Level 53 and weaker than a Hellion
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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If the civilians can take a few hits from our godlings a handful of them pelting rocks might hurt a bit.
Isn't that kind of the point, though? If the citizens are supposed to be a hindrance and public opinion an important mechanic, then making the civilians easier to kill as their primary form of interference seems superior to just making them dangerous via conventional attacks.
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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!
Sadly, any sense of realism you have often has to be tossed out when playing a video game.
The only thing that I never really liked was 'levels' and the arbitrary extreme difficulty difference between -1 and +5 mobs.
My first MMoG didn't have 'combat levels' and mobs were only as difficult as they were designed to be. If you couldn't defeat them, they were probably too hard for you. It felt very immersive, like a real world. Of course, they changed to 'combat levels' when they revamped it.
But combat levels seem to make games easier to design, so alas, every MMoG I can think of now uses them.
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Current Team Project: Pending
I have two thoughts regarding Silver Gale's rationale:
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I don't know... I like Silver Gale's slant on the whole issue:
Considering it's actually the stacking debuffs from the Seers (as I illustrated earlier) that're causing the harm, Silver Gale's explanation has a chilling effect to it. They're in you're head, they're making you feel worthless and doubt yourself. It's just a horrifying concept and something I can easily imagine. Hell, they should add captions to the trial that evoke that effect. |
My first MMoG didn't have 'combat levels' and mobs were only as difficult as they were designed to be. If you couldn't defeat them, they were probably too hard for you. It felt very immersive, like a real world. Of course, they changed to 'combat levels' when they revamped it.
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In a way, that's kind of what the Incarnate system is like here. Level shifts are important, but it is also highly important what abilities you have unlocked and slotted.
As usual, City of is trying to have the best of all worlds...and succeeding to an extent.
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 think part of the problem is that I imagine flooding you with low damage, vast mobs would be ineffective. Having that many mobs on the map that you could take notable damage would probably crash a lot of peoples computers/video cards. So how do you get these people into the fray? Drinking Enriche, as was brought up earlier, seems like a reasonable way of doing it. Mind and body control in a bottle.
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Who knows whats in that stuff now?
Isn't that kind of the point, though? If the citizens are supposed to be a hindrance and public opinion an important mechanic, then making the civilians easier to kill as their primary form of interference seems superior to just making them dangerous via conventional attacks. It makes sense from a narrative perspective - you're there to win the hearts and minds of the people, not fight them directly. Having to NOT kill them makes them both dangerous AND not irrationally powerful.
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Therein lies one of the fundamental problems with the game - a serious lack of consistency. Enemies we encounter commonly seem to be built from the ground up for every encounter: Ghost Widow is perhaps the epitome of that - she has such variance in potency depending on where you encounter her. The civvies in the TPN seem to be a bit tougher than any others I can recall encountering.
Thelonious Monk
The problem with Silver Gale's position is simply that it would take like 4 of those seers and a couple of agent provocateurs to wander into Atlas, convince the civvies that they need to attack the heroes and hey presto, no more Paragon City.
If a few Seers can debuff Incarnate PCs to that level, that quickly, that a rock or two fells them, then that tells me the Devs are bereft of ideas. The overwhelming power of the Seers to debuff us puts all the other incarnates we've encountered in the shade. It's a good job for Cole and Mother that they are on side... they are way over-powered. |
I have two thoughts regarding Silver Gale's rationale:
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Seriously, it's like you people have completely forgotten how godly powerful buffs and debuffs are in this game.
Particularly since Marauder powers up in Lambda drinking his "super juice" from an Enriche bottle.
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Well, you are fully free to reject her suggestion (I liked it personally), but it doesn't change the fact that mechanically, it is the stacking debuffs of Seers that're kicking your ***. If you don't want to get beaned by a rock and insta-K.O.ed, kill the damn Seers.
Seriously, it's like you people have completely forgotten how godly powerful buffs and debuffs are in this game. |
No, it's probably that you're curbstomping the Seers more handily inside than outside. From what I've seen, it looks like people are actively ignoring the Seers outside in hopes to spped up their public opinion, thus letting their debuffs build up.
Therein lies one of the fundamental problems with the game - a serious lack of consistency. Enemies we encounter commonly seem to be built from the ground up for every encounter: Ghost Widow is perhaps the epitome of that - she has such variance in potency depending on where you encounter her. The civvies in the TPN seem to be a bit tougher than any others I can recall encountering.
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SupaFreak showed me his first draft of his story arc which featured my Brutticus from his character contest. Brutticus is an Axe/Shield Brute, and he'd given her four Axe attacks, plus the mandatory ranged attack. Brutticus was outdamaging and putting to shame my Titan Weapons Brute that I was playing on the mission accompanying her. Brutticus is MY character using MY powers, and yet she was still outstripping me because she'd spawned as an EB. Battle Axe is evil!
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In general, I agree with you. Our enemies are greatly inconsistent. If it were just scaling from AV to EB with our difficulty settings, that wouldn't be a problem, but that's not what happens. Signature NPCs have a variety of "forms" with which they show up depending on the situation. Barakuda is a great example. In one mission she is your ally, and while she's strong, she ain't all that. When I teamed with her, she got killed. A few missions later, Barakuda cons as the same rank, is listed as the same rank, but because she's an enemy, she's far harder to kill and far, FAR more dangerous.
Consistency is important. That's a big part of presentation. If I see an Outcast beat a Hellion and a Warrior beat an Outcast, I want to be able to conclude that, yes, a Warrior would beat a Hellion without having to worry about how the game cheated in each fight. If the IDF are supposed to be Cole's elite troops and I'm able to beat them in one mission, then I shouldn't be getting killed by civilians in the next. If I'm able to stop an entire Malta invasion into ancient Rome by myself, I and seven of my friends shouldn't be threatened by a small Malta strike squad.
Content designers need to remember that it's never JUST a case of Player vs. Environment, it's very often also a case of Environment vs. Environment. As we play the game, we build up a mental ladder of enemies and develop a rough idea of who's stronger than who and where we stand on it. When designing content, how we stack against the current enemy shouldn't be the only narrative concern. Writers should also factor in how the current enemy stacks against our other enemies, and how previous content has shown us stack against these other enemies in the past. Writers should also factor in how we've stacked against the current enemy in previous encounters. If enemy difficulty is consistent between factions and between encounters, then surprises like these will be far more rare.
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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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!
Heh, We're just used to being on the 'player character' side of that mechanic.
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And, if rocks are higher damage, so what? Rocks hurt in real life too. Many a kid has earned a concussion from a rock fight. If you don't want to feel it, kill the Seers. Get rid of their debuff. Even the IDF weapons will hurt less, since I'm apparently wrong about indoor Seers.
It seems like a fair tradeoff: Faster but receiving more damage, or slower and receiving less.
Suspension of disbelief? Yes, it's a video game and, yes, it's a comic book genre. While many a concussion has been given by a rock, it's also true many a person has been killed by an explosive weapon. When suspension of disbelief is stretched too far and the story and setting become inconsistent that's a problem whether it's a game, a movie, a book, or what have you.
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It seems like a fair tradeoff: Faster but receiving more damage, or slower and receiving less.
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I totally see where the Devs are going with this: The Seers, bolstered by Mother Mayhem's latest machinations (the ultimate version of which we see in the MoM trial, where she essentially conquers the world right out from under Old King Cole), are psychically causing our heroes to fail and falter in the face of the very people they are trying to defend saying, "we're fine! You are the invaders! Go away!" Who wouldn't have a crisis of conscience and doubt in that situation?
Most Villains wouldn't, but that's a different thread
I can totally see a scene like this working in movie, with sad music, and a lot of quick cuts of the crowd's angry faces, the sounds of Seers whispering, the hero crumbling to his knees in confusion and dejection...I can totally see it.
It's not coming off that way in game.
It could be fixed: perhaps with a cutscene, narrations as previously suggested, perhaps even a different mechanic.
My thought is that the least work would be to do a different animation of the crowd's ranged attacks.
This begs the question: is this a big enough deal to warrant the time, cost and effort to fix?
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 was the one that suggested the captions, FYI.
- Trying to contrive an in-game explanation will always fail in the face of other competing, contradictory in-game concepts. Am I to accept that the Telepathist's powers of suggestion are so strong that they can get my powered armor toon to spend five minutes removing his Impervium Armor battlesuit? Or that said powers of suggestion can somehow "convince" a mutant this his inherent powers don't work anymore? I'm sorry, but that dog just don't hunt.
- These same Scryers are found in abundance in Praetoria in the Maria Jenkins arc. These Scryers are not hanging out with mere normal citizens, but with large mobs of ACUs, BCUs, Mark VI Victorias, Heavy Troopers, Commanders, etc. If you think a handful of unpowered citizens armed with rocks are a legitimate threat when presided over by a single Telepathist, then no toon in the game would be capable of standing up to the mobs in the Maria Jenkins arc for more than about five seconds.
I'm sorry but the conceptual disconnect between the enemies and mechanics in the 1-50 game and the very same enemies and mechanics in the Incarnate content is fast becoming too wide. I recognize that the devs need to make the Incarnate content more challenging, but I think the way they are going about it is highly dubious.NOR-RAD - 50 Rad/Rad/Elec Defender - Nikki Stryker - 50 DM/SR/Weap Scrapper - Iron Marauder - 50 Eng/Eng/Pow Blaster
Lion of Might - 50 SS/Inv/Eng Tanker - Darling Nikkee - 50 (+3) StJ/WP/Eng Brute - Ice Giant Kurg - 36 Ice/Storm Controller