What are you expecting for a solo Incarnate path?
Generally speaking the only missions I auto complete are "Talk to <insert zone> security office."
This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04
I would hope there is more than four hours' worth of content, to be honest. I'm really not interested in over-complex Incarnate content, but more just a large volume of it.
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Again - I'm not expecting poetry and theatre mission after mission, and I have no problem being told to go into a huge instance and kill everything I can target. I'm perfectly fine with missions that have large maps and simple objectives. I rather enjoy "Defeat boss and crew" or "click 21 glowies" and indeed even love the "Save 21 mystics from Oranbega." Missions don't need to be complex or expensive, they just need to be numerous. |
Simple, straight-forward, laconic missions are much easier to replay when it comes to that. |
And no to bosses that turn friendly and start talking to you once you beat them down to 1/4 health, so you get no reward for defeating them. An even bigger no to bosses that heal up to full health at every dialogue option so you can listen to them yak some more.
You want to give us a history lesson? Add a guy like Prometheus in a prominent location. Have the first contact mention him, but NOT send us on a fed-ex to talk to him. Players who want the backstory can choose to go talk to him on their own time, players who don't care or who have already read everything don't have to run halfway across the map just to impatiently click past ten pages of dialogue.
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
I think that the DA content will be similar to the FW content, with different groups needing our help, and plenty of secrets to uncover - the whole Banished Pantheon group is very lore-lite, so there's lots of scope for some in-depth info on them.
@Golden Girl
City of Heroes comics and artwork
You want to give us a history lesson? Add a guy like Prometheus in a prominent location. Have the first contact mention him, but NOT send us on a fed-ex to talk to him. Players who want the backstory can choose to go talk to him on their own time, players who don't care or who have already read everything don't have to run halfway across the map just to impatiently click past ten pages of dialogue.
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Various npcs or objects ranging from right out in front to 'explore to find this guy', with lore, dialogue trees that change their 'attitude', maybe even variable minor rewards. Nothing that is forced on other players, but there for people who like the soloist playstyle to stroll around, find, and play with differently with different alts.
This can also include such things as 'gimmick fights' that are not necessary parts of the main storyline.
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!
I don't think you necessarily need to have any defeat alls, and you certainly don't need a million glowies, but for content that is used to earn iXP and threads, you certainly need to include the option to defeat lots and lots of enemies.
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You want to give us a history lesson? Add a guy like Prometheus in a prominent location. Have the first contact mention him, but NOT send us on a fed-ex to talk to him. Players who want the backstory can choose to go talk to him on their own time, players who don't care or who have already read everything don't have to run halfway across the map just to impatiently click past ten pages of dialogue.
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Recently, I watched Aliens, and I recall a bit of "cheeky exposition" that really impressed me. We open a scene with Bishop giving a more or less three sentence explanation about Xenomorph biology, which he has been working on for the better part of the movie thus far. Rippley lets him finish, then confronts him with: "That's great, Bishop, but it doesn't help us get out of here." Yes, Bishop's exposition was pointless from the standpoint of the characters, but it made sense. He's an android fascinated with Xenomorph biology, it's natural that he'd feel it's important to talk about, plus the audience needed to know that, but the movie didn't have to devise a scene where this had to be the subject of conversation. A throwaway line is enough to explain it, and it fits with the theme just fine.
A lot of the narrative in City of Heroes can be pulled off the main briefings and out of the lengthy conversation and put away in clues, NPC comments, side characters and basic allusions. If the game's writers accepted that this game will never really be "cinematic" and worked with its design, the stories would flow much more smoothly.
Also:
Again, this. Before they start adding talk-to missions and walls of text and conversations, they need to ask themselves: Is anyone going to care about this crap on their second play-through? The answer will inevitably be no. Then they need to ask themselves: Is anyone going to be annoyed by having to click through all this crap on their tenth play-through? The answer is yes.
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Don't work for first impressions, at least not past level 10. Work for third impressions, instead. In fact, once upon a time, it was said that the game was deliberately made such that you could never experience it all on a single character. So why not weave stories such that we can't appreciate them fully in one playthrough. Mysteries that you can only really get after a few playthroughs, hidden connections, obscure references, interconnectedness between stories, that sort of thing. Don't blow your load on first impressions, because it's replayability substance that rules most of the time anyway.
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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Those were just examples, really. What I meant to say is that there's nothing wrong with having a simple if big mission that has only a single objective. We don't need cutscenes in every mission, we don't need dialogues in every mission, we don't need gimmicks in every mission. In a lot of ways, I'm perfectly fine with the game telling me to go somewhere and do something and simply providing me with a reason to do so. That's more than enough. I don't need scripted events and complex mechanics. Tell me what I need to do, tell me where I need to go to do it and tell me why I'm doing it. That's enough.
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I've always been of the opinion that story is best delivered through context rather than shoved into your face. What I mean by this is we can have side characters who provide exposition or background if we choose to explore that option, we can have extra, non-critical clues that hold extra information and, more than anything else, the narrative itself doesn't have to explain everything to the last detail. It can suggest, infer and allude, and that will be just enough. |
A lot of the narrative in City of Heroes can be pulled off the main briefings and out of the lengthy conversation and put away in clues, NPC comments, side characters and basic allusions. If the game's writers accepted that this game will never really be "cinematic" and worked with its design, the stories would flow much more smoothly. |
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
They would need to significantly cut the noise to do that. Again, I think the writing team loves its walls of text and "cute" characterization too much. This is why I think they should be forced to mock-up all missions using the AE before they're even allowed to think about dialogue trees and fancy gimmicks. AE severely limits your text space. There's not much room for noise in there.
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More to the point, though, this game can't be treated like a movie. You can't explain too much, you can't show too much, you can't explore characters too much. That's not because I don't want it, the genre simply isn't right for it. When you DO try to do too much over text and a limited interaction engine, you end up boring your audience as that sort of characterisation and exposition just takes up so much space.
A movie can tell a lot with very simple visuals. A character can appear sad just by how his or her actor behaves, but over text, you have to spend paragraphs describing very simple things, like the way he sighed or the way she looked around. A novel can afford to do this. A game can't. For the most part, it's smartest to just avoid exposition wherever possible and rely on first hand accounts, then cut those first hand accounts down to conversation length pieces.
A random example would be how to introduce the existence of a mind control device of some sort. You can either have someone pause the game and dump exposition on you, Matrix Revolutions style, or you can have two NPCs in the mission talk to each other. One goes "Can we really control peoples minds? I mean, really?" and the other responds "Well, they said they tested it and it works, so I guess so." If you need to ensure that the player has seen this, include a two-sentence clue to that particular spawn which says "You heard two soldiers talk about a mind control device. They seemed to believe it actually works." It's not ideal, of course, but it's a way to put the information in there without having to extend your contact's briefing or introducing dialogue trees.
Long-winded, elaborate, intricate exposition and character exploration is still a good idea, but done as separate, non-central art pieces. Akharist's writings on the Oranbegan war are a great example. Every other mission in the Envoy of Shadows arc, you get an Akharist excerpt written in his pretentious style. It tells of the story of the ancient Oranbegans, but that's all flavour text and backstory. If you simply didn't read it, you'd still be able to follow the central plot without much problem. You'd miss out on some great writing and not be as immersed into the living world, but that's up to the player to decide. And if you've already read those texts and know what they say, you don't have to waste time re-reading them.
The game's main storyline doesn't need to be that complex. Any complexities necessary need to be moved to external, non-mandatory sources. That way, completionists and story junkies will go out of their way to seek them out on their first playthrough and those who just want to kill stuff or have run the content a dozen times already can move on without much trouble.
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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The game's main storyline doesn't need to be that complex. Any complexities necessary need to be moved to external, non-mandatory sources. That way, completionists and story junkies will go out of their way to seek them out on their first playthrough and those who just want to kill stuff or have run the content a dozen times already can move on without much trouble.
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Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Long-winded, elaborate, intricate exposition and character exploration is still a good idea, but done as separate, non-central art pieces. Akharist's writings on the Oranbegan war are a great example. Every other mission in the Envoy of Shadows arc, you get an Akharist excerpt written in his pretentious style. It tells of the story of the ancient Oranbegans, but that's all flavour text and backstory. If you simply didn't read it, you'd still be able to follow the central plot without much problem.
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The notes in the Library of Souls arc on the other hand, are a great example of a way to establish a character while providing plot-relevant information. That is what I'm talking about when I say that the signal:noise ratio is skewed. If the writer has a good sense of the character, I don't need to listen to their life story to get a sense of them. I don't need to eavesdrop on their lunch-table talk to get a sense of their relationship. It can all be done while furthering the plot.
And Sam, I really don't think you'd be able to get anywhere near the ratio of talk:fight that you see in the first First Ward arc in AE, not without resorting to some convoluted mechanical tricks and without having nearly everyone who plays your arc giving you a comment to the effect of "tl;dr." I know I've been accused of being overly wordy (justified, I'm just procrastinating on the edits) even though I don't think I approach nearly the level of yakking seen in the newer dev-created content.
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
Actually, the Envoy of Shadows arc seems to suffer from the problem of being being written by a different person than the Library of Souls arc. Akarist's writings in that arc are more simplistic and concise than in the Library of Souls arc. They are basically an info dump.
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And Sam, I really don't think you'd be able to get anywhere near the ratio of talk:fight that you see in the first First Ward arc in AE, not without resorting to some convoluted mechanical tricks and without having nearly everyone who plays your arc giving you a comment to the effect of "tl;dr." I know I've been accused of being overly wordy (justified, I'm just procrastinating on the edits) even though I don't think I approach nearly the level of yakking seen in the newer dev-created content.
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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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After 4 hours of gameplay on the solo path (12 missions?), about where would you realistically like to be in terms of progress in terms of:
Contacts completed/total Story Arcs completed/total Shards Threads Commons Uncommons Rares Very Rares Slot Unlocks I would provide numbers from 4 hours of iTrials here for comparison, but I'm not that familiar yet. If anyone wants to post their numbers here, that would be appreciated. |
Enough ixp to unlock all slots (Assuming you did a mix of trials or Keyes/UGT);
15-30 threads;
10-20 Astral Merits;
1-6 Empyrean Merits;
4-6 components of random tiers (guaranteed rare if you did an UGT).
I personally expect that a solo path would give a strong soloer:
Enough ixp to unlock Judgment and/or Interface;
5-8 Astral Merits;
1 Empyrean Merit.
1-2 components of random tiers.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
What I meant is that if you don't like Akharist's infodumps, you don't have to read them and your understanding of the plot on a factual level won't suffer. The Envoy of Shadows wants to bring about the end of the world, the Circle of Thorns want to help him, but one sole traitor is helping you stop it. The "why" of it and the "behind the scenes" stuff is put away in Akharist's writings (which I rather like), meaning you can have your walls of text and infodump AND still keep the core story concise for those who don't want or already know the side details.
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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
Right?
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
Uh, this is old school where you just have to beat their captors, NOT lead them out, right?
Right? |
Since the beginning of time, the team's attempts to make mission structure "more interesting" have done little more than piss me off to no end. Protection objectives, escaping bosses, simu-click missions and worse. As far as I'm concerned, the simpler the gameplay is, the more fun I can have with it.
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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Again - I'm not expecting poetry and theatre mission after mission, and I have no problem being told to go into a huge instance and kill everything I can target. I'm perfectly fine with missions that have large maps and simple objectives. I rather enjoy "Defeat boss and crew" or "click 21 glowies" and indeed even love the "Save 21 mystics from Oranbega." Missions don't need to be complex or expensive, they just need to be numerous. Simple, straight-forward, laconic missions are much easier to replay when it comes to that.
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The game's main storyline doesn't need to be that complex. Any complexities necessary need to be moved to external, non-mandatory sources. That way, completionists and story junkies will go out of their way to seek them out on their first playthrough and those who just want to kill stuff or have run the content a dozen times already can move on without much trouble.
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@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
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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
I'm going to strongly disagree.
I prefer even bad (but readable and understandable) lyricism, emotion and characterization to info dumps.
I like cutscenes and similar cinematic work, although I agree they should only be in optional side content.
You guys must have been in the silent majority back in 2004-2011 while I was campaigning for more cutscenes and gimmicks (and fully rendered movies; what happened to those?) and different mission types besides 'go here and beat this guy up'. I remember people complaining about the sameness and repetitiveness of missions and I was all, "what about Heroes actually rescuing people? Defending objectives? Catching fleeing villains?"
While I agree that the above should be a minority of missions (and they sure are), they are parts of the genre that I have always wanted to play out (and did, even before there were video games in my house).
In fact, I'm still disappointed that there are no 'save cat from tree' or 'take candy from baby' official missions.
By the way, please play my missions and comment, long as we're p!mping
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!
You guys must have been in the silent majority back in 2004-2011 while I was campaigning for more cutscenes and gimmicks (and fully rendered movies; what happened to those?) and different mission types besides 'go here and beat this guy up'. I remember people complaining about the sameness and repetitiveness of missions and I was all, "what about Heroes actually rescuing people? Defending objectives? Catching fleeing villains?"
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I was never silent about my desire for a simpler game that's easier to play in a zone. I recall as far back as I1 or I2 saying these exact words multiple times: "All I want out of this game is more 5th Column to kill." this statement holds true to this day, though I'll appreciate any non-gimmick enemy ground in the place of the 5th Column, who actually got replaced shortly after I started saying this.
As far as I'm concerned, the simpler a mission or arc is, the better it will be in the long run. There's nothing I hate more than to sit through conversations when I already know how they will end. Sure, from time to time, those are interesting to have, but that's one or two per story arc, not one or two per mission.
Gimmick missions and gimmicks in general have always bothered me. Since my very first time going through the Rikti War Zone, I've resented having NPC "helpers" because they're idiots and damn near impossible to control. And it seems like all but one or two missions in all five story arcs in that zone have at least one person tagging along with you. A lot of the old "revamped" content from when the horrible new mission types came out seems to have concentrated in the upper 20s and lower 30s, so there's a very large amount of "special" missions in there that just grate on my nerves. I honestly want to punch whoever thought giving me a 90-minute timed mission with four objectives to click simultaneously was anything but a horrible idea.
And with Going Rogue and Praetoria, it's worse than ever. Missions that ask me to spend no more than two missions inside an instance and fight nothing, missions that consist of nothing but conversations inside an empty instance, missions that start, have me walk five feet in, throw eleventy billion missions at me then end within spitting distance of the front door... And now it's even worse with the Ongoing Tutorial Missions which are over half padding. I'm sick and tired of speaking with people inside my missions and I haven't had to do that in over a month. It's that bad.
Any kind of mission is doable on a first playthrough when I don't know what it's about. But am I seriously expected to jump through the same hoops time after time after time, to watch the same cutscene that contradicted itself the first time (Frostfire addresses the player in his cutscene, then proceeds to be surprised when he meets the player in the game) and read the same volumes of text when I already know what they say? Because that's just busywork. It was fun once, but I've already done it. Just let me get back to the game.
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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You guys must have been in the silent majority back in 2004-2011 while I was campaigning for more cutscenes and gimmicks (and fully rendered movies; what happened to those?) and different mission types besides 'go here and beat this guy up'. I remember people complaining about the sameness and repetitiveness of missions and I was all, "what about Heroes actually rescuing people? Defending objectives? Catching fleeing villains?"
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[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
The progress you make in four hours of I-Trials greatly depends on which trials you do. Assuming you're talking about a newly Alpha Unlocked player, 4 hours of work would approx. get you:
Enough ixp to unlock all slots (Assuming you did a mix of trials or Keyes/UGT); 15-30 threads; 10-20 Astral Merits; 1-6 Empyrean Merits; 4-6 components of random tiers (guaranteed rare if you did an UGT). I personally expect that a solo path would give a strong soloer: Enough ixp to unlock Judgment and/or Interface; 5-8 Astral Merits; 1 Empyrean Merit. 1-2 components of random tiers. |
I prefer even bad (but readable and understandable) lyricism, emotion and characterization to info dumps.
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I like cutscenes and similar cinematic work, although I agree they should only be in optional side content. |
"what about Heroes actually rescuing people? |
Defending objectives? |
Catching fleeing villains? |
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
Doesn't scale well to team sizes or high difficulty settings. We had a defend objective mission in Terra Volta. People complained that it was too hard. They made it easier. People complained that it's boring. We have two in Croatoa. People complain that the Stop 30 Firbolg mission is too hard. I'm not sure if anyone complains about the "Defend the Henges" mission. |
The Stop 30 Firbolg mission is just a godsdamn pain, I attempted it with a friend and... it just takes too long and it's too easy to fail because there are just. so. many. You either need to do it with a team or ATs with power sets that do a lot of AoE, or a tanker, to get them to aggro on you. A couple ST heavy ATs cannot do it reasonably. :P It's probably one of the few missions that should it come up I will simply hit auto-complete. Doing it once was more than enough.
Defend the Henges isn't too bad, in fact it's completely solo-able but it's just *long*, i think it's 5 minutes? could be shaved down a minute or two.
The Stop 30 Firbolg mission is just a godsdamn pain, I attempted it with a friend and... it just takes too long and it's too easy to fail because there are just. so. many. You either need to do it with a team or ATs with power sets that do a lot of AoE, or a tanker, to get them to aggro on you. A couple ST heavy ATs cannot do it reasonably. :P It's probably one of the few missions that should it come up I will simply hit auto-complete. Doing it once was more than enough. |
The stop 30 firbolg is easy enough if you run it solo at base settings and instead of waiting for the firbolg to come running to the exit, you just start killing them all in a circle radiating out from the portal in the far corner. Some will escape but if you can kill them fast enough you will generally clear the map before you fail (thats why you don't want to run it at anything higher than +0/x1 - the more mobs on the map, the longer it will take you to clear). Mind you, that just means its an obnoxiously large kill all and is one of the few missions I auto-complete on all my characters, where I am willing to do the defend the hedge.
Globals: @Midnight Mystique/@Magik13
Again - I'm not expecting poetry and theatre mission after mission, and I have no problem being told to go into a huge instance and kill everything I can target. I'm perfectly fine with missions that have large maps and simple objectives. I rather enjoy "Defeat boss and crew" or "click 21 glowies" and indeed even love the "Save 21 mystics from Oranbega." Missions don't need to be complex or expensive, they just need to be numerous. Simple, straight-forward, laconic missions are much easier to replay when it comes to that.