SSA Favoritism or "Dammnit writers, throw Heroes a bone!"
Best explanation I can come up with for this is the fact that, like most stories, the villains are organized, know where to target, what they're doing, what they want, and how to get it. Meanwhile, the heroes, preoccupied with every other crisis in the world, get surprise attacks left and right from Malaise, Darrin Wade, Marshal Blitz, and the player villain, that they didn't have the proper time to collect themselves.
At the end of SSA4, though, Positron is gathering the Phalanx and organizing things, which tells me that SSA4 will be when heroes start making a come back. Unfortunately, too little too late, but we still have two more parts afterwards, giving heroes plenty of time to be inspired and motivated by Statesman's demise, regroup, pull off a "You crossed the line, villains" speech, and have an epic final battle where the player villains will lose, but the loss will probably open up more plots, schemes, and future victories, while the heroes finally have a moment to mourn and collect the pieces. |
And hopefully get the chance to get some seriously righteous payback.
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Also, constant victory on the side of evil just makes for a depressing story where there is absolutely no hope whatsoever. The villains get boring, and heroes become laughable. This is why I believe the story will soon pick up and the heroes will layeth the smacketh down.
A victory on the side of evil every now and again builds tension and makes the villains much more menacing and threatening. I imagine that's what the first few parts were for, along with Statesman's death. Build up the villains and give us a reason to hate and want to them, rather than present us with a bag of HP that the game tells us we should hate as is the case with most TFs and the like.
Also, constant victory on the side of evil just makes for a depressing story where there is absolutely no hope whatsoever. The villains get boring, and heroes become laughable. This is why I believe the story will soon pick up and the heroes will layeth the smacketh down. |
If anyone doesn't know about Justice, look it up.
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!
I already know who the architect is, and frankly, given I've already given away what happens from parts 1-4 in this thread? There's no reason to hide it.
And honestly, if what you said is the case? Then it's incredibly poor writing on the part of the devs. Who's going to care about the Arc on Blueside if they don't feel motivated to play it because the writing forces idiocy? As Mokalus said, I -could- be calling doom and gloom early. A distinct possibility I realize. I'm just feeling a little sore from the fact that the story THUSFAR feels like nothing of a series of "Look-at-how-stupid-Heroes-are". |
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!
As for the bolded, have you actually tried to READ the Praetorian arc for the trials? LOL, you're complaining about this here? Really?
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Honestly I've heard Venture and some others say how the Praetorian Arc and iTrials are "poor writing" but never ONCE was any actual examples given of this.
Could you clarify for me?
What could have made these signature stories stand out is using the new mission tech to create story trees, that branch off in different directions based on player actions, rather than a series of linear arcs which play out to a pre-determined conclusion.
What could have made these signature stories stand out is using the new mission tech to create story trees, that branch off in different directions based on player actions, rather than a series of linear arcs which play out to a pre-determined conclusion.
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Whose story becomes the valid one then?
What could have made these signature stories stand out is using the new mission tech to create story trees, that branch off in different directions based on player actions, rather than a series of linear arcs which play out to a pre-determined conclusion.
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Would be awesome to see branching storylines elsewhere, though, not gonna lie.
Personally, I find the whole of the SSAs to be needlessly mean-spirited and malicious. The whole point behind them is someone we're supposed to care about is going to die. "Buy this and watch someone die!" No, thanks. We're getting into Saw territory here, and I simply don't like it. I don't watch movies and play games to watch people die, especially when it's intentionally designed to be a shock death.
The whole game's tone has actually been in a tailspin pretty much since Praetoria. Everything is depressing, everything is grim, everything is nasty, villains enjoy torturing heroes and do a lot of it, Arachnos dig mass graves, Katie Douglass gets brainwashed and stuffed in a fridge... What the hell, guys? Did I accidentally switch the channel and begin watching Evangelion without realising it?
I don't need my villains to be vile. I'd rather build moon bases and unstoppable war machines than torture people. And I definitely don't need my heroes to be humbled. I get that enough in real life.
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 don't need my villains to be vile. I'd rather build moon bases and unstoppable war machines than torture people. And I definitely don't need my heroes to be humbled. I get that enough in real life.
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Not to put too fine a point on it, but seeing as they specifically said "Who Will Die?", I wonder if some people are missing the nuance. What if, it's not a matter of somebody killing Statesman as it is him sacrificing himself either to save somebody close to him or to save the city or even the world.
If the devs are going to put their premier hero in the guillotine, then shouldn't his death have meaning beyond just another punching bag for the players to kick around yet again, as I assume a good deal of players have had more than one opportunity to defeat Statesman in the past.
So...the SSAs. Yeah. I have to admit, after thinking over Part 4, I've come to the conclusion that these arcs are definitely NOT intended for folks already familiar with the lore. Why? Because those characters should be familiar with almost everything that happens, or should see the twist coming a mile away. This is painful because CoH is a world in which almost every super-hero trope we know of IS true. Why aren't people MORE Genre Savvy?
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I'll do a count:
SSA-1: Heroes stop a plan to remove Synapse's power from him, but the grand-mastermind behind the scheme still has a backup, he just forgot to RTFM. References are made to the Lost's "masters", who anyone familiar with the lore should recognize as the Rikti. Villains 1, Heroes 0 |
Villains 0, Heroes 0, Wade .5 (he didn't succeed in the plan after all).
SSA-2: Darrin Wade instigates a raid on the Midnighter's Club with the help of the Rulu-Shin (anyone knowing the lore or has played redside knows this connection exists) to steal Tommy Arcanus' Skull, among other things. Villains steal the skull back, but not before some vital information is given to the head mastermind. Villains also get a shiny ransom from Numina for returning the skull. Heroes once again fall behind.
Villains 2, Heroes 0 |
So heroes .5, villains 1, wade 1.0
As some of the others pointed out, you have to build up the main villain and make it look like he's starting to win to build him up, especially such a relatively minor villain from our perspective.
SSA-3: Heroes are forced to fail to see through the obvious trap ever when Malaise kidnaps Alexis. Manticore insists on protecting her alone rather than having anyone help him, and thus fails miserably (more violation of common sense). The Heroes are distracted by Marshall Blitz trying to fling Warburg's nuclear missiles at Paragon, while Alexis is killed off-camera. By the time the Heroes organize, defeat Marshall Blitz, and then find Jean/Malaise, Alexis has been dead for some time, seemingly for the sole purpose of pissing people off.
Villains 3, Heroes 0.5 (I have to give the Heroes some credit for stopping the missiles, but WHY couldn't a separate group try to retrieve Alexis while that was happening?!) |
Am I pissed that Manticore insisted on saving her himself? Yes, but not at the writers, that is Manticore's character, he thinks he knows/is better equipped and more experienced at this. What makes me upset is the way they worked going back to Paragon as part of the plot. Alexis is kidnapped, missiles are going to go, and our heroes (and Manticore) have to go all the way back to Paragon and let her die? Thats the bad writing part in my opinion. They should have done something more like the latter part, a series of inter connected maps.
As for the missile launching anyway, that's not a direct failure on your heroes part, from what I've read, the villain arc happens in-between, after you stop the missiles as a hero your villain turns it on and launches it. Much like the last bank you saved in a safeguard mission, does knowing that the next day, some villain succeeded in robbing it because you weren't there diminish your hero? I don't think so, it's the common theme of
not being able to be everywhere and save everyone. If it's anyone's failing, it's Longbow's for not securing the site after you stop it.
SSA-4: Despite being captured and interrogated under lock and key, Malaise sets off an "Exactly-As-Planned" scheme by which he gets himself into Sister Psyche's mind and tries to kill her for reasons that are never explained besides him being "totally-off-his-rocker-evil". The Heroes save Psyche from being killed, but she's now trapped inside her own mind by a piece of Aurora Borealis' personality that wants to murder her, and the heroes cannot do a thing to help her, putting her out of commission for a while. Meanwhile, Manticore gets mind-warped by the Dirge of Chaos, Statesman is angry and Ms. Liberty is just shy of going full Vigilante (though it's not without justification)
Villains 4, Heroes 0.5 |
As for Malaise's reasons, well despite you claiming these aren't for those who keep up with lore, if you play the Scott TF in Ouroboros, you'll see a lot of his reasons. Basically he's a psycho, and Sister Psyche's been mind dominating him for years to be good. He resents her for forcing him to go against his nature and abandon his 'art' He's also mad because of heroes like her his 'art' isn't appreciated more than him saving people while being forced to be a hero.
Also we do save Psyche! That was pretty obvious from the arc. We are the only ones who can go in and save her, unfortunatly, yes like in the Scott TF, she's out of it for awhile, so yes Wade's plan gets a bit father a long, Psyche's out of the way. However, she's alive, that usually comes back to bite villains in the butt later.
SSA-5: We know Statesman is somehow killed. This precludes anything the player could possibly do or think of that could be of any use or could possibly prevent the situation. Statesman bites the bullet no matter what the Heroes do, and are forced to watch as the villains get to laugh at them for failing to be useful yet again. Good job!
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As for the branching storylines idea, I welcome more of them! Different stories are already in the game, as Ive said my play through seems a little different then those who havent done the Scott TF. Also my letter from Requiem is different from a lot of others, both are still valid and dont break the game or immersion in my opinion, with different dimensions and Ouroboros being available.
I'm actually curious as to hear how you came to this conclusion? I haven't played many of the arcs redside besides SSA1 and 2, but if you can add something to the discussion, please do. I'm interested in hearing a perspective.
And I don't honestly think I'm being too generous/stingy with the points. I mean, sure, in SSA1 you save Synapse...but only because the villains didn't RTFM, which (in my mind) diminishes the value of the victory. Heroes only prevailed because the villains didn't read the booklet that came with the magic artifact. It's hard for me to feel proud when you realize you won on a technicality. And Alexis' death in SSA3 feels like the cheapest blow because it occurs at a time where the heroes have NO idea as to her status until after the fact. If the heroes knew she was going to be killed and just failed to reach her in time, that'd be fine. I could live with that. But that she's killed while you're doing other things (Warburg missiles) means you didn't even have a slim chance of getting her back at all, or even knew she was going to be killed in the first place. |
Virtue Server
Avatar art by Daggerpoint
No. For once redside is getting some love and you have no right to get your undies in a wad over it.
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Let's take a stroll back in time, shall we?
Issue 21
Galaxy City destroyed. The heroes were all derp derp while Recluse knew it was coming and even prevented the heroes from knowing about it.
Issue 20
BAF: geared towards villains. Killing mental patients isn't heroic. We must be killing them because they are explicitly not able to be controlled or contained.
Mortimer Kal Strike Force: Gives villains a perma-temp power and a Notice of the Well.
Heroes Sutter TF version gives them jack squat.
Issue 19
Vincent Ross' arc has you being powered up and taking on an army of heroes.
The counterpart hero arc clearly had less work put into it, no temp power and a recycled Faultline villain brought back to show heroes failed at bringing him to justice in the first place.
Issue 18
Fort Trident and the Crucible added. The villain's Crucible is a populated, cool looking map full of Easter eggs and in jokes where villains are praised by the NPCs. Trident is a stark Longbow base where heroes get to watch the Freedom Phalanx quarrel.
Winner: Villains
Issue 17
Villains get the clone epic with MacArthur and Silmon, arguably some of the best solo content in the game to that point.
Heroes get threatened and dissed by Agent Nance and his army of ninjas. Until the rewrite where he became a passive aggressive sycophant. Again, the villain arcs introduced are arguably much superior to the counterpart hero arcs.
Issue 15
Reichsman TF: Villains get a cinematic in their TF and heroes get to clean up the villains' mess. Villains get to channel the power of the Inner Circle while heroes get a drawn out beat down on a sack of HP and a bunch of NPCs who logically have no place showing up to help Reichsy.
Issue 13
Cimmeroan arcs. Again, the arc is about villains going out an doing stuff while heroes are almost purely reactionary and are just there to clean up the mess. Villains get GW in a thong and heroes get Daedalus.
Issue 12
VEATs versus squids.
'NUFF SAID
Yeah, villains get no love, except that they've gotten the better deal whenever there's been comparable blue side content or feature added for the past 10 issues. Villains get the better arcs, they get better stories, they get more rewards and heroes get useless glowing lobsters.
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I disagree to an extent, I think #3 & 4 had some issues but I think the earlier ones were good. Before doing the arcs, my main hero, (who hasn't done the Midnighter's content yet) as the arc implies wouldn't know Darrin Wade from Joe nobody, or would at most think he's a small time artifact dealer (a point which at least I felt) the Midnighter's themselves try to downplay. Secret societies & their secrets... Remember your hero most likely would have no idea what your villains do for Wade in his arc.
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SSA 3, on the other hand, just sickened me and ensured that I'm never going to play SSA 4, 5, 6 or 7, nor will I ever replayed SSA 1, 2 or 3. That's a shame, since SSA 1 and 2 were pretty cool, but SSA 3 ruined them for me. First Praetoria's world half empty, then First Ward's crapsack world, then the Atlas Park and Mercy Island war crimes, and now this. After this, I might as well go back to Silent Hill for a pleasant, uplifting vacation by comparison.
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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Virtue Server
Avatar art by Daggerpoint
Red side has gotten plenty of love for the past ten issues or so.
Let's take a stroll back in time, shall we? Issue 21 Galaxy City destroyed. The heroes were all derp derp while Recluse knew it was coming and even prevented the heroes from knowing about it. Issue 20 BAF: geared towards villains. Killing mental patients isn't heroic. We must be killing them because they are explicitly not able to be controlled or contained. Mortimer Kal Strike Force: Gives villains a perma-temp power and a Notice of the Well. Heroes Sutter TF version gives them jack squat. Issue 19 Vincent Ross' arc has you being powered up and taking on an army of heroes. The counterpart hero arc clearly had less work put into it, no temp power and a recycled Faultline villain brought back to show heroes failed at bringing him to justice in the first place. Issue 18 Fort Trident and the Crucible added. The villain's Crucible is a populated, cool looking map full of Easter eggs and in jokes where villains are praised by the NPCs. Trident is a stark Longbow base where heroes get to watch the Freedom Phalanx quarrel. Winner: Villains Issue 17 Villains get the clone epic with MacArthur and Silmon, arguably some of the best solo content in the game to that point. Heroes get threatened and dissed by Agent Nance and his army of ninjas. Until the rewrite where he became a passive aggressive sycophant. Again, the villain arcs introduced are arguably much superior to the counterpart hero arcs. Issue 15 Reichsman TF: Villains get a cinematic in their TF and heroes get to clean up the villains' mess. Villains get to channel the power of the Inner Circle while heroes get a drawn out beat down on a sack of HP and a bunch of NPCs who logically have no place showing up to help Reichsy. Issue 13 Cimmeroan arcs. Again, the arc is about villains going out an doing stuff while heroes are almost purely reactionary and are just there to clean up the mess. Villains get GW in a thong and heroes get Daedalus. Issue 12 VEATs versus squids. 'NUFF SAID Yeah, villains get no love, except that they've gotten the better deal whenever there's been comparable blue side content or feature added for the past 10 issues. Villains get the better arcs, they get better stories, they get more rewards and heroes get useless glowing lobsters. . |
On the subject of SSAs; those are free alignment merits. The story is absurd. OK, we're taking an unarmed civilian into hostile territory. We are equipping her protectors Manticore and [hero] with their standard hospital teleporters. But despite have the technology and knowing full well the extremely high likelihood the whole thing is a trap, we don't give Alexis a teleporter. We don't have a hero guarding Alexis who could put her into a force field or other protection despite the Phalanx having a Force Field Controller on staff.
Basically, the SSAs depend on heroes drinking the stupid juice. Hence, I run them as quick as I can, then run SSA1 every week for the A-merit.
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.
So why hasn't Recluse taken ANY overt action? If he's just offering his verbal support to the cause it doesn't really mean much.
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As I stated, I've NO problem with the Villains coming out on top (and no, the Rikti War Zone missions don't really count because the Rikti are bad news for EVERYONE. It's just like the Praetorians. If they win, everyone, everywhere, loses), but NOT when it's written this way. It feels as though the heroes are forced to fall several steps behind because the writing demands it, rather than for any logical reason.
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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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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.
We don't have a hero guarding Alexis who could put her into a force field or other protection despite the Phalanx having a Force Field Controller on staff.
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So heroes are getting content where they're railroaded through, treated like idiots, and everything falls apart despite any action they do by things happening off-camera. This has happened for years in villain content, so all I can say is "welcome to the club".
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My point is that this is PRECISELY what I've been complaining about since City of Villains began. The last thing I want to see happen is for heroes to suffer the same fate. On the contrary, villains need more self-made villainy. Make better content for everybody, not worse content for all for the sake of parity.
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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@Golden Girl
City of Heroes comics and artwork
I'll preface my post by saying this: I have absolutely ZERO, I repeat, ZERO problems with villains winning, or losing by the skin of their teeth (aka the world came THAT close to ending!). I have a few redside characters myself, but I thought I'd make this clear before anyone things I'm just being a hater.
So...the SSAs. Yeah. I have to admit, after thinking over Part 4, I've come to the conclusion that these arcs are definitely NOT intended for folks already familiar with the lore. Why? Because those characters should be familiar with almost everything that happens, or should see the twist coming a mile away. This is painful because CoH is a world in which almost every super-hero trope we know of IS true. Why aren't people MORE Genre Savvy? |
BrandX Future Staff Fighter
The BrandX Collection
The mystery architect (remaining nameless for spoiler purposes) has done one hell of a job hitting the heroes where it hurts. Yes, you're running around like chickens with their heads cut off; this is because the mystery architect has already chopped off said head. From here on out it's just a matter of waiting for the body to stop running. Then the job will be finished.
And honestly, if what you said is the case? Then it's incredibly poor writing on the part of the devs. Who's going to care about the Arc on Blueside if they don't feel motivated to play it because the writing forces idiocy?
As Mokalus said, I -could- be calling doom and gloom early. A distinct possibility I realize. I'm just feeling a little sore from the fact that the story THUSFAR feels like nothing of a series of "Look-at-how-stupid-Heroes-are".