kidnap specialists, and recruit expendable footsoldiers in various ways to complete these schemes. These are separate missions that must be completed to get to the final goal. Choosing the goal will allow the villain to decide what kidnappings/heists/recruitments to do.
Examples of schemes goals:
- launch bombing run against hero zone
- Set buildings ablaze in Paragon
- kidnap Paragon's Mayor
- Invade a Paragon zone in a giant Mech (A giant monster mechanic [level-less] with a temporary for form shift with a limited range of attacks that comes with it, no debt for heroes killed)
- Frame an arch-nemesis (more on this later) for a crime. They receive police ambushes from time to time in open zones.
- Break into a Lab in Paragon to steal important tech
Aside from schemes, villains can also find criminal opportunities- notice security around a building for a visiting tycoon, notice guard at a bank for a money transfer in progress. Notice technicians visiting a lab to oversee tech development. These spawn unannounced in zones near doors, and yield rewards when the villains takes hold of them.
Once these schemes are completed, the villain gains villain alignment merits. Rogues/vigilantes can do many of these things, though they are a bit more limited. Vigilantes do far more assaulting/detaining than rescuing, rogues do more robbing than raiding. Vigilantes and Rogues gain a random rare recipes rather than alignment merits.
All sides can access other sides, but heroes must use a cloaking device in the isles, (permanent invisibility) villains must use a disguise. (PPD hardsuit hologram) These are in permanent function in zones that they cannot access, and will not allow them to access teams/SF's or combat powers while sneaking into an enemy zone.
Heroes and villains can indirectly effect each other, sometimes even more directly. They can determine who is their arch-nemesis. A Nemesis is contacted when the other is engaging in criminal/heroic activities, and can intervene. A hero can enter the mission where the villain intend to kidnap a Mayor, and can stop the other villain. A villain can sneak into a blazing building with their hero nemesis inside and stop them from rescuing citizens, (yes, PvP *gasp*) or set firebombs to make rescuing even more difficult.
Not only can nemesis intervene against each other, they can set traps against each other. Heroes can spawn fake 'opportunities' that show up near their online nemesis, which ends up being a trap to catch the villain. The villain can set up fake 'emergencies' that the villain can use to catch the villain. some of these can incorporate battles between the two (yes, PvP *gasp!*) some can put the players against NPC objectives. The players decide what route they take. Losing villains are sent to a jail, where they escape to find their lieutenant waiting with an escape vehicle, villains sell the heroes over to a villain group for influence and loot. (Arachnos, Crey, Freakshow, Council, COT.) The hero must escape the entrapment and fight their way to freedom.
Yes, it does involve PvP and sneaking into other zones, even effecting other zones. (The villain in a mech could attack players, for instance) But I think between the dynamic content, Player driven interactions, zone happenings, extra rewards, and red vs. blue rivalries, it could bring a lot of gameplay differentiation and a lot of freshness to the game.
...Log in, see your nemesis is online. Is that next opportunity/emergency a trap?
...Oh no, a villain has unleashed a curse against citizens! You must go to the zone and destroy the runes that are causing them to go mad!
...Log in, only to find that 10 emergencies are happening right now! Which to do?
...Your nemesis is on a mission map! He'll never suspect that the police will ambush him outside because you robbed a bank and left fake evidence that it was him!
Fun and madness would ensue. You'd stop being the lackey, and become the villain calling the shots! You stop having to see where trouble was happening, as the city would come to YOU to be rescued! ...And I'd love it.
A good villain doesn't show off their weaknesses, not to their enemies and certainly not to people they're supposed to be bossing around. You don't see Doom going around crying about his mommy, do you? And he's certainly not going to tell the people of Latveria he's ticked off 'cause Richards is smarter than him.
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A villain whose motivation can be summed up as "I do bad things because I'm EVIL! Muahahahahahaha!" is just boring.
A good villain has something about them that you can maybe identify with or perhaps feel sorry for them about. Marauder being insecure, Anti-Matter having a crush on Mother Mayhem, Chimera being upset about his dad, those are all issues that real people have. And they are all believable motivations for someone to be an evil SOB. They feel like real people, instead of cardboard cutouts. A villain who is evil "just because" just doesn't have too much about them that is believable.
I prefer any of the villains I mentioned here over Recluse, because Recluse is a Saturday morning cartoon bad guy whose motivation is basically "I have a grudge against Statesman, so I'm gonna be a bad guy to piss him off. Oh, and I want to take over the world, because that's what bad guys do."
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
A good villain has something about them that you can maybe identify with or perhaps feel sorry for them about. Marauder being insecure, Anti-Matter having a crush on Mother Mayhem, Chimera being upset about his dad, those are all issues that real people have. And they are all believable motivations for someone to be an evil SOB. They feel like real people, instead of cardboard cutouts. A villain who is evil "just because" just doesn't have too much about them that is believable.
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You want to talk about insecure? How about Malta's mysterious board of directors? Or Black Scorpion? Granted, he's not that big of a threat because he's an idiot, but it doesn't take a psychoanalyst to figure out he's insecure despite his best attempts to show no weakness.
Anti-Matter's crush on Dominatrix really just makes him look pathetic. You're going to participate in an interdimensional war just to snag a girl who doesn't even want you? Really? It's almost like they needed to come up with a quick excuse to make him an enemy after presenting him as a relatively reasonable and sane individual in his own arc. Sure, he's got a huge grudge against Neuron, but it's not like he's sending you out to directly sabotage Neuron's creations or anything. He's taking the high road (considering the setting) and trying to prove his superiority. Then you meet him in Tina's arc and hear about his perfect plan to get Tyrant to feed Neuron to the DE and make Dominatrix marry him....what? I'm sorry, is this the same guy?
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Anti-Matter's crush on Dominatrix really just makes him look pathetic. You're going to participate in an interdimensional war just to snag a girl who doesn't even want you? Really?
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It's not pathetic so much as it is immature. I always got the feeling that Anti-Matter was kind of a prodigy child genius who never really grew up emotionally.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
This thread definately has new meaning.
I want my endgame to be more stuff to get. I like that. It motivates me to play my existing characters more, which is exactly what I wanted from CoH. I never, ever wanted my characters to be "done".
I don't actively dislike large team content, but I now know that I do not like for it to be the dominant focus. Greater access to standard team and/or solo content which can allow meaningful progress would be much more desirable to me than the sole focus on "raid-sized" content.
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
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Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
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Global name @mereman
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