Two minds about First Ward


Agent White

 

Posted

Quote:
Originally Posted by Agent White View Post
And Serene, as was said, isn't given enough development or background to really make us care for her as a character or a villain. The end of First Ward is basically, this person we don't know is trying to do something bad using this group that is a pseudo apocalypse because they're just very bad tempered.
To quote Tami Baker: "I bet it's going to be real juicy and not something boring, like, 'Oh, it was random person A who was the leader all along'. That would be very unfortunate." Yes, Tami, it is very unfortunate, indeed. Circe the Sorceress comes completely out of nowhere with no prior build-up and no hint that she even exists or who she is. She is LITERALL "random person A who was the leader all along."

I suspect that whoever wrote this expected that all we'll want to know about her is that she's the Praetorian War Witch... I think. They give us a real name, but I don't know War Witch's real name, as it's never given in-game. The only reason I think it's her is because she has hair with coloured streaks through it, but by that logic she may as well be Crystalia Amaquelin for all I know. She shows up once, does something, then shows up again, disappears before I'm able to see her, then shows up once more and dies.

Now, I know what you're thinking: How many times does Dr. Vahzilok or the Clockwork King show up? Once? Twice? OK, granted, but at least those people receive many, many, MANY mentions in the game. "Oh, no, Dr. Vahzilok has released a plague!" "Oh, no, Dr. Vahzilok's henchmen are cutting people up for spare parts!" "I did not know that the Clockwork King had been put in this state by a hero!" Even though they don't show up in person, we spend a lot of time talking about them and building up their threat, so that when they DO show up, it's a big thing. Circe the Sorceress is mentioned I think once and shows up I think twice. Most of the time, we're dealing with the Talons. She's just sort of there.

Actually, to semi-quote the Spoony One: Oh, no, Surge! No! ... Who the **** is Surge? I'm serious! We haven't even Surge's face! We don't know anything about him! We haven't established anything about... We haven't established Surge! It'd be like in Star Wars if we've never seen Obi-Wan before and he suddenly shows up and gets killed by Darth Vader and Luke is like: "Who was that old guy?" ... Who the **** is Surge?!?

This is something of a running problem in recent content - a few named characters sprinkled throughout filler and chaos. Once upon a time, if I went to fight, say, the Outcasts, I was actually fighting to push back the Outcasts as a whole, even if I didn't have a named target at the end, and the plot established my reasons for caring. These days, we have a select few "actors" and everything else is just filler, because the actors really aren't affiliated with anything that's going on. They're free agents chasing their own agendas amid a see of derelict, leader-less critter groups.

I'm not sure when this started, but I want to say towards the inception of Going Rogue. All of a sudden we started seeing those "free agents" who just had an enemy group assigned to them because they... Kind of needed minions to spawn in the instance. The first time I remember this is "my double" taking over the Faultline Dam with a gang of Freakshow. Why Freakshow? Why not? We spun the wheel of critters and it landed on the Freakshow. But wait, wasn't there an entire arc about a civil was within the Freakshow over Dreck selling their services for money? Or is it that the don't want to sell out to CREY, but they're perfectly fine selling out to Slime Girl? Why the Freakshow?

It devalues the persistent world when writers consistently treat it as background noise and source for filler in-between plot points with their pet characters. It devalues the world when it isn't being used to forward a story directly, but rather as just a basic setting.


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 Agent White View Post
Right but it doesn't make for interesting narrative or an interesting antagonist force. The Talons are kind of interesting in their style with the naga-esque thing but that their whole explanation is just 'someone pissed them off, but it doesn't matter who because they just kill everyone' is pretty mediocre as far as villain groups go. It turns them to just a generic 'grr' evil and we see them for such a short time they have no real impact on anything. They come out of nowhere, we're told how dangerous and scary they are, we see some people fall to their influence, and we stop them. We could have replaced them with any magically oriented group and it really would not have changed anything about the story. They just have no effectiveness except this brief whirlwind that we take down.
It's also not how the actual Furies worked. Orestes was able to escape their vengeance by convincing Athena that slaying his own mother was "just" (another victory for misogyny!). After that, the Furies left him alone.

I don't see the point of tying the Talons to the legend of the Furies if they're going to ignore the very thing that defines the Furies in the first place. But either way, the treatment of the Talons in the FW arcs is shockingly laid back for what is supposed to be an apocalypse-level threat.

-D


Darkonne: Pinnacle's (unofficially) mighty Dark Miasma/Radiation Blast enthusiast!

Be sure to check out this mighty Arc:
#161865 - Aeon's Nemesis

 

Posted

Seems like the current thrust of the complaint is that you guys really hate the concept of in medias res. Don't you find it a little tiresome when you see every detail of the story that you're playing through? When that's overused I immediately become disinterested because transparent pandering regarding everything revolving around the player is only amusing to a limited degree.

What if praetorian war witch has her own reasons to be doing these things and as someone who just showed up via a trans-dimensional portal last week you simply aren't going to have been there for the kickoff of events? It's not like they didn't drop loads of hints about the bad blood that courses through the zone.


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
What if praetorian war witch has her own reasons to be doing these things and as someone who just showed up via a trans-dimensional portal last week you simply aren't going to have been there for the kickoff of events? It's not like they didn't drop loads of hints about the bad blood that courses through the zone.
They drop hints that said bad blood EXISTS, but never any explanation on WHY it exists or WHAT it is about.

No, I don't like "in mdeias res" stories when that's how they're told in their entirety. That's why I have an intense hatred for movies like Cloverfield and War of the Worlds, because I'm interested in a complete story, not in the trek of a bunch of people I couldn't care less about.

The story is separate from JUST the action of the actors in it. A "story" that is a basic retelling of events with no background, no knowledge and no understanding is profoundly uninteresting, because it's just events. If this is a real story, it's sometimes interesting when the events that happened are extraordinary, but this is not a real story. It's a fictional story. I am fully capable picking a random sample of event and chaining them into a linear sequence that makes sense on my own. I don't need what should be professional writers doing that for me. What I expect out of professional writers is the ability to use events to tell a broader story.

No-one here is asking about more exposition. In its most basic form, exposition is just bad writing. What we want is more of a background and more of a broad view on the world at large. Just because the game is focused around meta-game instanced missions doesn't mean the story has to be told in instanced, unconnected episodes where nothing outside the bubble of the specific story matters. I want an actual narrative structure, not the cliff notes from the 8 o'clock news.

If you want an example of weaving exposition into natural dialogue, watch 1989's Leviathan. This movie has TONS of exposition delivered through offhand remarks that slot perfectly into the dialogues they show up in, and the narrative as a whole does a great job of giving us the background on the various characters and the setting as a whole, all without the story ever having to stop to explain things. Including exposition in a way that doesn't make it feel like exposition is the first step towards good writing.


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

Reminds me of the Hollows. An awesome, but skippable zone that you aren't led to clearly. Leading new VIP players that got swayed over from Free to it is pretty cool, and people are generally thankful because there is ZERO chance of stumbling into this zone if you didn't know how to get it already. Fighting the GM needs a much more stimulating reward though. The lowbie sewer trial enhancements are awesome and you can sleep through that, but this rewards 5 merits? Come on.

On a side note, the whole "mechanics" window that pops up for complicated things like the Syndicate Event, or Keyes trial or in this case the Seed of Hamidon, are informative but UGLY. I like that these mechanics are going into content to add depth, but the way they strangle my viewing space is deplorable. I really wish the UI was as easily moddable as in WoW, such that someone could take that info and retool it in a less visibly offensive way. It should certainly be an option to default the current window to see every variable in a precise way, but couldn't you trim that entire Hamidon window down to a Hamidon Lifebar running down the right side of your screen, with a colored pip next to that representing each lesser seed buff, and the pips dim and shrink with each kill to illustrate the GM weakening? Likewise Keyes could have Anti-Matter's bar, a 30-sec animated thumbnail of a Rad symbol filling then bursting empty for the Anti-Matter pulse, and a less obtrusive 0/30 and 0/10 counter.


[image]You CAN'T post images in sigs like they say you can in the forum FAQ.jpg[/image]

 

Posted

Quote:
Originally Posted by Agent White View Post
Right, but it's their *only* motif, it's a single characteristic that defines the whole character group. They're a one trick pony, and it's not a very interesting trick. For all it mattered, the Talons could have been called The Scary Boogeymen or the Weeaboos of Retribution.

There's just no investment of interest on our part for Serene or the Talons. The Talons were summoned to 'punish oathbreakers', which is so vague as to be essentially nonsense. They could have come up with any number of reasons for Serene's plan that would have given us some kind of interest in it, but it all really boils down to "She's kind of a ***** and just wants power". That's not interesting or compelling and we don't really care about her or her plan, we just stop her because it would be worse to let it go on.
Err what?

She summons them because her Coven, her surrogate family, was betrayed and murdered. She sprints right across the moral event horizon, but she actually has a reason for wanting vengeance.

I mean, it's hardly a complex story, but as a basic one it works.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
They drop hints that said bad blood EXISTS, but never any explanation on WHY it exists or WHAT it is about.
Uh... They do say that. In her description, in her dialogue, in the clues... I'm honestly kind of stumped on how you managed to miss that.

Serene's Coven (that has a name, I just forgot it) was hunted down and killed. Serene is not a happy camper about that, she wants Vengeance, so she summons the Talons. The Talons can't find the proper target to exact vengeance, and so they go off to murder everyone, because that's what they do.

EDIT: I Should not that I don't actually like the FW storyline that much, it has some interesting ideas but it tends to drop them off and never look back (the Survivor Compound, the Apparitions...) There's a bunch of running back and forth, and it's just not that engaging a story. Some of the enemy groups are nice, but they seem to suffer from the standard "only three enemy types" a lot of the time (and I really hate the Apparitions, they're incredibly boring to fight) especially after the awesomeness that was Praetoria it just feels... Weak.

That said a lot of the complaints are really baffling. I think people just need to more, because the story isn't that complex.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Quote:
Originally Posted by Arilou View Post
Serene's Coven (that has a name, I just forgot it) was hunted down and killed. Serene is not a happy camper about that, she wants Vengeance, so she summons the Talons. The Talons can't find the proper target to exact vengeance, and so they go off to murder everyone, because that's what they do.
But that just reduces her character to a two-dimensional carbon copy of CERULEAN from the same zone. Pure revenge as a motive behind a whole story, especially when your antagonist only appears in the story about 3/4 of the way, has to be handled with much care and great skill, and Circe the Sorceress is handled with about as much care as a man carrying five stacks of pottery down a steep flight of stairs while chugging rubbing alcohol with one hand. Basically, the simpler the story is, the better the storytelling has to be to make it interesting, as opposed to "My mother didn't hug me, so now I want to destroy the world!"

The funny thing is... Cerulean's anger and lust for revenge against Master D&D Nerd Parody is handled much better than Circe the Sorceress', because we spend so much more time with him and get to witness the bitter anger that he hides behind his cool exterior. Circe just shows up and goes "Hello. My name is Sorceress Serene. You killed my father. Prepare to die." There's something there, yes, but it's only mentioned in passing by a character who I just can't take seriously.

I mean, honestly, can ANYONE take Serene seriously? War Witch looks cool because despite her fetish gear, she still has an air of dignity and a great deal of self control. Circe has a constant scowling grin, a hairdo like she stuck a fork in a light socket and a "chin stripe," and she acts like Master Midnight Jr. Her pain doesn't come off as a genuine emotion, but much more so like the tantrum of a spoiled brat. A good protagonist really shouldn't spend so much time whining.


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 Arilou View Post
That said a lot of the complaints are really baffling. I think people just need to more, because the story isn't that complex.
I think we just need to go back and rescue Katie. I'll happily leave out more exposition on the last third of the arc if we get her back.


Also, the interesting question was raised: Does she greet you differently if you freed her?


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
But that just reduces her character to a two-dimensional carbon copy of CERULEAN from the same zone.
Considering how he ends up... Yeah. That's almost certainly deliberate.

And as mentioned, First Ward is a really simple story. (really a couple connected ones but...) It's not *bad* (to be bad, I think, something has to be more than just vaguely uninteresting, it needs to actually be offensive in some fashion) but it's not a particularly well-written story. (although some individual bits and pieces of it are)

But then again, so is about 99% of the stuff in the game. (The other 1% basically being some of the Praetorian content) "Here's bad guy with motivation. Bash bad guy." They can vary that in a lot of ways, but it's not a complex plot.

Thematically the vengeance thing works. With First Ward as the abode of the dispossessed and cast-out. It's all about people who refuse to let go.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Quote:
Originally Posted by Arilou View Post
Considering how he ends up... Yeah. That's almost certainly deliberate.
No, I mean that Cerulean - a supporting character - is given more screen time and a deeper, more well-defined motivation than the entire story's chief antagonist. The reason people feel that the story "kind of ends" is a direct result of this. When your villain is weak and forgettable (and to make War Witch forgettable is quite a feat), then defeating that villain does not feel like a worthy milestone or a worthy climax. Some woman shows up, I kill her, the end?

The story needed a much stronger antagonist established much earlier on and involved with it much more closely. It needed someone we care to defeat and it needed a reason to care about defeating them. And, no, "First Ward goes to hell" is not a good enough reason when I can just leave. And with the Gumbo completely forgotten by the end, my one reason to care is off-panel. Essentially, Circe's defeat is a non-event. It's supposed to be cinematic and climactic and exciting but it's just "meh" because we've barely seen the antagonist.

Quote:
Originally Posted by Arilou View Post
But then again, so is about 99% of the stuff in the game. (The other 1% basically being some of the Praetorian content) "Here's bad guy with motivation. Bash bad guy." They can vary that in a lot of ways, but it's not a complex plot.
I disagree. The launch-day story arcs don't have very good narrative in them, I'll give you that much, but they have Rick Dakan's enormous body of content and living, breathing world to draw upon to tie themselves together into a single, cohesive fictional universe that makes sense both in-story and between the different stories. Yes, the Library of Souls on its own is a pretty basic story, but it builds on an enemy group which has been established over the past 30 levels, which has gone from being seen as a cult to being seen as something strange to being revealed for what it really is. And many others tie into this group's backstory, such as the Banished Pantheon.

The Circle of Thorns are Oranbegans whose history ties back to Ermeeth and Hequat, whose story then ties back to Tielekku, who ties with Lughebu, who then ties with the Banished Patheon. In another branch, this whole thing ties into the ancient Mu and their descendants. The lost tie into the Rikti, who tie in with Nemesis, who then ties into a whole bunch of other things.

First Ward ties in with... Not much. We see Noble Savage and Katie Douglass, yes, but they've been retconned into completely different characters, and there's little else to tie this to Praetoria other than about one mention of Praetor Tillman. There's Diabolique in there, yes, but she has never been established, and last I heard about her in the 45-50 Maria Jenkins arcs, she was a ghost without a will of her own who served as Tyrant's herald.

The First Ward storyline is reasonably well told, but it's pulled completely out of an ***, and that hurts it greatly. It's good, but it has no legs, because it has no history, it has no future, it has no depth and it has no breadth. It's a slice of the world invented specifically as a container for these stories. Nothing from the greater world of Praetoria affects First Ward (save for a few small exceptions) and nothing from First Ward affects anything else. The zone SHOULD have a grand history of its fall, decline and corruption, but this is only ever glossed over. A good City of Heroes arc would explore this past, but such doesn't happen. Tillman's Asylum exists there, but aside from "It's there!" there's very little plot surrounding it. We break into it a couple of times, but it doesn't amount to much.

And I still don't know what that vortex in the sky was, why Circe wanted to control the Apparitions or why she stole Blind Indian Guy's spirit sight if the Apparitions aren't even spirits.

A good story is rooted in a larger world. It doesn't have to explain this world, but it should at least act like that world exist and like the story is referencing it, even if it's referencing fiction that was never written about. First Ward's storyline just suffers from an extreme case of tunnel vision: I see only the plot line and nothing else. I have no peripheral vision. I do not see the broader world within which this story takes place.

Rick Dakan and team did a marvellous job setting up a living, believable world for the game to draw inspiration from, but the writers seem to have forsaken all of his work and are making stuff up as they go.


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:
Nothing from the greater world of Praetoria affects First Ward (save for a few small exceptions) and nothing from First Ward affects anything else.
To be fair, that kind of ties into the larger thematic point of the Last Word being a ruin full of outcasts and castaways, the lost and the forgotten.

I don't think the storyline is ended, btw. (the fact that they mentioned they have enemies for the FW enemy groups that go beyond the level-limit of the zone kind of points to this). If nothing else the MoM is almost certainly going to be a trial location.

Quote:
And, no, "First Ward goes to hell" is not a good enough reason when I can just leave
Except that it wouldn't stay confined to the First Ward. It'd engulf all of Praetoria, and with the ongoing war, probably Primal Earth as well.


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Quote:
Originally Posted by Arilou View Post
Except that it wouldn't stay confined to the First Ward. It'd engulf all of Praetoria, and with the ongoing war, probably Primal Earth as well.
I've yet to see evidence to suggest this, though. It seems like it will just let Praetoria go to hell, not necessarily cross over to Earth.

But even if we accepted that this is the case... Are we really telling THAT story again? Heroes and villains must band together to fight a common enemy. We did this in the War Zone, we did this in Ourobors, we did this in Cimerora, we did this in the Incarnate Trials... Are we seriously doing this in First Ward, too?

See, I get that there isn't a true "villain" path through First Ward. It's the old "hero path that's depressing" approach to moral ambiguity. I get that. Technical limitations and all that. But I'm just tired of the "greater threat" theme. It's not bad in its own right. Hell, it's actually pretty good. I'm just tired of EVERYTHING being a greater threat and of villains constantly being roped in to save the world and sideline their own interests.


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 Samuel_Tow View Post
I've yet to see evidence to suggest this, though. It seems like it will just let Praetoria go to hell, not necessarily cross over to Earth.

But even if we accepted that this is the case... Are we really telling THAT story again? Heroes and villains must band together to fight a common enemy. We did this in the War Zone, we did this in Ourobors, we did this in Cimerora, we did this in the Incarnate Trials... Are we seriously doing this in First Ward, too?

See, I get that there isn't a true "villain" path through First Ward. It's the old "hero path that's depressing" approach to moral ambiguity. I get that. Technical limitations and all that. But I'm just tired of the "greater threat" theme. It's not bad in its own right. Hell, it's actually pretty good. I'm just tired of EVERYTHING being a greater threat and of villains constantly being roped in to save the world and sideline their own interests.
And that I agree with you on. It's clearly a hero (and to a lesser degree, Resistance) zone that got Co-op because... They couldn't be arsed to segregate their players. (the sad thing is that a few relatively minor tweaks could have made it at least acceptable in that regard, but no, they couldn't be arsed with that)


"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."

 

Posted

Writing better villain content is definitely harder in the context of the game. There's very few stand-out, villain focused comics in the real world too. Anything Weston Phipps was excellent in Grandville, but there's a strong lack of really 'villainous' content outside of the morality missions and tips. Not that it always requires a choice, but these showcase villainous ends better than most missions.

I've always disliked how great it is to rob a bank as a villain, and not actually get a real windfall of income. I can't really say how big a windfall that should be infamy-wise, and stealth pools sort of trivialize the effort involved, but robbing a bank in this game ought to pay off better than it does. It would offset the hero/villain disparity that's on most servers too.


[image]You CAN'T post images in sigs like they say you can in the forum FAQ.jpg[/image]

 

Posted

Quote:
Originally Posted by ImpactHound View Post
Writing better villain content is definitely harder in the context of the game. There's very few stand-out, villain focused comics in the real world too. Anything Weston Phipps was excellent in Grandville, but there's a strong lack of really 'villainous' content outside of the morality missions and tips. Not that it always requires a choice, but these showcase villainous ends better than most missions.

I've always disliked how great it is to rob a bank as a villain, and not actually get a real windfall of income. I can't really say how big a windfall that should be infamy-wise, and stealth pools sort of trivialize the effort involved, but robbing a bank in this game ought to pay off better than it does. It would offset the hero/villain disparity that's on most servers too.
Vernon Von Grun is greatest villain contact ever. Bar none.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.

 

Posted

Quote:
Originally Posted by ImpactHound View Post
Writing better villain content is definitely harder in the context of the game. There's very few stand-out, villain focused comics in the real world too. Anything Weston Phipps was excellent in Grandville, but there's a strong lack of really 'villainous' content outside of the morality missions and tips. Not that it always requires a choice, but these showcase villainous ends better than most missions.
It's more a question of what "villainous" constitutes. Some people seem to want to come out feeling dirty and disgusted at what they've done, while others want to do evil AND have fun AND feel great at the end of the day. Westing Phipps is decidedly the former, and I can't say I'm thrilled with 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

Wait, Serene's coven was hunted down and killed? maybe I need to play through the arc again but I remember Nadia was a part of her coven.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
It's more a question of what "villainous" constitutes. Some people seem to want to come out feeling dirty and disgusted at what they've done, while others want to do evil AND have fun AND feel great at the end of the day. Westing Phipps is decidedly the former, and I can't say I'm thrilled with that.
According to Twoflower and some others I've heard from, the latest batch of Vigilante-to-Villain tips are as bad as Phipps.

And yes, you're absolutely right. Some people want campy Golden and early Silver Age villainy; some want to push the limits of the T rating; some want blood splatter, some want mind-games; and then there's all the characters who don't consider themselves villains at all. ("I want to make the Earth a paradise, by killing 90% of the people on it. Is that so wrong?")


My characters at Virtueverse
Faces of the City

 

Posted

Here's the low down on the 2 new Trials:

Quote:
To the Incarnates opposed to Emperor Cole, TPN Campus, the state-run and sponsored media complex, presents a valuable opportunity to broadcast the truth about the Emperor to the citizenry and gain their support against him. Cole, for his part, sees an opportunity of his own, and sends his elite IDF and DUST forces to TPN, under the leadership of Maelstrom, to stop the Incarnates and prove his strength. Into this battle steps H.D., master of TPN Campus, who knows that the battle will lead to unparalleled access to the citizens of Praetoria, and will extend his assistance to whomever puts on the best show.
Should Maelstrom drive off the Incarnates, the message of Cole's superiority will resonate throughout the world. But, should the Incarnates succeed, the message of Cole's treachery will shock the world, amplified ever more by the power H.D. lends to the broadcast.

Synopsis

The event takes place in and around the TPN Campus complex in the heart of Imperial City. Players are tasked with fending off Emperor Coles forces as they fight their way into the facility's broadcast stations to initiate the broadcast, then continuing to maintain their broadcast. Throughout the trial, players are tasked with building Public Opinion to a point where the citizens of Praetoria become sympathetic to their message. All the while, the Emperor's forces will be deployed to turn Public Opinion in his favor, including IDF Technicians to disable the broadcast, Telepaths to turn protesting citizenry against the Incarnates, and Maelstrom himself, whose presence calms the people. Each of the later phases is also punctuated by a battle with Maelstrom, who has quite a few tricks up his sleeve, and will use them in an effort to prove the superiority of Emperor Cole's regime.

Rewards

TPN Campus will award Physical Incarnate XP. Additionally, on completion it will award 2 Empyrean Merits. During the 20 hour cooldown, TPN Campus awards 1 Empyrean Merit for each completion.


Some of the Unique Powers
  • Marked for Death: During the second battle against Maelstrom, he will mark all players standing near him with a target, which is displayed over their heads. Should a marked player remain too close to him when he follows up with the Time to Die attack, that player will be defeated instantly.
  • Teleport Kicks: The Maelstrom Device makes Maelstrom a master of teleportation. Combining the technology with powerful martial arts moves, Maelstrom will teleport to his targets during the final stage and deliver devastating kicks. Because of the nature of his teleportation mastery, nowhere on the surface is safe from Maelstrom when he begins using these powers.
  • Whirlwind Blast: His mastery of martial arts amplified by the Maelstrom Device, Maelstrom channels a massive amount of energy into his hands, which he then unleashes in a single, swift punch. This causes a massive shockwave which knocks all opponents within 30' back, clearing the way for Maelstrom to use his teleport kicks more often.
  • Telepathic Interference: The Seer Telepathists deployed to TPN Campus create a massive field around them which allows them to interfere with the minds of those around them at significant distances. This manifests as continuous damage whenever they are around, out to a distance of 150'. To make matters worse, the Telepathists have also staggered themselves in such a way that their fields can overlap with one another's.
  • Pacify: Another weapon in the Telepathist's arsenal, Pacify sends out a soothing signal to the minds of the enemy forces. Though this effect would be enough to completely lock down most people, the powerful Incarnates only suffer penalties to their combat effectiveness. Still, if Telepathists are left unattended and this debuff stacks, the league will be significantly hampered, perhaps even to the point where Cole's forces can overwhelm them.
Quote:
Introducing the Minds of Mayhem Incarnate Trial

Note: This is for Beta Testing Only and will not be Live at the launch of Issue 21 Special Update: Media Blitz

Storyline

After the successful broadcast at TPN Campus, the Incarnates expected that the world would come to see the need to depose Emperor Cole. As the hours pass, however, the opposite happens: the people of Praetoria become more loyal to Cole than ever before. Then, members of the Resistance begin turning to support Cole. Soon, nearly all of Praetoria is enthralled in support of Cole, leaving the Incarnates and a small band of those resistant to the control to investigate the problem. It is discovered that Shalice Tilman now inhabits the minds of both Penelope Yin and Aurora Borealis, exponentially increasing Mother Mayhem’s power. This has allowed Mother Mayhem to project the now-perfected Mindwashing across the entire planet, bringing all but a few under the her (and the Emperor’s) thrall. Physically protected within Mother of Mercy Hospital, which is encased in an impenetrable barrier, the Incarnates are left with only one option to stop Mother Mayhem: enter the Seer Network, free Penelope and Aurora, and sever Shalice Tilman's connections to the Network from within.

Synopsis

The event takes place, in the real world, in the abandoned Underground beneath First Ward. There, players will meet up with Desdemona and other individuals who remain free of Mindwashing's control. With Desdemona's assistance, a gateway will be opened into the Seer Network which will allow players to first deal with Mother Mayhem's "firewall", Malaise, and then to take progressive steps pushing the mind of Shalice Tilman out of those she controls. Eventually, after learning more of Praetoria’s secrets, players will find themselves disconnecting Shalice Tilman from the Seer Network... though to do so will require her in a place where no one can come to aid them.

Rewards

Minds of Mayhem will award Psychic Incarnate XP. Additionally, on completion it will award 2 Empyrean Merits. During the 20 hour cooldown, Minds of Mayhem awards 1 Empyrean Merit for each completion.


Some of the Unique Powers
  • Nightmares: Malaise is a master of the dream world, and when players come to confront him, he is prepared. Looking into their minds, Malaise finds memories of vicious monsters, abominations and machines they have fought in the past and brings them to life to fight on his behalf.
  • World of Anguish: During the battle against his Nightmares, Malaise will create deadly voids of psionic energy on the ground. These voids will target multiple players and will gradually expand to cover a wide swath of the battlefield. When these voids appear, mobility is key, as a void is capable of defeating a player in seconds when at its largest extent.
  • Psionic Typhoon: The network node in which Penelope Yin can be found is wracked by a titanic psionic storm, the manifestation of the ongoing battle between Penelope and Shalice Tilman for control over her body and mind. While players are within her node, this storm will deal continuous damage, but there is a way for players to find respite from the Typhoon through the assistance of an ally.
  • Shared Suffering/Suffer in Silence: When players come to finally confront Mother Mayhem, she will see to it that they suffer for daring to challenge her. She will cast one of these two powers at a random target. Depending on which power is chosen, the affected target will need to gather allies around him/herself to split the damage amongst all around them or will need to flee away from his/her allies in order to minimize the amount of damage done to everyone.
  • Desdemona's Blessing: Throughout each battle but the last, Desdemona will be in constant contact with players, as it is she who holds open the portal linking reality to the Seer Network. Because of this link, Desdemona is periodically able to raise fallen players, granting them full health, full endurance, resistance and defense to psionic damage and protection against some deadly attacks found within the network. This comes at a cost, however, as each blessing accepted reduces the amount of energy she has to maintain the portal, and pushes players closer to the point that they will become trapped in, and annihilated by, the network.
So no sign of Katie yet, but Desdemona's back for more - and Penelope Yin looks like she'll be a major player in it too.


@Golden Girl

City of Heroes comics and artwork

 

Posted

Well those sound awesome!


 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
Well those sound awesome!
We've failed the TPN one twice so far, and are about to try out MoM

EDIT: And we've just failed the MoM - although it was trippy and fun


@Golden Girl

City of Heroes comics and artwork

 

Posted

And now we completed MoM - with a little red name help

This is the most epic Trial so far, with lots of new lore and chances to talk to NPCs - and a great twist with a very well-knwon Praetorian


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Megajoule View Post
Did you just post information from a closed beta?
VIP beta - I'm pretty sure she's in the clear here.


Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Quote:
Originally Posted by Shubbie View Post
Im very good at taking a problem and making it worse.