Gods or Superheroes?
Er, would the rock-throwing citizen win if she were level 12? I've never run TPN but other posts on the topic gave me the strong impression that the citizens are actually minion-class at best and it is the presence of crippling debuffs on the trial that renders players vulnerable to such attacks.
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The narrative either needs to make them heavily-armed IDF forces, or the game system needs to dispense with the idea that a "level 54 civilian" is anything but absurd and logically and mechanically untenable. But, as I've said before, this is not just a failure of presentation, in my mind, but an indictment of the level system all together. On the one hand it could be explained that someone at Paragon had a synaptic misfire and let the idea of a level 54 civilian slip past all rational scrutiny, but I would argue that it is the presence of levels (in the classic/clunky D&D mold) at all that tempt (drive?) such ridiculous "design choices" in the first place.
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
Enough with the TVtropes articles. We get it. We all go there from time to time. This is not a Yu-Gi-Oh card game where the best TVtropes articles used at the most opportune time wins. If you have an argument, make it. Stop relying on other people's articles to make it for you.
And that goes for everyone. |
It's a result and function of them creating "challenging content" without giving a crap whether or not it makes sense from a story perspective. If they did give a crap, the TPN as it currently exists wouldn't be in the game, because from a story perspective villains and probably most vigilantes would kill those civilians, PR be damned.
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One-hit kills aren't a challenge. They are annoying. Period. They remove all control from the player.
Disintegration isn't a one-hit kill. I have no idea about Maelstrom, nobody runs TPN on my server when I'm on. |
I can't accept it, because of what the devs are not trying to do. They're not even trying to keep the mechanics consistent with the narrative. Instead, they're juicing up their pet NPC and assuming we still give a crap about the citizens of Praetoria.
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So was there a point in that paragraph, or what? Yes, I understand the game mechanic of a level 54 enemy coming at the end of the game because that's how you challenge end-game players. Thank you for your efforts, but that is not a hard concept to figure out. The complaint is that they made those enemies rock-throwing citizens who, according to their own narrative, should stand no chance against supers who eat cyber-tanks for breakfast. There's no reason why they couldn't have made that trial involve enemies more powerful in the narrative.
All you've really done is offer an extremely explicit example of why rock-throwing citizens present a gameplay/narrative disconnect, because there are other rock-throwing citizens who, according to narrative, have pretty much the exact same capabilities, and yet one set of rock-throwing citizens could stomp all over the others. |
Well, see, you're wrong about that. The first part, I mean. People (Blood Red Arachnid, at least) are trying to argue that the very existence of the disconnect is an opinion, and that's what's really got me irritated, because that is provably false and we can't even begin to have a discussion about why we do or do not like something when someone is obscuring the issue by pretending that facts are opinions (or vice-versa).
I don't mind when people say they don't have a problem with the gameplay/narrative disconnect, but I do mind when they try to tell me that it doesn't exist, because it is a problem for me and I can't begin to have a discussion about how to fix that problem when others are ruining it by yelling about how the problem proven to exist doesn't. Personally, the reason I don't like the disconnect because it feels like such a letdown to go from winning a slugfest with a walking tank to requiring the help of a dozen others just to be effective riot police. I like the steady gain in power that the game offers, it's one of the major draws of the RPG genre, and the narrative we've got spits right in its face by keeping that power gain strictly in the mechanics, totally unacknowledged by the story. |
And it sounds like what bugs you is the end-game requiring a group effort, which you feel somehow diminishes the power you've earned, mechanics-wise, am I right? Well, I don't know what to say to that. The problem is that, until the DA content comes to Live, there's no way to get an acknowledgement right now. But at least in the DA content there IS an acknowledgement.
I still find this whole debate odd. If your concept makes fighting certain mobs seem beneath you and them having the ability to threaten you is ruining your groove, then avoid that content. Simple.
If your concept is one that being less then full power is an issue, then lvl your character using a generic name, and then do a name change once you got all his incarnate stuff done. There is nothing in the way of a mystery here as to how to make the game fit your needs.
My points earlier about things like AE are all part of the same thing. Even RPers tend to stick to thier SGs because surprise surprise many rpers who dont know you wont give 2 inf about your concept or plot 90% of the time.
Personally I love reading bios and sending a hey nice concept there comment. I also can be quick to say hey not to shabby but you know if your goal was to be in sync with the game world you may want to change certain things. Not like I started knowing everything about the game, my first characters where very D&D related. mostly dark elves. However it didnt take me long to get a handle on the lore as I was reading every clue and contacts info as I ran through the game on my first long ago deleted dark elven blaster. By the 30s I had a good grasp on alot of interesting in game plots I could draw from to develop a character that felt like a PART of the world I was playing in.
It might be my character but its thier campaign setting still. If I was at the table top and the DM said we're playing in a dark sun campaign this time Id not go hey can I be a red robe kender mage from pre cataclysm krynn. At least if I did and the DM said no Id get why. But a good DM might go hey in this world of athas we are playing on, once upon a time in its own pre cataclysm days there where halflings who are very advanced in magics not seen today. Maybe we could find a way to let you be one of them if you can avoid abusing any possible OP advantages we find it gives.
I do something like that in COX alot. especially with demon type characters. so many use generic or christian based concepts for thier demons and it really just never jells with the image and idea I get from COX for demonkind. Heck I see demons as being actually unfairly viewed as evil, IMO they just make deals, and do not take the breaking of such pacts lightly. They came to humanities aid to defeat the zealot followers of a gawd who sought to enslave all of earth. When those who made the pact that brought them betrayed it, they took the balance of that price from those who had called for the alliance in the first place.
The vast majority of cox lore is like that to me, easily seen from a number of views. I have a heroic wizard who often praises tielekku because its hard for him to see the circle of thorns and demons as anything but evil. Depending on the character I play I argue either view quite passionatly in game rpwise.
If you try to force the game to be YOUR game it will likely break before it gives you what your after. Should you try to compromise and become a part of the world you will find it bending its knee to you before you even think to ask.
How tickled do you think I was for example when I was playing my character demetrios Vasilikos, a next gen paragon protector with a memory core made from a doc vahz dna sample, when he was running through the FIrst Ward content the first time and ofcourse had read 0 spoilers. I knew the ghoul king was the praetorian version of doc vahz ofcourse. But demetry and demetry fighting side by side, seeing how his fate played out. it was like having a bit of brand new content made just for me. That is the pay off from Lore Based RP concepts and i wish some of my fellow RPers here complaining about the game breaking thier immersion would try to learn to adapt to and simply ignore those parts that dont feel right for a given concept best they can.
FYI I am not saying how the incarnate system is perfect as is. I do believe a better soloable option for it should exist, but for now if u just use WSTs and conver shards to threads, slow and steady will get you up in tiers just fine.
Easy Answer. Its all a nemesis plot and the civvies are actually nembots.
Oh and the rocks are a form of energy sapping meteor that effects ALL forms of power. Like Universal kryptonite.
Because you're comparing early game to end-game. If you're going to compare two things, at least make the comparison relevant. Compare the rock-throwing civvie to any other end-game mob. Or, rather, what I'm trying to get you to do is recognize that the end-game content isn't always going to be internally consistent BECAUSE it's end-game. It's going to be Level 54 because all trials are level 54.
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And what the Hell makes you think that end-game mechanics can't be consistent with the narrative? That doesn't even make sense! Do you know what these words mean? All it means is that what happens in the game's story and what happens in the game's gameplay are roughly the same. Which means when, in story, I can punch out a cybertank and civilians are no longer a threat to me, in gameplay I can also punch out a cybertank and civilians are no longer a threat to me, and vice versa. It is trivially easy to write end-game content that is consistent with the story. People do it all the damn time.
...Do you know what mechanical/narrative consistency means? This whole paragraph is gibberish, so I'm going to assume you don't. Of course I'm comparing early game to end game. That's the whole point. Mechanically speaking, our characters have progressed leaps and bounds since early game. Narratively speaking, they haven't progressed at all. That is the source of the disconnect. How on Earth could you possibly think that's not relevant? The whole point is that a rock-throwing citizen should not be an end-game mob. That just doesn't work with the narrative. They need to be something other than a rock-throwing citizen, even if they have identical mechanics.
And what the Hell makes you think that end-game mechanics can't be consistent with the narrative? That doesn't even make sense! Do you know what these words mean? All it means is that what happens in the game's story and what happens in the game's gameplay are roughly the same. Which means when, in story, I can punch out a cybertank and civilians are no longer a threat to me, in gameplay I can also punch out a cybertank and civilians are no longer a threat to me, and vice versa. It is trivially easy to write end-game content that is consistent with the story. People do it all the damn time. |
The narrative either needs to make them heavily-armed IDF forces, or the game system needs to dispense with the idea that a "level 54 civilian" is anything but absurd and logically and mechanically untenable. But, as I've said before, this is not just a failure of presentation, in my mind, but an indictment of the level system all together. On the one hand it could be explained that someone at Paragon had a synaptic misfire and let the idea of a level 54 civilian slip past all rational scrutiny, but I would argue that it is the presence of levels (in the classic/clunky D&D mold) at all that tempt (drive?) such ridiculous "design choices" in the first place.
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Except without that PR, you can't get the message out about Cole lying to entire populace of Praetoria, because they won't listen to psychopaths who are willing to murder civilians. And before you go "But I don't care about Praetoria!" then your choice is to not run that trial, or pretend it doesn't exist to you. My response is based on those who do run TPN (which ironically is run more than MoM).
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Disintegration isn't, but it use to be if you couldn't out-heal it, and it's considered a super-cheap gimmick of KIR, next to the Pulse. |
Malestrom's OHKO is "Marked For Death", where he puts a cross-hair on you. If you don't break line-of-sight or at least get far enough away when he uses "Time To Die", you instantly faceplant. Simple as that. |
We don't know if they could or couldn't find a way. Maybe the juiced up civilians was the only way they could make the trial fair. Maybe they DID use level 1 civvies, but found that ONE mistake (misfired Judgment, etc, etc,) resulted in an instantaneous failure for the entire league. Admittedly this is just a hypothetical, but you get the idea. You're assuming laziness where the evidence doesn't exist. |
Nope, my other option is to complain about it on the forums until the people arguing in favor of it are forced to resort to "if you don't like it don't play, I'm done with this thread."
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
It should be noted that the content we're being encouraged to ignore is Incarnate content. There isn't a whole lot of Incarnate content in the first place, the more of it that's so bad large swaths of the playerbase are encouraged to forego it altogether, the less likely those players are to care about Incarnate content at all.
And what, besides Incarnate content, is worth paying a $15 subscription fee for? The people telling us to just not play the content we don't like are making a strong argument that we should stop supporting CoX altogether.
The people of Praetoria are idiots, and people seem to keep forgetting that it's a co-op trial.
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Then what is it that he has that people were complaining about being ganked by as they were leaving the hospital? |
Nope, my other option is to complain about it on the forums until the people arguing in favor of it are forced to resort to "if you don't like it don't play, I'm done with this thread." |
It should be noted that the content we're being encouraged to ignore is Incarnate content. There isn't a whole lot of Incarnate content in the first place, the more of it that's so bad large swaths of the playerbase are encouraged to forego it altogether, the less likely those players are to care about Incarnate content at all.
And what, besides Incarnate content, is worth paying a $15 subscription fee for? The people telling us to just not play the content we don't like are making a strong argument that we should stop supporting CoX altogether. |
But Eva apparently thinks that's full of "holes" and "inconsistencies" as well.
I'll just sum up the whole thread:
There's not going to be content that will satisfy everyone's wants or needs, mechanically or narratively. But what exists obviously satisfies enough people that Devs continue to make it. And it's unlikely that trend will end.
It might be my character but its thier campaign setting still. If I was at the table top and the DM said we're playing in a dark sun campaign this time Id not go hey can I be a red robe kender mage from pre cataclysm krynn. At least if I did and the DM said no Id get why.
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City of Heroes is not D&D in more than just plot and settings. The game "City of Heroes" is not D&D, does not play like D&D and is not beholden to D&D traditions.
If you try to force the game to be YOUR game it will likely break before it gives you what your after. Should you try to compromise and become a part of the world you will find it bending its knee to you before you even think to ask.
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I'm not interested in "compromising" my vision and "bending my knee" to anyone else's concept. It's my way or the highway, and the simple fact is that up to a couple of years ago, the game was much more accepting of this, especially on the hero side. City of Heroes' greatest strength is that it promotes imagination and creativity, rather than forcing you into a rigid narrative like every other MMO does.
No, it won't. "Slow and steady" counts in years, and that's not acceptable. Not even close. And that has nothing to do with RP. Time sinks of this magnitude are simply not acceptable.
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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It should be noted that the content we're being encouraged to ignore is Incarnate content. There isn't a whole lot of Incarnate content in the first place, the more of it that's so bad large swaths of the playerbase are encouraged to forego it altogether, the less likely those players are to care about Incarnate content at all.
And what, besides Incarnate content, is worth paying a $15 subscription fee for? The people telling us to just not play the content we don't like are making a strong argument that we should stop supporting CoX altogether. |
The fact that villains don't care about the public opinion of Praetoria. Leaving Praetorian Earth for the Rogue Isles has an explanation to the effect of "Who cares about saving Praetoria and stopping the war? You can build your own power base, gather an army of minions, and when Cole finally does come, you'll beat him down, too!" The Praetorian iTrials are hero content that villains are allowed to participate in with the same old excuse of "greater threat." It comes off as feeling like villains are working a nine-to-five as heroes so that they can afford the opportunity to be actual villains.
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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This is like the old "If you don't like it, then quit!" arguments of 2004 and 2005. They're a good way to shut up your opposition in a forum argument, but they're very BAD at actually keeping the game afloat. Yes, our solution is to just not run this Trial. Surprise! That's exactly what people are doing, leaving the development team's time, effort and investment worthless and pointless. "Just don't run it!" is not a solution, and I can bet you dollars to doughnuts that most of the people who say this wouldn't be that happy if we actually took their advise. Because then we'll be wondering why nobody runs this content.
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The fact that villains don't care about the public opinion of Praetoria. Leaving Praetorian Earth for the Rogue Isles has an explanation to the effect of "Who cares about saving Praetoria and stopping the war? You can build your own power base, gather an army of minions, and when Cole finally does come, you'll beat him down, too!" The Praetorian iTrials are hero content that villains are allowed to participate in with the same old excuse of "greater threat." It comes off as feeling like villains are working a nine-to-five as heroes so that they can afford the opportunity to be actual villains. |
Well, considering there's more than enough people (myself included) who will run the content? I don't think the loss of the people in this thread who state they hate it will make any significant impact.
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But again - that's the same mentality given to people unhappy with City of Heroes back in 2004 and 2005, and the subscriber numbers tanked, and tanked hard. I'm not saying the two are necessarily related, but I AM saying that you're not a member of such an overwhelming majority as you think, and Trial participation is not such a static guarantee.
...Does the fact that if the villains do nothing and let Cole overrrun Primal Earth they'll either be enslaved or just outright killed ever register? At all? Or the villains actually not care enough about their own well-being?
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First of all, no, not all villains care enough about the world. A number of mine seek to destroy it anyway, and a number of others can simply pick up and leave if they so fancied. Moreover, the departure blurb talks about building up a power base and challenging Tyrant, not begging heroes for help.
Secondly, just how many times are villains going to be asked to do hero work "for their own good?" They do that against the Rikti, they do that against Romulus, they do that against the Coming Storm, they do that against Praetorian Earth and now they're doing that against Mot. When are villains going to be allowed to do villain stuff IN NEW CONTENT? Specifically, when are they going to be allowed to be villains in end game content against cosmic threats?
Do you realise what the game is saying? "You're allowed to be evil when you're playing in the playpen, but when the real threat comes, you have to be a hero because otherwise you'll die." It's the same story five times over and it's getting old, to say nothing of demeaning. At this point, I'd say just let Tyrant invade and we'll worry about it late. It might make for a more interesting story.
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've posted before about how there is no way to effectively measure how much of the game's population thinks one way or another, and that goes both ways. If you just want to smugly stand aside and claim that those who talk issue with the game's problems are just a whiny minority, you could be in for a nasty surprise. Mechanical/narrative disconnect is a major complaint throughout the entire gaming industry, particularly amongst the creatively driven players, and considering CoX's selling points boil down to "creative flexibility" and "spandex" that's not a small thing.
Enough with the TVtropes articles. We get it. We all go there from time to time. This is not a Yu-Gi-Oh card game where the best TVtropes articles used at the most opportune time wins. If you have an argument, make it. Stop relying on other people's articles to make it for you.
And that goes for everyone. |
That's not entirely true. NPC and PC stats do not raise linearly, nor do they raise in unison. Moreover, AT mods all start the game at or around 1.0 and then slowly drift towards their final values at level 20, so a Blaster, a Tanker and a Defender have similar damage at level 1, but not by level 20. Moreover, our stats raise by proxy. Higher-level characters have more powers of a greater strength, raising both offensive and defensive stats. They also have a greater number of slots with more powerful enhancements in them, raising those stats further still. A level 1 Willpower Brute running an unslotted High Pain Tolerance has an irrelevant advantage of health over, say, a Fiery Aura brute, but a level 50 Willpower Brute with High Pain tolerance slotted well for extra hit points makes a significant difference.
As a character - say a Scrapper - rises through the levels, that character becomes more accurate, more survivable, more dangerous and moreversatile, to the point where "Level 50 Hellions" are no challenge at all to a proper level 50 character just because they haven't the tools to challenge our arsenal of powers. It's those like Malta, the IDF and the Soldiers of Rularuu - enemies with a wide selection of nasty powers - that provide the most challenge. City of Heroes is simply not a game of stats. It's a game of powers. It's those who have the most powers of the best kind that are the strongest. |
Power growth by definition of having more powers assumes that players have taken those powers. Anyone has seen enough characters with horrible power choices to know that higher level charcter =/= stronger character. This doubly goes with the enhancement system, which is the game's equipment engine. Later powers are also not necessarily "better" than the previous powers (See DPAT and situational usefulness). This also doesn't deal with performance at those levels, which can be horribly skewed to situations or in Blaster's case just downright useless to get more and more and more attacks. In these cases, the AT is objectively becoming weaker despite having more powers.
Strength by proxy means the proxies are powerful, not the character. Making fire into a sword shape instead of just shooting it from your hands doesn't suddenly mean that you've become bullet proof. Likewise, level shifting doesn't encompass the entirety of scaling enemies. If the devs were to make a Level 50 Hellion, they certainly wouldn't just take the previous enemy and change his level value to 50.
That's not even remotely true. What you fight at level 1 are Longbow Guardians, essentially Hellions in Longbow uniforms. They have Brawl and one pistol shot attack. Nullifiers exist, yes, but they lack most of their powers. I forget when you start seeing the actual real Longbow soldiers, but I think it's level 10 or 15, and even then they lack most of their powers. Rifles have just one attack, Flametrhowers have just one attack, Miniguns have just one attack and Nullifiers are the same. Around level 25 or so, Flamethrowers develop the power to set down Burn patches and Nullifiers get grenades. Level 30 starts spawning SpecOps and Nullifiers get Beanbag. Level 40 gives Flamethrowers grenades that spawn Burn patches on top of the sweep that spawns Burn patches, miniguns get Grenades, Nullifiers get Sonic Grenade and SpecOps get their sapper grenades. All the while, Officers get more Leadership auras and powers and harder and harder Wardens start showing up.
The Longbow of level 1 and even the Longbow of level 10 have nothing in the slightest on the Longbow of level 50. And they're not the only group that looks like they don't increase in power yet do so. In fact, the only group I can think of that's consistently similar at level 1 to level 50 is the 5th Column, and that's the result limited development resources at the time. And even then they throw robots, vampires and werewolves in the mix, despite their human soldiers having the same powers. I guess you can count the Devouring Earth in there, since they have the same set of minions 25-50, but at least they change colours and start developing new, more dangerous lieutenants and bigger bosses as levels progress. Hell, Crey start out with security guards and scientists, but by the end you're fighting armies of power armour supersoldiers and manufactures superpowered beings. I think this shows that City of Heroes enemy factions are more than capable of presenting the progression of threat in a graphic, visual manner, not to mention a mechanical one. I think that's the standard we should hold all enemy groups to, because it's not an exception. |
So longbow aren't not the same as their lower level counterparts despite having no graphical change, sharing the same name and the same basic weaponry they started with at level 10? But, since the nullifier get a beanbag launcher, that means that the nullifier rifle that was used at level 10 that you are immune to are suddenly better because of the beanbag launcher. If you want to say that because I said level 1 longbow (in actually the staple longbow start at 10 and 20) has the entire case for the idea being incorrect, that is just nitpicking.
Everyone knows that enemies get more abilities as they level up, but the presence of an incendiary grenade doesn't mean you are fighting completely different longbow. It is still the same longbow with a new toy. For this, Longbow are not representing a gradual power progression that somehow grants immunity to previous encounters, but representing relative power stasis where the new tricks of villains they fight are dealt with by having new tricks of their own. Their own skills with the weapons don't reflect growth, but refinement, just like the superpowered enemies they face.
For this, the additional enemies that are tied in with any group that has relative power stasis do not break this mode of stasis. The 5th Column throwing out werewolfs and mechs doesn't change that the grunts are still using the same weapons, and ergo imply stasis. The additional strength of the new enemies do not reflect an inexplicable ascent to being untouchable, but an easily trackable expansion via power diversity. Now, there is a relationship between power growth and power diversity in the sense that being able to do more things and being more refined at doing them equates more power, but nonetheless this doesn't provide a means to grant immunity to previous weapons.
So should have "my opinion can't be wrong" attitude. Not everything is subject to opinion. Facts are not subject to opinion. If you want to make an argument, feel free to do so, but don't expect people to regard your opinion as sacred and holy. If you can back it up with an argument, then do so, and we'll talk about it. But "opinion" itself has no weight whatsoever.
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A person's opinion being correct or incorrect only matters when it is not being stated as an opinion, or not operated on as an opinion. When it is being states as fact is when it becomes subject to evidence and evaluation by other parties. Case in point, the reason why your interpretation of the story is being debated at all isn't because you hold such an interpretation, but because you are both behaving as if it is not an interpretation and you are also not stating it as an interpretation.
Since I have been hard wired to avoid double posts from previous forums, I'll just add this second section to it.
Alright, I'm going to make this painfully simple.
1) If we plucked a Bone Daddy from Perez Park and one of the rock-throwing citizens and had them actually fight in the actual game without changing any of their stats or abilities, the rock-throwing citizen would win, and the fight would not even be close. In fact, the rock-throwing citizen would probably one-shot the Bone Daddy. 2) According to the narrative, a rock-throwing citizen wouldn't even stand a chance against a Bone Daddy from Perez Park. Note that if they could, all the mugging victims we keep saving are mostly just being lazy. Which of these two statements is either false of unprovable? If neither of these two statements are false or unprovable, then there is an inconsistency between gameplay and story, period, since the gameplay delivers the opposite result of what the story would imply. If you wanted to have a consistent gameplay mechanic wherein levels reflected a progression of time and not power, then you would not get increased health and damage as you leveled up. If you think that the disconnect between story and gameplay is not a problem, that's an opinion. If you think it doesn't exist, you are factually wrong. |
As for the second statement, it is false. The "narrative" of the game is quite abstract, since I haven't seen an explicit statement that says "A Citizen throwing a Malotov Cocktail at a Bone Daddy should not be able to fend off or defeat a Bone Daddy". I have seen the game imply quite the opposite with an entire power origin: Natural. According to Natural Power origins, there are superheroes who are "super" only in the sense that they have trained hard enough and worked out enough to become a superhero, fighting with swords, guns, and smoke. Not only does this imply that every citizen in the game could go Green Arrow on the bad guys, but it means that every citizen is being lazy and/or suffering from a mentality that has prevented them from doing this. Nothing more, since as we've seen from natural heroes, all it really does take to take down a Bone Daddy is to chuck a big enough rock at them.
Stating that natural heroes are unnatural is an internal contradiction to the very definition of natural heroes, so such a statement cannot be true.
You know, you said that the consistency of this game was quantifiable. So, what quantity is it measured in? Is it Joules? Kilograms? Amperes? Slugs? Surely the consistency you are referring to as quantifiable isn't the statistics definition where you are measuring the already numerical outputs and measuring the deviation of these numerical outputs, because that isn't a quantity. That is a scale, relative to each phenomena in an experiment that requires a preconceived hypothesis to be tested against to have any real value to an end.
TPN trial guide video / MoM trial guide video / DD trial guide video / BAF trial guide video
/ Lambda trial guide video / Keyes trial guide video / Magisterium trial guide video / Underground trial guide
According to Natural Power origins, there are superheroes who are "super" only in the sense that they have trained hard enough and worked out enough to become a superhero, fighting with swords, guns, and smoke.
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When you say, "Hey civilians should be able to fend off a Bone Daddy since my Natural origin, acrobatic, martial artist Robin clone can!" you aren't really demonstrating the inherent logic of an ordinary human's ability to take on a supernaturally empowered gang Boss, but rather demonstrating the inherent illogic of a highly trained human's ability to do so. And before you bother to point out that the comics allow this sort of thing to happen all the time, I would point out that such cases are handled by having the hero defeat the overpowering foe with clever tactical stunts that CoX does not permit, or by extricating the hero with poor writing. Neither of which help CoX justify the notion of ordinary (including highly trained) humans going toe-to-toe with giant mecha (or Bone Daddies) in contests of delivering/withstanding direct damage.
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
I haven't played the TPN trial, so I haven't really followed the threads about it, so someone may have already suggested this:
The rock-throwing citizens that players are complaining about? Make the damage illusionary. Basically make them a side-effect of the telepaths sapping your will, allowing the angry citizens to "hurt your feelings".
As for the second statement, it is false. The "narrative" of the game is quite abstract, since I haven't seen an explicit statement that says "A Citizen throwing a Malotov Cocktail at a Bone Daddy should not be able to fend off or defeat a Bone Daddy". |
The game mechanics are inconsistent with the narrative because the citizen is overwhelmingly more powerful than the Bone Daddy in game mechanics, but not in narrative. Potential doesn't matter, because that Bone Daddy could also potentially train up to level 50 and become a Natural Origin super in the style of Batman or the Joker. But at the moment you fight him at Perez Park, he hasn't, and at the moment you fight the rock-throwing citizen, they haven't, and the fact that the citizen could represent a narrative threat consistent with their mechanical threat someday is irrelevant to the discussion we're having.
I'll rephrase this again just to make sure you get it: It doesn't matter that a rock-throwing citizen could be Green Arrow, because they aren't Green Arrow.
I have seen the game imply quite the opposite with an entire power origin: Natural. According to Natural Power origins, there are superheroes who are "super" only in the sense that they have trained hard enough and worked out enough to become a superhero, fighting with swords, guns, and smoke. |
All you've really done is offer an extremely explicit example of why rock-throwing citizens present a gameplay/narrative disconnect, because there are other rock-throwing citizens who, according to narrative, have pretty much the exact same capabilities, and yet one set of rock-throwing citizens could stomp all over the others.
I don't mind when people say they don't have a problem with the gameplay/narrative disconnect, but I do mind when they try to tell me that it doesn't exist, because it is a problem for me and I can't begin to have a discussion about how to fix that problem when others are ruining it by yelling about how the problem proven to exist doesn't.
Personally, the reason I don't like the disconnect because it feels like such a letdown to go from winning a slugfest with a walking tank to requiring the help of a dozen others just to be effective riot police. I like the steady gain in power that the game offers, it's one of the major draws of the RPG genre, and the narrative we've got spits right in its face by keeping that power gain strictly in the mechanics, totally unacknowledged by the story.