Going Rogue - a year later


Agent White

 

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Originally Posted by PleaseRecycle View Post
If you don't like the challenge, you still have two other options for starting areas. Players who did want an interesting challenge had no options before Praetoria. The difficulty slider is a lame option because it admits that there is no challenge to the legacy groups and that the only recourse is more and more of them.
Players who wanted a greater challenge very much had an option - the difficulty slider. What it "admits" is irrelevant. If you want to fight harder enemies, up enemy level. If you want to fight more enemies, up enemy numbers. You had that option. Did you use it?

Furthermore, Praetoria is not an "option" for new players. Every person who bought Going Rogue as their first foray into City of Heroes has no option but to make a Praetorian before making anything else. Thrusting a brand new character still largely unfamiliar with the UI, terminology and basic setup, and quite possibly not familiar with MMOs in general like I was when I first got City of Heroes is just asking for disaster. Hell, seven year vets were having serious problems, so you have no leg to stand on here.

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Originally Posted by PleaseRecycle View Post
Tell us, what would you have had the devs do to come up with new lowbie groups for praetoria? Two pistol attacks and a brawl for every minion, and lieutenants with a submachine gun attack?
Yes. There are standards for low-level enemies. They don't have strong status effects before the average melee character can have status protection, they don't have debuffs before the average character can acquire buffs or at least decent enhancements, they don't have strong status protection before the average status-dependent character can have the tools to deal with this. They don't have high-level critter DPS on a low-level enemy when low-level characters have no meaningful way to deal with this.

Exceptions exist, obviously - the Vahzilok have huge DPS thanks to the zombies having access to three attacks, as opposed to the one most minions have at the time, and the Morts and Reapers have debuffs on them. This is because the Vahzliok were originally intended to be an exceptionally difficult enemy faction that you were supposed to pull one by one, which is why zombie AI makes them so dumb and easy to pull. This also comes with a significant increase in rewards given upon defeat, something no Praetorian critters have.

Your claims are no excuse for bad design, because it's better to reuse old assets that worked than to use new assets which effectively break the game for new players.

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Originally Posted by PleaseRecycle View Post
A great way to make the expansion instantly unappealing would have been to simply port over existing lowbie groups with new skins on them!
A great way to make an expansion unappealing is to have it kill players repeatedly without giving them a chance to fight back.

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Originally Posted by PleaseRecycle View Post
Instead they broadened the tools available to them and came up with some genuinely novel challenges that sadly do force you, the player, to use your noodle now and then.
"Genuinely novel challenges" my ***. They stuck stats, status effects and debuffs on low-level characters and put in a lot of ambushes. Neither of those were novel. I've fought Malta before, I've fought Cimerorans before, I've fought Arachnos before. Nothing about the Praetorians is new, it's just the old stuff dumped into low-level enemies. All it does is skew the difficulty curve all over the place, and make the low-level game unnecessarily difficult.

If you're looking for challenge in the low-level game, you're barking up the wrong tree. The existing low-level game is already plenty challenging. The weaker critters are offset by our weaker characters and by the fact that player power doesn't actually outstrip game balance until SOs and later on. The 1-20 game is and has always been soundly balanced because players simply never had the opportunity to break it.

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Originally Posted by PleaseRecycle View Post
The only way to claim that the lowbie groups are clearly jury-rigged highbie groups is to have little experience fighting the high level IDF, clockwork, et cetera, by the way. They're radically, hugely stronger than their lower level stand-ins.
Which matters how, exactly? Praetorian raid content is not the sole end game in City of Heroes. Other high-level factions exist who are similar to the low-level Praetorian enemies, factions like Malta, the Soldiers of Rularuu, the Rikti, the Carnival of Shadows, 45-50 Crey and so forth. And besides - I've fought the IDF, the War Works, the Clockwork and the Seers as regular critters in Maria Jenkins' and Tina McIntyre's arcs. They're not as hard as you make them out to be. Yes, they have debuffs. Yes, they have nasty attacks. Yes, they resist a lot of things. But if I'm playing a 40+ character, I can handle this. Malta are still much worse thanks to their Sappers and the absurd damage on their Gunslingers and the Soldiers of Rularuu are still in a league of their own. In this game, I've had my Scrappers one-shotted from full health a total of three times, once by a Knives boss on a critical hit with Head Splitter and twice by the Soldiers of Rularuu - an Overseer chomped me for 1000+ hit points and a Noble Brute hit me for 1200+, though Elude both times.

Nevertheless, the Praetorian critters are well comparable to high-level critters excluding iCrap cheapness. They're simply much lower level, which makes them worse, not easier, because low-level characters don't have the tools needed to fight that.

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Originally Posted by PleaseRecycle View Post
Yes, it has a lot of references to primal earth stuff, but nothing that would keep a new player from being able to understand the subplots happening there.
No, but the plot without the references isn't very interesting. No-one cares about Paolo Marino, because you see him all of one time. No-one cares that Pia Marino is dead, because she's nothing more than an offhand comment. Simon Omega's existence is pointless, because there's no build up to it and no payoff afterwards. At least half of Praetoria's story is a case of "Would you like to know more?" Where the story shines is when it resists using and abusing alternate versions of Primal Earth people and focuses on Praetorian originals like Reese and his gang, Mr. G, Tunnel Rat, Robert and Jessica Flores and even IVi.

The story of Praetoria isn't bad in the slightest, that's the one point where the expansion really, really excels. However, because the City of Heroes development team have a compulsion towards adding reference and homages, the story ends up being less than what it could have been had we actually been given reason to care about these cameos, rather than relying on Primal Earth knowledge as a reason to care.


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Originally Posted by Arcanaville View Post
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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Okay forgive me if I'm less than 100% thorough as I am replying to two giant posts. I'm quoting Venture more because I'm not aware of a good way to quote both at once, heh.

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Originally Posted by Venture View Post
A lame option is still an option, so you've managed to contradict yourself in the space of only two sentences.
I used the word "interesting" for a reason.
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The truth is the sub-SO game doesn't need a difficulty increase because it's the only part of the game that works ... I would not have made "lowbie groups" for Praetoria. Of course, I wouldn't have made Praetoria, either.
If this is your premise then you should agree with me that Praetoria is an optional extra starting location for people who have tastes that are utterly different from your own. As for its failure to put butts in seats, I haven't seen any specific evidence for that and I really don't think your average MMO expansion pack is targeted at growing the player-base in this day and age.
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The Hollows mobs Sam mentions had nothing on these guys. (I and others argued vehemently to keep them, actually.)
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Yes. There are standards for low-level enemies.
Here alone we see completely different answers to the question of what makes a fitting low level enemy. Is it that there's an existing method that should be conformed to, or is it that creativity should be expressed but within certain limits of power? I'm glad the devs didn't start from either of these positions; if I had to guess, which I do, I'd say their actual thought was more along the lines of "How can we introduce novel groups that don't repeat what has come before?" As others have noted, the developers haven't been making the game in some ideal vacuum. They've produced a lot of content over the years and it merely happens that this is the first time in a long time that it has been low level.
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Praetorian mobs are not some deep tactical challenge requiring the strategic acumen of Sun Tzu to overcome ... Praetorian mobs didn't challenge me, they annoyed me.
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"Genuinely novel challenges" my ***. They stuck stats, status effects and debuffs on low-level characters and put in a lot of ambushes. Neither of those were novel. I've fought Malta before, I've fought Cimerorans before, I've fought Arachnos before. Nothing about the Praetorians is new, it's just the old stuff dumped into low-level enemies. All it does is skew the difficulty curve all over the place, and make the low-level game unnecessarily difficult.

If you're looking for challenge in the low-level game, you're barking up the wrong tree. The existing low-level game is already plenty challenging. The weaker critters are offset by our weaker characters and by the fact that player power doesn't actually outstrip game balance until SOs and later on. The 1-20 game is and has always been soundly balanced because players simply never had the opportunity to break it.
If you look at the powers that Praetorian enemies actually have individually, they're not much better equipped than other low level NPCs. They still have three to five powers that are toned down in damage scale. The difference is that rather than simply giving them "lethal ranged attack, smashing melee attack, smashing melee attack, lethal ranged attack" in many cases they got something more like "psychic ranged attack, lethal melee attack, siphon power, temporary invulnerability." This, coupled with the diversity of some of the factions, is of course what makes them more dangerous. At the same time, it in no way makes them comparable to mid or high level factions, one of the hallmarks of which is long control powers and extreme damage attacks.

I simply disagree with the both of you: I find it fun and infinitely more interesting than the legacy content. There are missions in Praetoria that are annoying, but there are more missions in the old stuff that are annoying. Would you rather enter a mission and quickly encounter a difficult set of ambushes, or enter a mission and discover that it's a six layer lab tileset and the objective is kill all? I think I know what both of you would say to that and I reiterate my disagreement.
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And at the end of the day, the devs abandoned the idea for F2P. The new starting experience is the old starting experience. Overpowered newbie mobs failed; you lose.
I didn't realize this was a competition, but the fact that Praetoria is not only still there but being added to indicates to me that the devs do not consider it a failure. If I were you, I would have pointed out that recently they nerfed a couple powers on syndicate and clockwork enemies! Of course, that tacitly acknowledges that the rest of the groups were untouched.

Sam, I agree that there were weak points in the story lines that could have been improved, but surely on the whole you must agree that the writing is furlongs ahead of what City of Heroes and City of Villains shipped with.


 

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A year on, Going Rogue is missing these things for me:

1: Rogue content in Paragon City + the Rogue Isles outside of tip/morality missions (conducting deals, making money, smuggling, keeping the law off your back as you chase the almighty dollar.)

2: Vigilante content in the Rogue Isles + Paragon City outside of tip/morality missions (Taking down crooks who the Zig is too good for, going to the Rogue Isles to hunt down someone who's crossed the line, fending off people wanting to bring you in for your brand of justice.)

3: An expansion to the selection of tip and morality missions across the level ranges they occur in. (We had some vigilante and rogue tips added, and 1 new 40-50 Morality mission to each side, but that's it.)

4: Praetorian content on Primal Earth (Primal-fled Resistance trying to take action on an ex-Loyalist, possibly suspecting espionage, Loyalists tracking down Crusader Resistance members for heinous crimes they committed, persecution from Primal residents, a Praetorian-on-Primal subculture, or even Primals wanting to go to Praetoria, thinking it a 'better way'.)

5: Incorporating morality choices and points into story arcs (the arc where you get a warrant put out against you by Crey would make a great point to go Vigilante, or maybe the heat of Arachnos convinces a villain that Paragon might be a safer place to operate.)

6: A chance for heroism in the isles/villainy in the city. More chances to do evil on your own terms, or go to the isles to try and do some good. Especially lacking on the latter.


 

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Originally Posted by PleaseRecycle View Post
I'm quoting Venture more because I'm not aware of a good way to quote both at once, heh.
You can do multi-quotes by tagging posts you want to quote with the milti-quote button at the bottom of the most, next to the Quote and Quick Reply buttons. Tagged posts will be dumped as consecutive posts encased in quote tags in the order in which you tagged them, and this even persists between pages, surprisingly enough. When it comes to splitting a post down in separate pieces, though, the best way I've found is to do it manually - copy the full opening quote tag of the post you're quoting, then paste it at the start of every subsequent quote block.

Also - and please don't take this as a cheap shot - I would very much appreciate you leaving a couple of empty lines at the head and foot of your quotes. Your text came out looking good in your post, but when I hit Quote, it came out in one giant chunk. I suspect you may be using a forum skin mod or some such, but even so - when someone quotes you, quote boxes disappear and the forum software inserts absolutely nothing in there.

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Originally Posted by PleaseRecycle View Post
If this is your premise then you should agree with me that Praetoria is an optional extra starting location for people who have tastes that are utterly different from your own.
There's nothing functionally wrong with difficult content. However, as I mentioned before, Praetoria is not a choice. Any new player was forced to start there before he could do anything else. Freedom seems to have fixed this (I can't say, since I'm not a new player), but I will bet my metal-tipped tail that this will just give a whole bunch of people the excuse to never start there again while giving no real incentive to start there which didn't exist before.

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Originally Posted by PleaseRecycle View Post
Here alone we see completely different answers to the question of what makes a fitting low level enemy. Is it that there's an existing method that should be conformed to, or is it that creativity should be expressed but within certain limits of power?
There aren't so much "methods" to make low-level content as there is an expected level of performance from low-level critters. A certain amount of DPS, a certain amount of critter resilience, a certain amount of "cheap tricks," that sort of thing. It doesn't really matter how this is achieved, but so long as it IS achieved and players experience the same relative level of difficulty, the job is done. Praetoria not only violates a lot of these rules by making enemies stronger, tougher and cheaper, but Praetorian mission design also overrules mission difficulty settings by artificially forcing the player to oppose greater numbers of enemies than mission difficulty itself entails.

This is high level content, pure and simple. The high levels are the time when player characters are strong enough to defeat their base difficulty handily, and when alternate means of challenging the player come into the picture. Debuffs to counter the buffs players use to make themselves strong, control effects to make certain enemies more dangerous, higher stats to counteract player stats, greater enemy numbers to tax a strong build an so forth. All of these are tools to counteract the player advantage, which doesn't really exist in the pre-20 game.

Furthermore, AT mods scale with level until level 20. At level 1, almost all ATs have almost the same mods for almost everything. Designing level 1 to level 5 content, therefore, isn't as much a magical science as most characters are basically the same. And even up to level 20, most characters don't have most of their powers, so they can't be expected to be very strong. The need for "challenge" comes towards the end of the game where specialists excel at what they specialise at, and then are able to excel at a few other fields, as well.

Designing harder low-level content as an answer to an easy game is akin to instituting a flat tax on the community because fifteen people are incredibly powerful. It is, as a point of fact, akin to the I4 boss buff. The result was that the people who could solo bosses could still solo bosses, just with a bit more difficulty and the people who couldn't solo bosses before were now completely and utterly ******. The low levels need to be designed as low levels where players are just now learning the ropes and getting to grips with the game.

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Originally Posted by PleaseRecycle View Post
If I had to guess, which I do, I'd say their actual thought was more along the lines of "How can we introduce novel groups that don't repeat what has come before?"
The actual thought was more along the lines of "We're making 40-50 content to set up our end game... What do you mean we're making low-level content?!?" These are high-level enemies with their levels dropped. These are Malta, these are Rikti, these are Crey. And the high-level Crey, too, where every minion has 50% smashing and lethal resistance.

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Originally Posted by PleaseRecycle View Post
If you look at the powers that Praetorian enemies actually have individually, they're not much better equipped than other low level NPCs. They still have three to five powers that are toned down in damage scale. The difference is that rather than simply giving them "lethal ranged attack, smashing melee attack, smashing melee attack, lethal ranged attack" in many cases they got something more like "psychic ranged attack, lethal melee attack, siphon power, temporary invulnerability."
Here, you are simple wrong. Aside from the Vahzilok, what low-level minions and, hell, what low-level lieutenants have "three to five attacks?" Blood Brother Sluggers have a Baseball Bat power an a Revolver power, and they only ever use one of those in a cycle depending on whether they're in their ranged or their melee state. It's the same with Skulls, the same with low-level Trolls and Outcasts - they have ONE attack, and on a fairly long timer. Lieutenants, by contrast, have one attack period, either a shotgun or an uzi. Even in the 10-20 range, Trolls have a single punch plus a single ranged attack, that they again do not use together, and Troll lieutenants have I think two punches and a hurled rock. The Nemesis Army soldiers don't have three to five attacks. The Rikti minions don't have three to five attacks. Hell, Malta commandos don't get up to five attacks - they have Brawl, Burst, Taser and Web Grenade.

That's one key problem with Praetorian NPCs - they have a zillion powers, and all of them nasty. Fight a bunch of Hellions or Skulls and note what they spend the majority of their time - nothing. They stand in place, waiting for their attacks to recharge. Now watch what a level 2 PPD minion will spend his time doing - he'll cycle between two or three different types of punches CONSTANTLY.

What you describe in the above quote are some of the worst, most dangerous high-level enemies, like Malta Gunslingers or Vanguard Lieutenants or, hell, Carnie Ring Mistresses. These have no business showing up in levels 1 to 5, or indeed showing up before level 30, if not 40. The Vahzilok, the low-level's single strongest enemies, are so strong specifically because their minions have THREE attacks. None of these attacks alone are all that strong, but when you get five zombies to spit at you, puke at you and backhand you in quick succession, your health takes a dive. The Vahzilok are notorious in the low-level hero game for being exceptionally difficult, and the only reason they're not notorious villain-side is because they show up in all of three missions post level 10.

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Originally Posted by PleaseRecycle View Post
At the same time, it in no way makes them comparable to mid or high level factions, one of the hallmarks of which is long control powers and extreme damage attacks.
The game has a sum total of ONE "long" control power - the Stun Grenade that's shared between Malta TacOps and Knives of Artemis bosses, I forget they're called. Possibly the Chief Mesmerist sleep could count, but this is "long" in the sense that Mesmerists will chain-hold you, not that their controls are long on their own.

And, yes, this very much DOES make them perfectly comparable to high-level enemies. They are using the high-level critter design template. Praetorian critters are not some kind of breakthrough in enemy design or novel concept of the future as you seem to describe it. They're run-of-the-mill 40-50 critters with their levels dropped.

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Originally Posted by PleaseRecycle View Post
Would you rather enter a mission and quickly encounter a difficult set of ambushes, or enter a mission and discover that it's a six layer lab tileset and the objective is kill all?
The latter every single time. I love large maps, I love defeat all missions since that's what I do in my instances every time, and I love simple objective designs. This is a game that's intended to be replayed, and many times over. More often than not, Praetoria's awkward, complex, fiddly missions are more annoying than they're worth. They kill me in cheap ways that I can't prevent and they waste most of my time with clicking on objectives, reading clues and leading conversations, none of which progress my character and none of which feature combat, which is what I'm here to do.

Ambushes are not an exception. They're just as annoying, since they feature less combat and more me exiting the map, resting on the side of the street and re-entering the map because I can't handle 10 waves of 5 enemies in a continuous fight at level 7.

The game worked just fine back in 2004 when entering an instance to kill everything you could target was all we could do, and these missions work just as much now. In fact, I'm having to go out of my way to search for them now, because apparently simple missions are no longer complex enough to qualify for being made. Why have a simple mission when you can have a gimmick mission? Why have a mission that plays to your strengths when you can have it fail if someone runs away, someone dies or a 5-minute timer counts down, if an objective breaks or doesn't break or just make it unwinnable because the sequence of events is so complex it never worked properly?

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Originally Posted by PleaseRecycle View Post
If I were you, I would have pointed out that recently they nerfed a couple powers on syndicate and clockwork enemies!
I would have pointed this out if I had known it had happened. Considering I have no reason to start in Praetoria, I didn't know. There are only so many times I can get repeatedly killed by an ambush spam that seems to number higher than I can count before I give up and go play the side of the game which doesn't kill me all the time and where I can feel like a legitimate meta-human from the word go.

Also, if I had to make a guess, I'd expect that endurance drain + chain stun attack on Menders to have taken a hit, because that alone made the whole faction ten times worse than it had to be, making my low-level Scrappers feel like Blasters.

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Originally Posted by PleaseRecycle View Post
Sam, I agree that there were weak points in the story lines that could have been improved, but surely on the whole you must agree that the writing is furlongs ahead of what City of Heroes and City of Villains shipped with.
The writing itself in Praetoria is very good, I never claimed otherwise. However, it is good DESPITE all the endless references, not because of them. If Praetoria were allowed to be a self-contained story that didn't come with seven years of Primal Earth baggage, it would be significantly better, in my opinion.

And, really, if there's anything bad about the Going Rogue storyline, it's the iCrap stories, not the 1-20 Praetorian Earth ones. The world of Praetoria is a rich, nuanced place with a lot of hidden backstory, so it's a right shame that it's reduced to something even MORE of a parody with Incarnate content than what it was back in 2004 when it was first added. Praetoria suffers from a general disregard of story continuity that's epidemic to the entire game, not just endemic to that one alternate dimension.

At the end of the day, though, I'm not interested in conspiracy theories, invisible wars and politics. A lot of my characters are far too self-contained, or - in the case of a few children - far too basic for them to be politically active. And there's no way to play a character in Praetoria without it being politically active and taking sides. I can play a hero who's just out to do the right thing and I can play a villain who's only out for himself, but I can't do that in Praetoria because it's always Loyalists or Resistance. I didn't want to kowtow to Arachnos in I8 and I don't want to kowtow to the Resistance or the Loyalists in 18 and beyond. The Praetorian "morality" system isn't about morality at all, it's about faction politics and loyalty. I suppose with a system built around Resistance vs. Loyalists, they HAD to shoehorn them both regardless of the context of the decision, and indeed regardless of whether both sides were even involved in the story up to that point.

I like Praetoria's story as a story, and would probably watch a movie about it. However, it ties my hands behind my back when it comes to writing for my characters, and this I simply don't like. The thing is too hard to play through and too restrictive to write form. I'm glad I won't have to, in a couple of days.


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Originally Posted by Arcanaville View Post
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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Originally Posted by Zortel View Post
A year on, Going Rogue is missing these things for me:

1: Rogue content in Paragon City + the Rogue Isles outside of tip/morality missions (conducting deals, making money, smuggling, keeping the law off your back as you chase the almighty dollar.)

2: Vigilante content in the Rogue Isles + Paragon City outside of tip/morality missions (Taking down crooks who the Zig is too good for, going to the Rogue Isles to hunt down someone who's crossed the line, fending off people wanting to bring you in for your brand of justice.)

3: An expansion to the selection of tip and morality missions across the level ranges they occur in. (We had some vigilante and rogue tips added, and 1 new 40-50 Morality mission to each side, but that's it.)

4: Praetorian content on Primal Earth (Primal-fled Resistance trying to take action on an ex-Loyalist, possibly suspecting espionage, Loyalists tracking down Crusader Resistance members for heinous crimes they committed, persecution from Primal residents, a Praetorian-on-Primal subculture, or even Primals wanting to go to Praetoria, thinking it a 'better way'.)

5: Incorporating morality choices and points into story arcs (the arc where you get a warrant put out against you by Crey would make a great point to go Vigilante, or maybe the heat of Arachnos convinces a villain that Paragon might be a safer place to operate.)

6: A chance for heroism in the isles/villainy in the city. More chances to do evil on your own terms, or go to the isles to try and do some good. Especially lacking on the latter.
Man, I'd love to see all these things.

Of course, the devs tend to release things "into the wild" and then never come back to them, so I can't really see it happening, but I agree with you that it would be awesome and add huge depth.


 

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Good to know about multi-quote. I actually remove the spaces around quotes intentionally because I find it more aesthetically pleasing, it hadn't occurred to me that quoters had to look at it too. I'll try to avoid the giant blocks.

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Furthermore, AT mods scale with level until level 20. At level 1, almost all ATs have almost the same mods for almost everything. Designing level 1 to level 5 content, therefore, isn't as much a magical science as most characters are basically the same. And even up to level 20, most characters don't have most of their powers, so they can't be expected to be very strong. The need for "challenge" comes towards the end of the game where specialists excel at what they specialise at, and then are able to excel at a few other fields, as well.
Clearly we're not in agreement on this but I find that they balanced the challenge of Praetoria very well over the ten archetypes that can be exposed to it. There is no AT that can call Praetorian villains easy mode and neither is there an AT that cannot solo through it. It may well be too hard for some players but consider that the total novice who starts in Praetoria and decides it's too difficult for him can then immediately create a primal character, having already completed the requirement to start his first character there.

I think we have a basic philosophical difference over the appropriateness of challenge in the game. I don't think it's something that should only arise at high level and I don't think it's a good thing, though it is inevitable, that specialization trivializes certain types of content, which specialists proceed to exclusively run. The game would benefit from players who sought ever-harder obstacles with no regard for the reward. This would require a fundamental alteration of human behavior, so it is unlikely to happen Soon.

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Here, you are simple wrong. Aside from the Vahzilok, what low-level minions and, hell, what low-level lieutenants have "three to five attacks?"
I didn't say attacks, I said powers. I also didn't say minions, I said enemies. An example that you and others kept bringing up was the mez protection that Praetorian NPCs have. I assume you're mainly thinking of Destroyers? The bosses, the ones with integration, don't actually have many or especially deadly attacks, they just get one little toggle that makes them very different from most other NPCs. Of course, you mention trolls. You are aware that not only do troll bosses get status protection and powerful defense and resistance powers, but their lieutenants get integration? By your own standard they are worse cheaters than Destroyers, yet you hold them up as an example of low level content done right and Destroyers as the opposite.

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The game has a sum total of ONE "long" control power - the Stun Grenade that's shared between Malta TacOps and Knives of Artemis bosses, I forget they're called. Possibly the Chief Mesmerist sleep could count, but this is "long" in the sense that Mesmerists will chain-hold you, not that their controls are long on their own.
Circle of Thorns have Dark Pit and Char, Longbow have an entire pinata full of dangerous mezzes but most comically Spectral Terror, Family have Consiglieres that cast Singularity, I could go on but you get the idea. I can name two mid to high level groups that do not have potent status effects and they are Sky Raiders and Cimerorans. Cims actually do, too, but since it's baked into elite bosses I'll let it slide.

My point is that Praetorians use neither numerous nor onerous status effects. I think that quite clearly sets them apart from high level enemies.

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I love large maps, I love defeat all missions since that's what I do in my instances every time, and I love simple objective designs.
This isn't going to surprise you very much but my feelings are diametrically opposed to yours on this. I hate kill alls and love stealthing missions. Something I really like about Praetoria is that not only does it favor stealthing over sweeping, it contains a whole lot of missions that fall into neither category and are totally new. Meeting Reese in the warehouse. Stealing information on the Syndicate before the security alarm goes off. Most of the missions involving signature characters such as Noble Savage. They really turned the old notions of CoX gameplay on their head and produced something new. It's easy to see how not everyone will enjoy that much change but it's probably the main reason why some of us are still playing at this point.

It's also worth noting that this new approach to mission design is not at all confined to Praetoria. It's in the new lowbie content and it's in the new mid level content. Tips and morality missions are slightly more conventional but they too make use of the new scripting abilities to a significant degree. As I said earlier in the thread, this makes the new content actually stand out among MMORPGs as the rare example of gameplay that can compare in any way to their non-MMO cousins. I don't see how that could be a bad thing.

This post is really long.

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At the end of the day, though, I'm not interested in conspiracy theories, invisible wars and politics.
Would you believe that this is one of the things I also quite enjoy? For a game whose lore has always been steeped in politics (the Might for Right act et cetera), you've never been able to get involved with it at all. It was always window dressing. The closest CoH or CoV ever got to it in the past was squabbles between mad Arachnos scientists and Indigo and Crimson arcs. Indigo and Crimson's arcs are some of the most tortured, forced writing in the entire game so as someone who exclusively plays blue side I had no way to play any content of this type before Praetoria.

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I like Praetoria's story as a story, and would probably watch a movie about it. However, it ties my hands behind my back when it comes to writing for my characters, and this I simply don't like.
This is true to some extent and it's why I don't start all of my characters in Praetoria. Some of them make sense there, some of them do not.


 

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Originally Posted by Feycat View Post
Of course, the devs tend to release things "into the wild" and then never come back to them, so I can't really see it happening, but I agree with you that it would be awesome and add huge depth.
Yeah, it's the biggest flaw of the Paragon Studios team IMO. Though that's someting I've been quite vocal on in the past (And will continue to be. A shiny new pair of boots and some nice jeans won't do much about rotting limbs underneath, and getting corpse juice on the shiny new things is never good.)

All I can do is hope that one day, my Rogues and Vigilantes will be able to do Rogue and Vigilante things outside of some repeatables one side and some repeatables the other that are actually you becoming a Hero/Villain.


 

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Originally Posted by Zortel View Post
4: Praetorian content on Primal Earth (Primal-fled Resistance trying to take action on an ex-Loyalist, possibly suspecting espionage, Loyalists tracking down Crusader Resistance members for heinous crimes they committed, persecution from Primal residents, a Praetorian-on-Primal subculture, or even Primals wanting to go to Praetoria, thinking it a 'better way'.)
A lot of that would end up like First Ward, with a heavy bias towards Heros/Resistance - the closer Praetorian content gets to 50, the more it has to sync with the Incarnate storyline, where everyone's helping the Resistance.


@Golden Girl

City of Heroes comics and artwork

 

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Originally Posted by jfp2004 View Post
The storyline there just wasn't something I expected from City of Heroes
And while it was an awesome addition to the Cohverse, it might also have put some people off.
As we've seen in other threads, the majority of players prefer to play heroes, not just in CoH, but in other superhero games too - and a lot of players will have certain expectations about what a comicbook game world should be like, which would also be one of the reasons that they'd pick up the game in the first place - and which is why they could quite easily find Praetoria to be a confusing turn-off - especially as they had to make their first avatar there, and it wasn't clearly explained that they could just log in then log out and then make a normal Hero or Villain as their next avatar.

Praetoria as first glance seems to ofer all the classic comicbook world requirements - it's a city, with parks, skyscrapers, backstreets, factories and even some slum areas - it has a police force, government departments and officals to interact with, civilians going about their business on the streets, and criminal gangs lurking in the shadows - the basic facade is identical to Paragon City, because that's the classic comicbook setting - but past the facade, the problems start for people looking for a normal comicbook environment.
In superhero comics, which are set in the real world, usually in America, there's a natural feeling that laws are mostly fair, that cops are mostly good people, and that the government is mostly working in the best interests of the people who elected it - so the heroes don't really have to worry about helping any of them in their work - when heroes arrest people, they're genuine criminals who'll be dealt with fairly by the authorities.
That clasisc comicbook set-up is reflected perfectly in the blue side content - we arrest criminals, assist the police and government agencies, and even work with the UN for some of the major threats - we sometimes run into rogue elements like Longbow agents who have become vigilantes, or corrupt PPD officers - but these are always presented as special cases, which is why we're called in to take them down.
At no point are Heroes ever given any kind of suggestion that helping the authorities might be a bad thing to do.

But Praetoria takes that classic comicbook set-up and twists it right round into something very dark and creepy - it has the classic superhero city setting to patrol and protect, but right from the tutorial, players are shown that there's something very, very wrong with the authorities that a comicbook hero would normally assist without a second thought - players who arrest people in Paragon City know that they're criminals they're arersting, and that they'll be put on trial, and sent to prison if they're found guilty - but players in Praetoria find out that the people that they arrest will be brainwashed, tortured or executed - and that unlike Paragon City and other normal comicbook settings, the people they're arresting mightn't even be guilty of any real crimes.

You can fight for truth, justice and the American way in Paragon City, but not in Praetoria - and that's one of the main reasons that Praetoria has a problem with attracting players to level up in it.


@Golden Girl

City of Heroes comics and artwork

 

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I am boggled by this long, intelligent and thoughtful post from GG with no smilies in it.


 

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Originally Posted by PleaseRecycle View Post
Good to know about multi-quote. I actually remove the spaces around quotes intentionally because I find it more aesthetically pleasing, it hadn't occurred to me that quoters had to look at it too. I'll try to avoid the giant blocks.
It's really not that big of a deal, it just makes it a tad harder to reply since your entire post blends into one wall of text when I hit quote Or did, anyway, this one is well spaced. I could kind of spot where line breaks used to be by where one sentence is jammed into the previous one, as you otherwise leave two spaces between them. Not a big deal, just something I wanted to mention.

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Originally Posted by PleaseRecycle View Post
I think we have a basic philosophical difference over the appropriateness of challenge in the game. I don't think it's something that should only arise at high level and I don't think it's a good thing, though it is inevitable, that specialization trivializes certain types of content, which specialists proceed to exclusively run.
I don't believe "challenge" itself is something that should arise only in the later levels. The matter of difficulty balancing is a game-wide concern. What I believe, however, is that difficulty should match player prowess at the time when it is encountered. Low-level characters lack a sufficient array of tools to handle complex critters, and they lack sufficient stats to truly push the envelope, therefore creating content which requires either at that level range is essentially cheap - players have no meaningful way to counteract it.

I'm a firm believer of a game which should favour the player and make the player feel like the coolest, most awesome thing around. I just came out of a game session playing Space Marine and I'm considering replaying Darksiders immediately thereafter, so I have a pretty solid idea of just how awesome I want to be. Praetorian enemies really don't allow for that. For the most part, they're too tough to give any feeling of power to the player, something which Hellions and Skulls never had a problem with.

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Originally Posted by PleaseRecycle View Post
The game would benefit from players who sought ever-harder obstacles with no regard for the reward. This would require a fundamental alteration of human behavior, so it is unlikely to happen Soon.
This is unlikely to happen ever at all. In any RPG, the reward is part of the fun of the game. When given the choice to pick an easier fight AND better rewards, players will almost always pick the easier fight. Accounting for this is not just a good idea. Developers who don't account for it are very quickly made fools of by their player base. I'm sure Paragon Studios are still trying to wash the egg from their faces after the Architect and the mess that turned out to be.

Expecting players to seek out "better" gaming which progresses them slower is counting on their good nature, and this is not something a development team can afford to do, any more so than a government can afford to disband law enforcement, counting on people's good nature that they wouldn't commit crimes and instead want to leave a peaceful, altruistic life. Any content which does not balance its reward to its speed of progression is badly designed content, especially if it's "not worth it." There will always be favourites, of course, but if content is kept within a certain narrow bracket, then people like me can pick what we like without feeling like dunces for doing so.

That's wholly separate from the issue that I just don't like fighting things in Praetoria. It's just not fun, AND it's less rewarding. I ain't doing that again.

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Originally Posted by PleaseRecycle View Post
I didn't say attacks, I said powers. I also didn't say minions, I said enemies.
Even so, Hellion and Skull lieutenants have all of one power and their minions have all of two. So do Trolls and Outcasts and all the other low-level enemies. Wolf Spiders at the beginning all have two powers - a pistol attack and a pistol whip attack. Longbow's early Guardians are the same. The Council's early guardians are the same, as well, and the 5th Column troops retain their two powers per minion until level 50.

And even if you didn't mean attacks, many attacks is still what most Praetorian critters have. One of their greatest strengths is that they have significantly higher DPS than low-level critters in either Paragon City or the Rogue Isles. They don't so much "hit hard" a they hit very often, and that honestly IS overpowered.

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Originally Posted by PleaseRecycle View Post
Of course, you mention trolls. You are aware that not only do troll bosses get status protection and powerful defense and resistance powers, but their lieutenants get integration?
I haven't noticed Troll lieutenants being resistant to holds, but even then - they get this after level 10. A pre-10 Troll boss is the same as a post-10 Troll lieutenant. And, yes, Troll bosses are nasty, but they and their faction only start getting nasty after you've had a chance to at least get some DOs. The Destroyers have Big Dogs pretty much from the start. The earliest I know for a fact that you can get a mission with a Big Dog in it is level 8 from Jessica Flores, and I suspect it's possible to get one even earlier.

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Originally Posted by PleaseRecycle View Post
Circle of Thorns have Dark Pit and Char, Longbow have an entire pinata full of dangerous mezzes but most comically Spectral Terror, Family have Consiglieres that cast Singularity, I could go on but you get the idea.
The Circle of Thorns have Char on Fire Thorn Casters who show up after level 30 and Longbow Equalizers only develop their stuns and debuffs after about level 25-30. I know they don't have their Sonic Grenades until at least level 30, possibly until 35, and I haven't really seen their Beanbag much earlier than 25 anyway. Family Consigliere don't develop Singularity until at least level 30 where they stop spawning in City of Heroes.

If we're speaking of status effects, the only ones you can really cite pre-20 are Lost Anathema, who are bosses and somewhat rare, and Tsoo Yellow Ink Men who spawn from 15 to 20 and SUUUCK! I hate the ******* and they were the bane of my existence when I played Blasters. One slip up and they'll keep you permaheld until you die, even if you have to die of old age. I honestly can't think of anything beyond that in the low levels.

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Originally Posted by PleaseRecycle View Post
This isn't going to surprise you very much but my feelings are diametrically opposed to yours on this. I hate kill alls and love stealthing missions. Meeting Reese in the warehouse. Stealing information on the Syndicate before the security alarm goes off.
I, on the other hand, HATE stealthing missions. Every time I join a TF, I am immediately reminded why I never join TFs - because I'm asked to stand at the door while someone walks to the boss and teleports me so that I can spend all of 30 seconds doing something in the mission. That's not what I signed up for. Not counting simu-click missions (the bane of my existence) and running boss missions (the second worst mission type in the game), my least favourite one is the last one from The Strange Case of Benjamin A. Deckar, where you have to click four glowies and expressely NOT kill the Foreman or the Security Chief or the mission fails. Not killing things is not what I signed up to do. It's like buying a dance game and having a level which forces you to sit down and listen to music and fails if you stand up and dance.

To my eyes, missions that have you leave within 2 minutes of entering them are a waste of my time. Let me give you a sideways example - when I'm given a hunt mission, people often offer to do the hunt against enemies 10-15 levels below me because it's faster. I always refuse and instead choose to do my hunt against even cons. Yes, it takes longer, but I'd rather spend longer having fun than spend a shorter amount of time not having fun. A mission which expressly instructs me to not fight things is, therefore, wasting my time with dead air. I came to this game because my old childhood action figures don't look all that good in action, whereas here they could kick *** AND look good doing it. The last thing I want to do is spend 15 minutes reading contact dialogue, then mission clues, then conversations, then more mission clues, then pop-up windows then a debriefing.

I like a good story as much as the next guy. Hell, I'm usually the one chastising people for not reading their mission briefings even when they've read them before. And even I'm going to tell you that I lose patience with Going Rogue bogging me down with non-combat activities. When I find myself saying things like "I don't care, just let me hit something!" then something is horribly wrong. I can easily deal with these things the first time around, but when I'm doing it for the fifth time, I vastly prefer a mission that's just briefing -> action -> debriefing. City of Heroes is not Mass Effect, and trying to be is just wasting my time.

I don't mean to come off as disrespectful to your preferences. If you like Going Rogue for doing this, then more power to you. I, however, don't, and I have no intention of going back there until at least a few of the things that bother me get fixed.

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Originally Posted by PleaseRecycle View Post
It's also worth noting that this new approach to mission design is not at all confined to Praetoria.
Oh, I'm aware. That's why Roy Cooling's arc is so horrible. It wastes my time with mountains of text to explain what is at once a very basic and yet completely incomprehensible story, and it constantly interrupts my gameplay with gimmicks. It may stand out from other MMOs, but so would the game disconnecting me every hour on the hour and I don't want that to happen. Because that's what these feel like - like the game preventing me from playing it until I fill in the proper forms, reading a story that's both not worth reading and which I've already read and written about at length.

At the end of the day, City of Heroes is not an interactive book. It is still a game that I want to play. Some balance must be struck between gameplay and narrative, and in Praetoria, the narrative outweighs the gameplay by quite a margin. I realised this after doing something like three filler mission back-to-back until I could get to one where I take the character I built against the game's enemies - the point of it all. Call me irreverent, but I care about what I made and wrote vastly more than about what the development team made and wrote, yet Praetoria constantly ropes me into its own story.

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Originally Posted by PleaseRecycle View Post
Would you believe that this is one of the things I also quite enjoy?
No, not surprised by much, but this really isn't subject of debate so much as of personal preference. I, personally, hate James Bond undercover conspiracy stories. I find them dull and uninteresting when they're at the centre of the plot. The recent Human Revolution managed to avoid that for the most part by shifting focus on an ethical debate instead of focusing on Illuminati and hidden conspiracies, but even then those still had to be crammed in, making me roll my eyes every time the subject came up. I simply prefer plots that handle their story more directly and up front, so I can instead focus on the actors involved. And in Praetoria, everyone is a pawn to its momentous twisted plot.

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Originally Posted by PleaseRecycle View Post
This is true to some extent and it's why I don't start all of my characters in Praetoria. Some of them make sense there, some of them do not.
To each their own here. For my part, NONE of my characters make sense to start in Praetoria, because to start there, they have to CARE about Praetoria, and they don't. They don't because I don't. I don't care about the in-game canon enough to write it in my own bios, because I like what I come up with far better. In Paragon City or the Rogue Isles, my past never comes up. I could be in it for the money, in it for the fame, in it for the evulz, in it to destroy all humans, in it to be a stooge for Arachnos or in it for reasons my characters can't comprehend and the game still works. If you're in Praetoria without actually caring enough to make decisions about Praetoria's future, though, you may as well not even be there in the first place.


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Originally Posted by Arcanaville View Post
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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Originally Posted by Golden Girl View Post
In superhero comics, which are set in the real world, usually in America, there's a natural feeling that laws are mostly fair, that cops are mostly good people, and that the government is mostly working in the best interests of the people who elected it - so the heroes don't really have to worry about helping any of them in their work - when heroes arrest people, they're genuine criminals who'll be dealt with fairly by the authorities.
That clasisc comicbook set-up is reflected perfectly in the blue side content - we arrest criminals, assist the police and government agencies, and even work with the UN for some of the major threats - we sometimes run into rogue elements like Longbow agents who have become vigilantes, or corrupt PPD officers - but these are always presented as special cases, which is why we're called in to take them down.
At no point are Heroes ever given any kind of suggestion that helping the authorities might be a bad thing to do.
In this, Praetoria is far more realistic. Blindly serving authority is written as a bad thing to do. Every time corruption is presented as a unique scenario, every time officers are presented as fundamentally just, every time the system is presented as something you have a moral obligation to obey they send the message that this is what the real-world counterparts (in this case, the US, because the game is set in a US with superpowered folks running around) are like. Considering the exact nature of reality, that isn't just inaccurate, it's an outright dangerous message to spread.

Although, even in Praetoria there is mostly the sense that things would be better with nice people in charge instead of nasty people. Systemic flaws aren't mentioned much.


 

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Well I'm happy do agree to disagree with you on most of this stuff, Sam. A fine discussion! I still haven't beaten Human Revolution after like 35+ hours because I have to know what every single dystopianly futuristic email says. Oh Jensen, you're the only kleptomaniac murderous detective with a place in my heart.

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Originally Posted by Samuel_Tow View Post
To each their own here. For my part, NONE of my characters make sense to start in Praetoria, because to start there, they have to CARE about Praetoria, and they don't. They don't because I don't. I don't care about the in-game canon enough to write it in my own bios, because I like what I come up with far better. In Paragon City or the Rogue Isles, my past never comes up. I could be in it for the money, in it for the fame, in it for the evulz, in it to destroy all humans, in it to be a stooge for Arachnos or in it for reasons my characters can't comprehend and the game still works. If you're in Praetoria without actually caring enough to make decisions about Praetoria's future, though, you may as well not even be there in the first place.
You're spot on that it's more fun to come up with your own material out of whole cloth than try to place your character within the game lore. I think you can still do that in Praetoria. Sure, it's a little weird to imagine a character who grew up in a tiny, hyper-advanced slave city, but if you're willing to make comic book style fudges just about anything is possible. They don't necessarily have to care, maybe they just want to leave and always had a hunch that that guy the president doesn't like has been sitting on a portal to another dimension.


 

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Originally Posted by Zortel View Post
A year on, Going Rogue is missing these things for me:

1: Rogue content in Paragon City + the Rogue Isles outside of tip/morality missions (conducting deals, making money, smuggling, keeping the law off your back as you chase the almighty dollar.)

2: Vigilante content in the Rogue Isles + Paragon City outside of tip/morality missions (Taking down crooks who the Zig is too good for, going to the Rogue Isles to hunt down someone who's crossed the line, fending off people wanting to bring you in for your brand of justice.)

3: An expansion to the selection of tip and morality missions across the level ranges they occur in. (We had some vigilante and rogue tips added, and 1 new 40-50 Morality mission to each side, but that's it.)

4: Praetorian content on Primal Earth (Primal-fled Resistance trying to take action on an ex-Loyalist, possibly suspecting espionage, Loyalists tracking down Crusader Resistance members for heinous crimes they committed, persecution from Primal residents, a Praetorian-on-Primal subculture, or even Primals wanting to go to Praetoria, thinking it a 'better way'.)

5: Incorporating morality choices and points into story arcs (the arc where you get a warrant put out against you by Crey would make a great point to go Vigilante, or maybe the heat of Arachnos convinces a villain that Paragon might be a safer place to operate.)

6: A chance for heroism in the isles/villainy in the city. More chances to do evil on your own terms, or go to the isles to try and do some good. Especially lacking on the latter.
Yeah, this is something I have been talking about for a while: innovations and you provide some good ideas.

I can't remember where I posted it before but i will say it again....maybe it is time for some turnover in the dev team. The same old creative design team is bound to become stale and the ideas are not as fresh or exciting; it is human nature. Going Rogue had some decent ideas but it fizzled fast and hard for many, many players. You had to queue to get on to servers when it hit and the player population was booming. That did not last long at all. City or Repetition did it again.


 

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Originally Posted by Golden Girl View Post
And while it was an awesome addition to the Cohverse, it might also have put some people off.



But Praetoria takes that classic comicbook set-up and twists it right round into something very dark and creepy - it has the classic superhero city setting to patrol and protect, but right from the tutorial, players are shown that there's something very, very wrong with the authorities that a comicbook hero would normally assist without a second thought - players who arrest people in Paragon City know that they're criminals they're arersting, and that they'll be put on trial, and sent to prison if they're found guilty - but players in Praetoria find out that the people that they arrest will be brainwashed, tortured or executed - and that unlike Paragon City and other normal comicbook settings, the people they're arresting mightn't even be guilty of any real crimes.

You can fight for truth, justice and the American way in Paragon City, but not in Praetoria - and that's one of the main reasons that Praetoria has a problem with attracting players to level up in it.
I can understand that, actually. It's not even evil like City of Villains is, either, which is also attractive for a lot of people. It's more sinister, in a way. I mean, in the Isles, you're brainwashing, torturing, and executing all the time, depending on your interpretation of how you do missions and what happens as a result, but there, it's against the law, or rather, in a generally lawless place. So it has more of a classic feel to it, whereas in Praetoria, it's the people in positions of authority that are doing the mostly evil actions, and in a way that's just cruel as opposed to wanting to get power/money. On the other hand, the Crusaders do outright evil actions as well, and they're not in a position of authority. It's like evil fighting evil.

I have trouble playing the Crusader storyline. There's a lot of twisted material there. I did it once to see what it was like, but I doubt I'll do it again. I have trouble playing stuff that's really evil. I like playing villains, because you can interpret it however you like, but it's hard to have an alternative interpretation of the things that the Crusaders do. I can't even play evil storylines in a lot of the popular RPGs that are out, because it makes me feel guilty.

Anyway, I can understand why the tone of it turns a lot of people away. And while I don't like playing Crusader at all, everything else is just fascinating to me. But I guess it's not too surprising. As time goes on, I relate less with most of the comic books coming out, whereas I used to be really into them and all of the classic tropes. Now I'm more intrigued by things that take the classic formulas and situations and twist them around, and for me, Praetoria fits that perfectly.


 

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Originally Posted by Zortel View Post
A year on, Going Rogue is missing these things for me:

1: Rogue content in Paragon City + the Rogue Isles outside of tip/morality missions (conducting deals, making money, smuggling, keeping the law off your back as you chase the almighty dollar.)

2: Vigilante content in the Rogue Isles + Paragon City outside of tip/morality missions (Taking down crooks who the Zig is too good for, going to the Rogue Isles to hunt down someone who's crossed the line, fending off people wanting to bring you in for your brand of justice.)

3: An expansion to the selection of tip and morality missions across the level ranges they occur in. (We had some vigilante and rogue tips added, and 1 new 40-50 Morality mission to each side, but that's it.)

4: Praetorian content on Primal Earth (Primal-fled Resistance trying to take action on an ex-Loyalist, possibly suspecting espionage, Loyalists tracking down Crusader Resistance members for heinous crimes they committed, persecution from Primal residents, a Praetorian-on-Primal subculture, or even Primals wanting to go to Praetoria, thinking it a 'better way'.)

5: Incorporating morality choices and points into story arcs (the arc where you get a warrant put out against you by Crey would make a great point to go Vigilante, or maybe the heat of Arachnos convinces a villain that Paragon might be a safer place to operate.)

6: A chance for heroism in the isles/villainy in the city. More chances to do evil on your own terms, or go to the isles to try and do some good. Especially lacking on the latter.
I think I'd love to see everything on this list incorporated! Even more than I want to see more Incarnate powers. Fleshing out the game that already exists would be awesome. I understand why the devs/NCSoft prefer to focus on creating newer content vs adding in/fleshing out content, but still.


 

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Originally Posted by PleaseRecycle View Post
You're spot on that it's more fun to come up with your own material out of whole cloth than try to place your character within the game lore. I think you can still do that in Praetoria. Sure, it's a little weird to imagine a character who grew up in a tiny, hyper-advanced slave city, but if you're willing to make comic book style fudges just about anything is possible. They don't necessarily have to care, maybe they just want to leave and always had a hunch that that guy the president doesn't like has been sitting on a portal to another dimension.
It really comes down to degrees of motivation. I could come up with reasons for why an extra-dimensional elder god who chooses to manifest on the physical realm out of boredom cares so much about Praetoria, that much is true. Thing is... I don't want to, not when I have options much easier to write for. If I have to choose between having to write why said god would care about the political structure in a fascist state and not having to write said god interacting with someone else's political structure at all, I choose the latter.

People always talk disparagingly about the original Launch content in City of Heroes, but to me, it is always the most liberating. All it assumes is that you're a hero and want to do "hero stuff." Beyond this, the game never tries to convince you that you WANT to do this or explain WHY you want to do it. Your contacts are just that - contacts. They offer you tips, tell you of things you could be doing and then end on "Wanna?" Neither CoV's nor GR's "contacts" are actually contacts. They're quest givers. They tell a static story where your role as "the protagonist" is set in stone. Sure, you get some choices, but since those themselves are hard-coded in the story progression tree, you still end up having less freedom.

Since the beginning of time, I've been asking for proper contacts in the most basic sense of the word. Watch any older cop movie and you'll see the cops speaking with people on the streets who give them bits of information, "but you didn't hear it from me." Contacts are people who provide information, not people who provide TASKS. I'm aware that in-game metagame systems require NPCs to set our tasks for us, but they should still act as though we're doing something on our own initiative and they're just providing us with the necessary information.

I don't want contacts to drive my story and I don't want canon to define me. City of Heroes, for all its faults, manages to achieve this where both City of Villains and Going Rogue fail by reinterpreting what contacts are.


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Originally Posted by Arcanaville View Post
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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Originally Posted by jfp2004 View Post
I think I'd love to see everything on this list incorporated! Even more than I want to see more Incarnate powers. Fleshing out the game that already exists would be awesome. I understand why the devs/NCSoft prefer to focus on creating newer content vs adding in/fleshing out content, but still.
The thing is though, all that -is- new content. New content relating to older systems, yes, but new content all the same. It's content, that is new to the game and the related systems.

How on earth the writers can make jokes about Neuron's 'innovate, never renovate' mindset and continue blithely on that path I just don't know.


 

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I can’t agree with any of the OP's points about Praetoria. Not getting into the rest of GR...but I love the zones there. They all are recognisable as 'earthish' yet have their own flavour, while being sufficiently different to one another. Neutropolis at night time..how can you say that doesn’t look awesome with the lights and stuff?

The content there I also really enjoyed. I won’t even get into the maps apparently being similar. If you are going to make that argument, as a reason why GR fails, you may as well say CoV fails, since it also has the same maps as CoH. Hell, you may as well say all content hero side beyond level 10 fails, because, you know..it is largely the same maps.

I liked the cosmetic updates to the Prae mission maps. To me, it provides a link with our primal earth locations, while being different enough to be interesting. On a lot of the maps, I caught myself standing around looking, thinking, geee that’s cool!

The content itself? Also fun. Nearly every arc there (since I haven’t done them all) is far and away superior to most of the content blue side. Missions were hardly, if at all, of repeat types (multiple kill alls, multiple bosses ganks etc) and always kept my interest.

My biggest complaint is that the zones only went to 20. I would have happily stayed there to level if I could. Also, the badge requiring 5 moral choices seemed very hard to get. Having played 6 toons through Prae, and doing just about all contacts as I go, I still have not managed to get a toon with more than 3 moral choices done.

As to reasons why Prae never really took off like a rocket..I would say..the lag and performance issues. Yes, it is a pretty place, but just about everyone I knew lagged or had dc issues there. Also, the fact that once you made your toon..there was NO way to run off to ae/pi/gv and zap past lowbieville would be a big factor in a lot of peoples descision to play (or not play) there.


 

Posted

As a thought experiment, I decided to go ahead and look at what enemies we face in the 1-10 ranges in Praetoria vs. the rest of the game and what powers they have. I'm not looking to start a fight, but rather I don't want to play old characters within a day of Freedom, so I'm looking for other things to occupy myself with.

I'll only be looking at level 1-10 enemies, and only at minions and lieutenants

Paragon City

Hellions

Blood Brothers: 1 ranged attack (Revolver), 1 melee attack (Brawl or Fireman's Axe or Sledgehammer or Knife or Baseball bat) and 1 resistance power (strong against fire, weak against cold). They only use one of their attacks in a cycle at a time and their resistance isn't all that strong.

Fallen: 1 ranged attack (Shotgun or Submachine Gun), 1 resistance power, same as above.

Overall: These guys only ever cycle one attack at a time and spend a lot of their time waiting for it to recharge. They have resistances, but not very helpful ones.

Skulls

Gavediggers: 1 ranged attack (Revolver), 1 melee attack (Brawl or Fireman's Axe or Sledgehammer or Knife or Baseball bat) and 1 resistance power (strong against dark, weak against energy). They only use one of their attacks in a cycle at a time and their resistance isn't all that strong.

Death Heads: 1 ranged attack (Shotgun or Submachine Gun), 1 resistance power, same as above.

Overall: Identical to the Hellions.

Trolls

Trollkin: 1 ranged attack (Revolver), 1 melee attack (Brawl or Fighting -> Boxing or Sledgehammer) no resistance powers. They only use one of their attacks in a cycle at a time.

Jutal: 1 ranged attack (Submachine Gun), 1 melee attack (Super Strength -> Jab) no resistance powers. They only use one of their attacks in a cycle at a time.

Overall: These guys only ever cycle one attack at a time and spend a lot of their time waiting for it to recharge. They do have slightly stronger attacks and the Jutal lieutenants aren't as harmless as the Death Heads and the Fallen, but they're still basic.

Outcasts

Initiates: 1 ranged attack (Revolver), 1 melee attack (Fireman Axe or Sledgehammer or Knife or Baseball Bat) no resistance powers. They only use one of their attacks in a cycle at a time.

Skittles: 1 ranged attack (Submachine Gun or Shotgun), 1 melee attack (Stone Melee -> Stone Fists or Ice Manipulation -> Frozen Fists or Fire Manipulation -> Scorch or Electricity Manipulation -> Charged Brawl), no resistance powers. They only use one of their attacks in a cycle at a time.

Overall: Same as the Trolls, pretty much, though their elemental attacks are slightly more dangerous.

5th Column

Nebel Fist: 1 ranged attack (automatic pistol), 3 melee attacks (Martial Arts --> Thunder Kick and Crippling Axe Kick and Crane Kick), no resistance powers. They rarely use their pistols.

Nebel Rifle: 2 ranged attacks (Cryonic Rounds and Incendiary Rounds), 1 melee attack (brawl), no resistance attacks. These guys don't brawl and will almost always shoot from range.

Nebel Everything Else: 1 ranged area attack (Grenade Launcher or Flamethrower or Rocket Launcher), 1 melee attack (Brawl), no resistance powers. These will only use one attack at a time.

Nebel Unterofizzier: 2 ranged area attacks (Frag Grenade and 12 Gauge), 1 melee attack (Brawl), no resistance powers. These are ranged enemies for the most part.

Overall: The old 5th Column was and is NASTY, especially the Fist enemies. They have a lot of attacks and attack very frequently. Riflemen, as well, have many ranged ones and shoot a lot, but also debuff greatly, especially in large numbers. Be afraid!

*edit* Count the Elites of these same soldiers in with their regular counterparts. They have the same powers.

Council

Nebula Regulars: 1 ranged attack (Shotgun or Submachine Gun or Automatic pistol), 1 melee attack (Brawl), no resistance powers. These guys are essentially the same as the Trollkin.

Nebula Elite Marksman: Same as Nebel Rifle above.

Nebula Elites others: 1 ranged attack (Assault Rifle or Shotgun or Submachine gun), 1 melee attack (Brawl), no resistance powers. Same as the regulars, really.

Nebula Ajdutant + Elite such: 1 ranged attack (Adv. Submachine Gun or Assault Rifle), 1 melee attack (Brawl), no resitance powers. Same as the minions, but with more stats.

Penumbra Regulars: Most of those don't have powers listed for them on ParagonWiki, but I believe they have the same powers as the Nebula Elites, lieutenants included.

Conclusion: The council is a much easier version of the 5th Column in the lower levels, all told.

Vahzilok

Cadaver: 1 ranged attack (Projectile Vomit), 2 melee attacks (Zombie Brawl and Zombie Vomit), 1 resistance power (strong against Smashing, weak against Lethal). These guys don't seem to have a problem using all three of their attacks at all times.

Enbalmed Cadaver: 1 self-destruct attack (Kamikadze, ugh...), 1 resistance power same as above.

Reaper: 1 ranged debuff (Dart Gun), 2 melee cone attacks (Bone Saw and Cleaver), no resistance powers. These guys seem to use all their powers all the time.

Mortificator: 1 ranged debuff (Dart Gun), 1 melee cone attack (Bone Saw), one ally revive power (Resurrect Zombie), no resistance powers. Like the Reapers, no problem using all powers.

Conclusion: The Vahzilok are a nasty, nasty enemy group with strong damage, debufss and some AoE, plus the ability to resurrect each other. Their resistance power is also against a much more common damage type and by a much greater percentage. The Vahzilok are a serious enemy group.

Rogue Isles

In addition to what heroes face in Paragon City, villains in the Rogue Isles also face:

Longbow

Longbow Guardian: 1 ranged attack (Heavy Pistol), 1 melee attack (Brawl), 1 resistance power (Tech Armour, resisting smashing and lethal damage). These are basically Hellions with tech armour.

Longbow Nullifiers: 2 ranged attacks (Burst and Slug), 1 ranged area attack (M30 Grenade), 2 melee attacks (Rifle Butt and Brawl), 1 resistance power (Tech Armour, like above), but notably missing Sonic Grenade (level 40+) and Beanbag (level 30+) and possibly missing something else that ParagonWiki isn't listing.

Overall: Longbow are decidedly more difficult than regular enemy groups as they resist more things without having weaknesses and because their lieutenants are VERY nasty for the level range they show up in even absent their missing powers, and even absent powers they should be missing that I've listed anyway. Even so, they're not that out of proportion thanks to having weak minions.

Security Guards

*note* The Rogue Isles Police, Security Guards and Cage Consortium Guards are only model swaps of each other. They have identical powers otherwise, though both Rip and Cage seem to have a subsest of what Security Guards have, based on the levels they spawn at.

Private Security Guards: 1 ranged attack (Pistol or Heavy Pistol), 2 melee attacks (Brawl and Riot Baton, level 7+ only), no resistance powers. These are essentially slightly stronger Hellions.

Private Security Officers: 1 ranged attack (Submachine Gun or Single Shot), 1 melee attack (Brawl or Assault Rifle Butt), 1 support power (Tactics, ally + ACC, +PER). These are slightly stronger versions of Troll lieutenants, more or less.

Overall: The Rogue Isles Security Guards aren't all that much of a threat, and only become less so as you level up.

Snakes on a plane

Vipers: 1 ranged attack (Throwing Dagger), 1 melee attack (Bite or Swipe or Dagger), 2 auto powers (Resistance, strong against poison but weak against cold and Quickness, faster running speed). These are essentially Hellions with self buffs. They resist poison, but this is almost never used by players outside of Spines and their quickness doesn't make them attack faster, just run/slither faster.

Mamba: 1 ranged attack (Throwing Dagger), 1 melee attack (Bite or Swipe), 2 auto powers, same as above. Mambas are just bigger versions of Vipers.

Conclusion: Not all that much of a threat, about on the level of Outcasts or Trolls.

Arachnos, finally

Wolf Spider: 1 ranged attack (Pistol), 2 melee attacks (Pummel and Pulverise), no resistance powers.

Wolf Spider Enforcer: 1 ranged attack (Pistol), 1 melee attack (Brawl), no resistance powers. These guys are essentially Hellions.

Wolf Spider Tac Ops: 1 ranged attack (Mace Beam), 1 melee attack (Pulverise), no resistance powers. These guys are essentially Jutals.

Overall: Up to level 10, Arachnos soldiers are pushovers, essentially Hellions++. Easy as pie. And they are.

Mooks

Mook: 1 ranged attack (Revolver), 1 melee attack (Brawl). These guys are Trollkin, effectively.

Mook Hitman: 1 ranged attack (Automatic Pistol), 1 melee attack Heavy Brawl. That's pretty much a slightly stronger Mook.

Conclusion: The Mooks rally are mooks. These are easy enemies.

Overall, aside from the Vahzilok, the game's 1-10 enemies aren't really all that threatening. Let's compare them to the 1-10 Praetorian enemies and see if I'll have to eat my words.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Other than being weak, Hellions and Skulls are super boring. The Gunner and Buckshot duties could easily be handed to minions while the Lts get some proper powers. Something that makes them interesting. The Trolls and the Outcasts could do with some sprucing up, too, but they at least have decent Lts and some variety of bosses.


 

Posted

Praetorian Earth

PPD

PPD Enforcer: 1 ranged debuff (Force Netting, slow), 2 melee attacks (Force Brawl and Force Maul), 1 resistance power (smashing, lethal, energy). These guys use all of their powers.

PPD Trooper: 1 ranged attack (Force Bold), 1 melee attack (Force Brawl), 1 resistance power, same as above.

PPD Suppressor: 1 ranged area attack (Force Burst), no melee attacks, 1 resistance power, same as above.

PPD Justicar: 1 ranged debuff (Force Netting), 1 area attack (Force Shockwave), 2 melee attacks (Force Brawl, Force Maul), 1 resistance power, same as above but stronger.

PPD Warrant Officer: 1 ranged attack (Force Blast), 1 melee attack (Force Brawl), 1 ranged status effect (Force Cage, foe sleep), 1 resistance power, same as a Justicar.

Concusion: By and large, these guys have more powers, their powers are more debilitating and all of their damage is heavily slated towards energy, something almost none of the other enemies I've described use. These guys are definitely tougher than regular 1-10 enemies, especially the lieutenants, though admittedly not by as much.

Resistance

Resistance Recruit: 1 ranged attack (Burst), 1 melee attack (Punch), no resistance powers. These guys can punch without putting their rifles away.

Resistance Veteran: 2 ranged attacks (Single Shot, Covering Fire), 1 ranged area attack (Heavy Burst), 1 melee attack (Punch), no resistance powers. Again, these use their punches mixed in with their ranged attacks.

Conclusion: The number of attacks on minions seems about even with older factions, but these minions use both of their attacks where old factions only use one. Also, the punch is a much stronger attack and their ranged attacks are meaningful, unlike Hellion pistols which may as well not even exist. Lieutenants, in turn, are far more dangerous, having many more powers, using more of them and because these powers re quite strong.

Destroyers

Blast Master: 2 area attacks (Dynamite and Molotov Cocktail, summons burn patch), 2 defensive powers (Resistance and Defence)

Crusher: 1 ranged attack (Throw), 2 melee attacks (Baseball Bat and Overhead slam), no resistance powers.

Rocket Girl: 1 area attack (Rocket Launcher), 1 melee attack (Fighting -> Boxing), no resistance powers.

Hombre: 1 ranged attack (Super Strnegth -> Hurl), 1 melee attack (Super Strength, Punch), 2 resistance powers (Resistance to smashing and lethal and Regeneration -> Integration).

Conclusion: While these don't have too many powers, what they have is NASTY. Lots of AoE, lots of strong attacks and these guys use their full assortment of powers at all times.

Syndicate

Kill Bill Initiates: 1 ranged attack (Burst or Dual Shot), 1 melee attack (Katana -> Gambler's Cut or Martial Arts -> Thunder Kick or Pistol Whip), 1 resistance power (psionics).

Strikers: 1 ranged attack (slug), one area ranged attack (Buckshot), 2 melee attacks (Super Strength --> Jab and Punch), 1 resistance power (psionics, smashing, lethal).

Conclusion: The minions may be Hellions in disguise, albeit with better powers who use all of their powers, but the lieutenants is where the real difficulty comes in. Hard to take down and possessing great offensive powers, Jutal Trolls these are not. Strikers are what causes problems for the Syndicate.

Praetorian Clockwork

I honestly don't know what to do here. The Wiki lists a LOT of powers for the Clockwork, but I'm pretty sure those aren't all available to them right from the word go. I don't want to list them since I'll probably make them out to be stronger than they are.

Seers

Scanner: 1 ranged attack (Psionic Assault -> Psionic Dart), no melee attacks, 1 resistance power (psychic resistance, melee and ranged defence).

Tracker: 2 ranged attacks (Psionic Assault -> Psionic Darts and Psychic Blast -> Telekinetic Blast), no melee attacks, 1 defensive power, same as above.

Viewer: 2 ranged attacks (Psionic Blast -> Mental Blast and Psychic Blast -> Will Domination), 1 summon power (Summon Reinforcements), 1 defensive power, much stronger than above but I can't read its stats.

Conclusion: The Seers are generally not that bad in terms of minions, but only when they're in small numbers. However, when you have to fight more than a few, their slows add up to almost a complete halt, and the Viewer's reinforcements tend to be very strong enemies. Perhaps not a horribly strong group, but not a weak one by any stretch.

Ghouls

Hunter: 1 ranged attack (Throw), 1 melee attack (Super Strength -> Jab), 1 resistance power (smashing and lethal), 1 post-death ally heal.

Painted One: 1 ranged attack (Throw), 2 melee attacks (Super Strength -> Jab, Flurry of Fists), 1 resistance power (same as above, but stronger), one post-death ally heal, 1 ranged taunt-on-target power.

Conclusion: These guys don't look too strong on paper, but they are still stronger than old-world critters who generally have only one attack and no meaningful resistances, their lieutenants are quite strong and the game seems to always throw multiple spawns of them on you at a time. By themselves, the Ghouls aren't too bad, but they're never by themselves.

Overall Conclusion

The 1-10 Praetorian enemies aren't terribad for a veteran player, as while they are markedly harder, they haven't yet developed their full cadre of nasty abilities. If that were all, it would be manageable to a new player, but Praetoria has a habit of tossing those stronger enemies at players in numbers much greater than those of the "old game."

Furthermore, the disparity in enemy strength is most striking in the lowest of levels. Where old-game enemies have one meaningful attack and one other that they either don't use or doesn't account for much, most Praetorian enemies have multiple attacks, plus debuffs and sometimes even status effects. As enemies that are supposed to introduce players into the game, these are just too nasty.

They aren't as bad as I expected to come out, however, largely because I left out bosses and later-level enemies where they develop their full scale of abilities. ParagonWiki doesn't have almost any critter level designations, however, so it's almost impossible to make a comprehensive list post level 10, and I don't think I have the patience to bother.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Kjell_NA View Post
Other than being weak, Hellions and Skulls are super boring. The Gunner and Buckshot duties could easily be handed to minions while the Lts get some proper powers. Something that makes them interesting. The Trolls and the Outcasts could do with some sprucing up, too, but they at least have decent Lts and some variety of bosses.
I disagree. Skulls and Hellions stop spawning past level 10 almost entirely, and the rest of the factions gain super powers at levels 11 and above. There's no reason that I can see to make the lowest of low-level enemies any more "interesting." These are the levels where people are first getting to grips with the controls, the powers system and the enemy AI. We shouldn't be throwing "interesting" enemies at them until they're ready to handle that.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

I broke down the four storylines into their negative traits, since none of them are heroic in the traditional sense.

PPD Responsibility: Blind (You're blind to the corruption around you but are trying to help the people you meet, this is a fairly heroic path, you're the one good cop in a department of corrupt ones).

PPD Power: Selfish (You're not evil persay, you're just looking out for you, in some parts of the Power arc you are actually helping people as well, this is your Rogue path, out for personal gain but will usually have a base system of ethics).

Resistance Warden: Naive (You thoroughly think that you can change the world for the better but you have not planned beyond simply toppling Tyrant and you're willing to follow someone just as bad as Tyrant who actually cares very little for people of Praetoria, merely striking against Tyrant for bloody minded revenge, this is a heroic path nonetheless since you, as a character, are still trying to help people).

Resistance Crusader: Destructive (This is your axe crazy, let the world burn Joker path, there is no even mild heroic emphasis in this arc, this is where Calvin Scott fits in, while his motivation is different to the Joker, he's still willing to destroy the world over a lost loved one).

As GG mentioned, neither the Resistance NOR the PPD are heroic, like, at all. Praetoria was pretty much an 'evil vs evil' type setup, one the evil of Anarchy and Destruction, the other the evil of oppressive Dictatorship and Tyrannical rule.

I believe it was mentioned that they Loyalist path was added much later than the Resistance path, the intention originally was that everyone was Resistance, which explains the vast difference between Warden (the 'heroic' path) and Crusader (the 'villainous' path) and why the Loyalist arcs, atleast for the most part, remain inbetween those two, one selfish, the other blind.

It's a great shame the themes of Going Rogue weren't really expanded on and instead the devs got lazy and used Tyrant et al as bog standard muwahahaha bad guys.


Badge Earned: Wing Clipper

A real showstopper!

 

Posted

Quote:
Originally Posted by Dr_MechanoEU View Post
As GG mentioned, neither the Resistance NOR the PPD are heroic, like, at all. Praetoria was pretty much an 'evil vs evil' type setup, one the evil of Anarchy and Destruction, the other the evil of oppressive Dictatorship and Tyrannical rule.

I believe it was mentioned that they Loyalist path was added much later than the Resistance path, the intention originally was that everyone was Resistance, which explains the vast difference between Warden (the 'heroic' path) and Crusader (the 'villainous' path) and why the Loyalist arcs, atleast for the most part, remain inbetween those two, one selfish, the other blind.
That's semi-correct - Going Rogue was officialy announced around the middle of May 2009, and near the end of October 2009 we got the first major info on the Praetorian content at Hero Con - that's where we first heard about the 1-20 content range, the Resisatnce vs loyalist dynamic, the Seers, the PPD and so on - and a few days after, Positron had thes clarifications about the info given out at Hero Con:

Quote:
Heroes can become Vigilantes which can then become Villains
Villains can become Rogues which can then become Heroes
Thus the circle is Hero->Vigilante->Villain->Rogue->Hero
This system is usable by any character over X level (X is a number which has yet to be disclosed). It is not "just for Praetorians".
A Hero can go all the way to Villain and then back to Hero again, if they put in enough effort.
Praetorians do not use the normal GR system, but have points within their stories where they can choose "Loyalist (aka Villain)" or "Resistance (aka Hero)"
When Praetorians leave Praetoria for Primal Earth, they choose if they want to be considered a Hero or a Villain, and are plopped into Paragon or the Rogue Isles.
A Vigilante (Rogue) can travel to the Rogue Isles (Paragon City), and can team up with the Villains (Heroes) there. They can not use the markets while they are there however. They must be a full Villain (Hero) to use the markets.
So that's basically what we got in August 2010 when GR went live - but the key bit there is the loyalist = Villain and Resistance = Hero - because in an interview in the run-up to the launch of GR, War Witch said that the devs had been overwhelmed by the enthusiastic player response to the loyalist vs Resistance set-up, and that they'd really worked hard to try and meet player expectations, and had even expanded the original Resistance vs loyalists dynamic - which does make it sound like the original idea was for Warden and Power, with Responsibility and Crusader added a bit later - which would expalin why in the early GR beta builds all Resistance missions had the Hero completion music, and all loyalist missions had the Villain mission completion music, and why loyalists could only choose Villain titles, and Resistance could only choose Hero titles.

And as they work on several Issues at once, they would already be working on I19 and planning I20 while still completing GR - as can be seen with places like the BAF, Lambda Sector and the Keyes' Island reactors already being built into the 1-20 zones - so while the original set-up and meta-story was still focused everyone helping the Resistance to defeat Tyrant in the standard CoH style of heroic co-op content, the "late arrival" content like the Responsibility path was more for flavor rather than any long-term content plan - everyone was still going to have to fight agaisnt Tyrant and the loyalists - which is possibly why the responsibilty path has so many big cues for players to turn agaisnt Tyrant - from Inetrrogator Kang and the Seer network, through Mother Mayhem, discovering the invaison plans and finally meeting Tyrant himself and getting to hear just how insane he is.

Also, as an intersting follow-up for all the development process detectives, the Incarnate Trials were originally called "zone events" - which makes it sound like the idea was to run them like the Mothership raid, with players triggering them by doing something in the actual Praetorian zones - for example, taking down the Lambda sector turrets might have been the way to trigger the Lambda event - with possibly something similar for the BAF and its turrets.
At some point though, the devs decided to make them instanced events - possibly because there were issues with rewards/participiation if there weren't any fixed barriers to the area of the event, or that 50+ content in zones inteneded for 1-20s could cause problems for lower levels caught up in the events, or that there were simply lag issues similar to the ones that used to hit the RWZ zone event.
By keeping the locations and the stories, but putting them on instanced zone maps instead of in the actual zones, the devs would be able to help the 50s stay in the right place, give them more story-telling and info options with cut-scenes and captions, and avoid disrupting the players doing the non-Incanrate cotnent in the actual zones.


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