Dr. Graves hurts my brain...


Arcanaville

 

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Originally Posted by Arcanaville View Post
Its not a question of philosophically right or wrong. Prior to the new unified tutorial, the total number of possible characters that could be player characters that did not escape from the Zig with help from Arachnos and ended up in Mercy Island as one of the five standard red side archetypes was zero.
Sorry, but since the introduction of Burke and the ability to skip the tutorial were added to the game, that just isn't true at all. You don't even have to be a "Destined One" if you don't want to.

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Originally Posted by Arcanaville View Post
There are two different things being discussed here. The first are the limits that in-game canon impose, and those exist and are real. The second is the degree to which in-game canon should impose limits on players, and that's an entirely different issue. Where the two issues are linked, however, is in the fact that all true MMORPGs must make compromises in this area between meaningful canon and limiting canon. The more meaningful the canon, the more limits it by definition has to impose. The less limiting canon is designed to be, the more pointless it also tends to be. There are good ways and bad ways to balance the two, but there are no free lunches that get you everything you want on both sides of that equation, because no matter how brilliant and expansive the writing, ultimately you run into the fact that meaningful canon cannot be ambiguous or contradicted, and the inability to contradict unambiguous canon is the very definition of the limits of player roleplay.
I think the whole point being made is that once upon a time, the devs were able to write missions that didn't railroad your characters. Now they suddenly are, and that's just not on.

Thankfully, I rarely play Villains so aren't too affected by this. The writing on hero side doesn't seem to do this so...


@FloatingFatMan

Do not go gentle into that good night.
Rage, rage against the dying of the light.

 

Posted

My big issues with Graves are,

One:
If you're going to write a voice for my character, make options (aggressive/passive/quip) or stick to the Accept/Dowhatevercontactjustsaid type response.

Two:
Don't impose talent/limitations/behaviors

Submissivness rating of 5

Recognizing an attack and avioding it vs. just taking the hit and shruging it off

Not to mention the record entry on your character.

And while I've ranted about my characters ending up as stupid cowardly henchmen, it also seems to toss in curveballs for players whose characters are supposed to be oblivious, meek, or don't care who they work for as the characte voice isn't consistant through the arcs.

The arc had potential, it just didn't reach it, and the game doesn't have to account for every possiblility to reach the potential these stories have.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

The thing I didn't like about the Graves arc was

1) It didn't make sense.

2) The writing tried too hard to be funny

3) Every 'spoken' word ending with '!?!?!?!?!?!??!?!!??!'

4) See #1

I don't care all that much that the only dialog options given to my character were 'stupid' and 'stupid, but with !?!? on the end,' but the entire thing made no sense.

So I'm in a contest to... do something, and to win I have to find a terminal... I think? Oh, but the other contestants are cool with just following me around. Hell, Graves even forces one of them to. And then Crosscut teaches me a secret ability that.... I think it involves the intercom or something. So I use that, and I magically become the winner. Yay! What did I win? Oh, nothing.


edit: Actually, I do care that my dialog choices were stupid. It's a bad arc. Sorry, guy who wrote it. I appreciate the hard work you did but it's a bad arc and not really the kind of first impression I'd want to give people.


 

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Originally Posted by Prodiguy View Post
1. Break his arm.
2. Break his leg.
3. Go into grotesque detail of what you will do to him if he doesn't talk.
In terms of what it says about your character, 1 and 2 are the same.


 

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Originally Posted by ResidentBaka View Post
2) The writing tried too hard to be funny
This is one of the few things in this game that I never, ever appreciate, and it's very much true in this arc. Whenever it becomes painfully obvious that the writer was clearly going for comedy, it stops being funny and just becomes annoying. I'm one of those curmudgeons who HATE comedy as it exists in modern culture pretty much in its every incarnation. I appreciate humour, but humour only one aspect of a larger whole, whereas comedy IS the larger whole.

The harder you try to be funny, the less funny you are, basically.

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Originally Posted by ResidentBaka View Post
So I'm in a contest to... do something, and to win I have to find a terminal... I think? Oh, but the other contestants are cool with just following me around. Hell, Graves even forces one of them to. And then Crosscut teaches me a secret ability that.... I think it involves the intercom or something. So I use that, and I magically become the winner. Yay! What did I win? Oh, nothing.
And then there's this. I'm usually pretty good about following the plot and doing my homework and reading my briefing, but that arc still left me befuddled. Graves takes three missions just to explain the rules, and even then the rules are "Whatever I think of off the top of my head." It's BASEketball all over again. I have NO idea what the hell happened when I "won" the first time, what that PA system was which I could apparently control with my mind without moving my lips or why I had to say a magic phrase to activate it or why Crosscut knew about it or what the hell, writers? I never understood what I'm fighting for, because the way Graves pitches it to me is to say the word "power" in quotes and wait to see my reaction, presumably because I would erupt in ecstasy at the mere mention of the word, what with villains being widely known as brainwashed Pavlovian dogs who want "power" absent of any context. Haven't you run the villain tips?

You know what I think happened here? Someone came up with what I admit is a really cool idea of having a great ancient evil which needed a new body every so often set up a tournament to pick the most appropriate one, with said "tournament" being intended to be just a bunch of us killing each other. Then it was decided that THIS would be the running tutorial and it then had to be stretched to three whole arcs with what amounts to a metric ton of nonsense filler that makes the contest's rules more incomprehensible the longer it goes on. It's almost as if Graves is making them up on the spot.

"For the next round uh... You will, um... Play... Cops and robbers! Oh, that's a good one! You will play cops and robbers where, half of you... No, ONE of you will play the hero, and the others will play villains. The hero will be, let's see... You! No, wait, you! Because... You're the most heroic? No, that's not right... Because you won, that's it! You will be the hero because you won. Now go to each of your co-competitors and try to get yourself killed."

And then Crosscut wins by... Not killing me? Huh?


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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 rsclark View Post
In terms of what it says about your character, 1 and 2 are the same.
Already mentioned a page back why I think they're quite different choices.

EDIT: Of course I'd end up on a new page with this post. ;P Two pages back.


 

Posted

Here is what I think the point is:

Which is preferable?

1: You break his arm.
2: You break his leg.
3: You describe in horrifying detail what you could do to him.

-OR-

You break his arm.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

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Ran Graves today and thought I'd pitch in my two cents.

Yes, I ran Graves so that I never would have to again. I'll do the Sewer Trial and just skip right to level 12-15. I gotta agree that Graves was awful, but not quite for the same reasons I've seen here (admittedly I skipped some of the middle pages). Yes, the dialogue trees are a problem, as is the very vague premise of the whole arc, as is having five characters all talk at once so it's impossible to know what the heck is going on. What I have the biggest problem with, though, is that I didn't learn squat. To clarify, I know the tutorial stuff, I'm a 7-year vet. But doing Twinshot's arc, I felt a great sense of learning the game inside of a story. It was done great. But with Graves, it was like they saw what Twinshot was doing and tossed that stuff in afterwards. It was just kind of "here, this is what this is, I guess." Not only did it fail on the character level, but it failed as a tutorial.

I know it's hard to write a helpful mission arc teaching you things when you're darkity dark villains who don't play nice or help. I'm having trouble coming up with a suitable alternative. But you Paragon people are smart and you've made a great game and I know you can do better than this if you really sit down and work on villains.


 

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There is only one fun thing about Graves;

Getting to punch his face in during Twinshots arc


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Originally Posted by Samuel_Tow View Post
Here's the thing: I agree with you in general terms. I would always prefer choices presented to us to be phrased as impersonal descriptions of the actions we take as opposed to first person dialogue. It's much easier to justify doing something specific than it is to justify saying something specific simply because action is far more vague and less characteristic than speech.
It is especially annoying when the default "voice" for speech is that of the "average guy." You spend a lot of time saying things like "Um...." and "I guess so...." The character responses to Dillo's dialogue were especially grating. We are aspiring supervillains. We're better than the "average guy," at least in our minds; that's why we're villains.

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On a very separate tangent, is it me, or has SILENCE been greatly devalued in this game? Every year, the Paragon City writers get more and more tools to write stories with and more and more text fields to fill, yet the decision of whether they actually SHOULD fill all those text fields or simply not have some characters speak in some situations never seems to come into consideration.
Yes. Yes it has. Missions should contain just enough text to get the story across. I'm guilty of excessive wordiness in my own arcs, but I'd never even consider using even a fraction of the amount of text Graves and Twinshot throws at the player.

It also doesn't take into account the way people actually play the damn game. People team. Somebody clicks through the dialogue before everyone has a chance to read it. Now nobody on the team knows what's going on. People stealth. This triggers caption dialogue faster than you can read it, and then you get a new objective and you have no idea why. Not to mention the dialogue overload that ensues when you have multi-page conversations with four or five people before you get to an actual mission.


Eva Destruction AR/Fire/Munitions Blaster
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Arc ID#431270 Until the End of the World

 

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Originally Posted by Megajoule View Post
All of which annoys both the people who don't want to read any of that text, and those who desperately do.
Yes. Yes it does, because in a lot of the new text the signal:noise ratio is rather low. In other cases, where the walls of text are actually relevant, it creates a less immersive experience.


Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

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Originally Posted by Megajoule View Post
All of which annoys both the people who don't want to read any of that text, and those who desperately do.
Precisely. This is something that right pissed me off in First Ward most recently. I wanted to know what was going on, but I just couldn't read fast enough. Why? Well, I was seeing caption text in two yellow boxes, caption text in two red boxes and four speech bubbles on-screen at the same time, all the while I was fighting for my life. I can't read that fast. I don't know anyone who could. Moreover, I don't know anyone who can read that fast while multi-tasking between reading and playing what is a fairly complex game. I cannot keep up.

Both Graves and Twinshot have the same problem. Twinshot, in particular, likes to show me a large dialogue window with three paragraphs of text on it while two characters converse with each other in fast-forward speech bubbles on top of what I'm trying to read. This is not a good thing, writers. I can't appreciate your writing if I am physically unable to read it. Oh, sure, I can go back and re-read it in my special tab that I made for this which most other people don't have, but guess what: Captions don't have names attached to them, so when you have three separate voices talking to me in captions, I can't tell who's speaking when I review the dialogue later.

I, too, am guilty of being overly verbose in my Architect writing, always exceeding my character caps on all text boxes I use. But I put those walls of text in clues and briefings where the player can read them at his leisure. When I make actual in-game encounters, I try to keep any text on-screen restricted to no more than two text boxes at a time, with ideally no more than one text box on-screen at any given time. I tried making bosses with chat on every health level, and it quickly transpired that this caused them to spam people with chat when they were defeated too fast. These days, I'll only ever give them an initial response line and an on-defeat line, and sometimes not even that. If you can't ensure that an enemy won't lose enough health to trigger the next line of dialogue AT LEAST 10 seconds after the first one has appeared, then you have too much dialogue.

I used to make combat and hostage objectives have both an idle text string and an aggroed text string. Because of how the game works, oftentimes they ended up spitting both dialogue types at the same time when you aggroed them. My solution was to take out the aggro dialogue and stick to just idle dialogue. When a hostage needs rescue, that hostage can say something when idle and have his guards respond, say something when aggroed and have his guards respond and then say something when rescued. Just because that hostage CAN say all of these things doesn't mean he SHOULD.

Never put more text in your game than people can be expected to read. Never be afraid to have an encounter in which people don't talk. Banter in battle may have been the stable of Adam West's Batman, but people engaged in a fight for their lives don't always blather on endlessly. Giving every NPC a motor mouth doesn't make the game more engaging and immersive. On the contrary, it serves to ruin our immersion because it feels like every mission is populated with nothing but Jar Jar Binks.


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.

 

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I can't read that fast. I don't know anyone who could.
Actually, I can.


Current Blog Post: "Why I am an Atheist..."
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Originally Posted by Samuel_Tow View Post
Precisely. This is something that right pissed me off in First Ward most recently. I wanted to know what was going on, but I just couldn't read fast enough. Why? Well, I was seeing caption text in two yellow boxes, caption text in two red boxes and four speech bubbles on-screen at the same time, all the while I was fighting for my life. I can't read that fast. I don't know anyone who could. Moreover, I don't know anyone who can read that fast while multi-tasking between reading and playing what is a fairly complex game. I cannot keep up.
Oh god this.

And how about Prometheus who WILL NOT SHUT UP and takes sentences to express concepts that can be told in words?


A game is not supposed to be some kind of... place where people enjoy themselves!

 

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Originally Posted by Venture View Post
Actually, I can.
OK, anyone other than you Or it could be that I just read too slowly, that's not out of the realm of possibilities.

Though, to be honest, having to read fast is far more stressful to me than having to act fast.


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

So that's what was going on. Part three of Dr. Graves arc suddenly makes part two make a lot more sense. Yes, Dollface makes you think she planted a mental time bomb in your head, and yes, she IS that powerful. I may have said some words I cannot type here out loud when I saw what she conned as. She's an Archvillain?! SOLO? A bit of a disappointment in how easy that fight actually was, but that was fun none-the-less. It did end up as a messy pile up of plans, but hey, I was the one with the trump card. It has an Arachnos logo on the back and Scirocco on the front.

So in the end, Scirocco was using my character to capture Dollface. Which is a win for Arachnos, and no one else. Except that through your actions, you get Scirocco's nod of respect, which is worth quite a bit on the Rogue Isles. All in all, not a bad ending, but part two is the weaker part.


Aegis Rose, Forcefield/Energy Defender - Freedom
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Originally Posted by McNum View Post
Yes, Dollface makes you think she planted a mental time bomb in your head, and yes, she IS that powerful.
She can have mind-controlled me to think there was a mental time bomb, but she shouldn't have been able to convince me I'm a panicking idiot who fumbles over his own words. And if she could, I'd like to punch the writer who decided that.

I forget who it was and where it was said, but someone put exactly this problem quite well. Paraphrasing, some stories make you have the villain. Other stories make you hate the screenwriter.


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 think that's me you are paraphrasing. Thanks, if so.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

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Originally Posted by Kitsune9tails View Post
I think that's me you are paraphrasing. Thanks, if so.
It is, yes, now that you mention it. Thank you for that, and I apologise if I'm taking liberties with what you said


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

All I want as a dialog option for every one of Graves' missions is "You're a self-important imbecile, Doc. I'm just going along with all of this because you're amusing, too..."


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STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

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Originally Posted by Samuel_Tow View Post
Precisely. This is something that right pissed me off in First Ward most recently. I wanted to know what was going on, but I just couldn't read fast enough. Why? Well, I was seeing caption text in two yellow boxes, caption text in two red boxes and four speech bubbles on-screen at the same time, all the while I was fighting for my life. I can't read that fast. I don't know anyone who could. Moreover, I don't know anyone who can read that fast while multi-tasking between reading and playing what is a fairly complex game. I cannot keep up.
Which is why I have a tab with NPC Dialogue and Captions in it. If I miss something, ta-da it's there.


Arc #40529 : The Furies of the Earth

 

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Originally Posted by Obscure Blade View Post
Which is why I have a tab with NPC Dialogue and Captions in it. If I miss something, ta-da it's there.
Captions aren't titled, however, and when you have three separate people speaking in captions... At least what I inferred to be three separate people... It makes it very hard to tell whose dialogue is whose from the NPC tab. Having speaker names in the actual captions would help tremendously, making me wonder why no-one ever thought to include those.


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 don't get people who go all "Doooom!" because "Oh no! Dollface mind-controlled me! Bad writing! My character doesn't have a brain/Is too powerful/Is a god so this shouldn't have happened!".

Well, if you roleplay a god, then your roleplaying is weaker that the "bad" writing. How would you react to someone who wants an option to cancel incoming damage, because their character is immortal/invulnerable or to remove all mentions of colour because their character is colour-blind?

I liked the Dr. Graves' arcs a lot and it was a nice options for the not-so-serious/paranoid/comic-relief/low-profile/clumsy/decieving kind of villain. For my part, I assumed my character was just acting along and pretending to the dullest tool in the shed, just to trick everyone else into revealing more info that they would otherwise. I enjoyed the outcome a lot and it fitted my toon like a glove.


 

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Originally Posted by xhris View Post
I don't get people who go all "Doooom!" because "Oh no! Dollface mind-controlled me! Bad writing! My character doesn't have a brain/Is too powerful/Is a god so this shouldn't have happened!".

Well, if you roleplay a god, then your roleplaying is weaker that the "bad" writing. How would you react to someone who wants an option to cancel incoming damage, because their character is immortal/invulnerable or to remove all mentions of colour because their character is colour-blind?
Given the Devs now have the option to use multiple choice dialogue, to then have it not used and the only option given being 'Caught the Idiot Ball' is somewhat jarring and annoying.

For example, had Alpha been a low level all over again;
1) He's a robot, so no DNA to be had
2) His 'brain' is massively advanced computer core that doesn't react to psionics
3) He's a wiseass

In general, having a choice of 'Effected', 'Playing along' and 'Wiseass' dialogue would have been not only possible but far better.
Alpha's reply would have been "These are not the droids you are looking for" /handwave


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.