It happened AGAIN.


Agent79

 

Posted

Quote:
Originally Posted by KianaZero View Post
I did, and I'm afraid I don't see the misinformation and fallacies that you're seeing.

Could you help me out? I don't see what you're seeing.
He's rejecting our reality and substituting his own.


@Mindshadow

 

Posted

I love all the QQ from wannbe RPers that complain about the game not fitting THIER character rather then trying to create a character that fits the WORLD.

Let me break it down, if this was a table top RPG like saying beloved D&D, then although sure you got some pretty large control over the character you want to play, there are limits, pre set definations of various aspects of the multi verse of the game you choose to play in.

With the above in mind, there is NO way for anyone to survive the release of the Rularuu. Think multi dimensional Galactus for those not into the LORE of it all. NOTHING can actually match its power directly and the only reason even the mightiest incarnates can last there is thanks to the Kind One known as Faathim, the single aspect of Rularuu that possesses a feeling we can expect aid from.

This game is not mature rated, so frankly be thankful they give even the watered down evil options. Especially when you look at the sheer lack of activity Red Side.

I run alot of TFs on virtue, never have any issue filling them up timely, I go red side, and I cant even count on most on my global friends list as very few didnt go all the way blue to persue hero merits while enjoying the more active population of paragon. I myself am rogue or vig on nearly every character but sadly few are.

Devs can see the stats concerning server population and activity and no doubt have been aware for some time how little interest a game originally titled as a game of heroes managed to really attract with thier red side addition.

Sure many love the ATs, they where designed with the more current game we have then the hero ATs, frequently the vil ATs are the better choice for solo or pvp orientated play. Simply put there is little real reason for them to work on making red side more villainous, when most red siders turn blue at the first oppurtunity. And now few even bother to start red side at all.

Dont get me wrong, I am glad we have it, the option, the ability to play rogue or VIG, all are great aspects that expand our games world and make the younger kid that is champion online tremble in awe at our intimidating vastness.

But most of the people asking here, mainly from what seems an RP perspective, are not trying to be good RPers rather they are trying to treat this game like a single player RPG with the ability to pick and choose what mods should be added. In an MMO your just a small part of a much bigger world. Sure you can try to become mighty enough to yell at the sky and make it hear you, but certainly dont expect it to.


 

Posted

In spite of the stated policy in the ustream yesterday, I think that the (Kill Alexis) dialog tree option in SSA#3 is pretty downright villainous and about as dark as it gets short of torturing children or something.

It's probably a lot easier to RP selfish rogues and insane world-destroying villains than it is for your character to be a cold-blooded killer like that. Even with all the rationalization and emotional detachment that usually comes with playing video games.


 

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Quote:
Originally Posted by Lothic View Post
Actually it's the limitations of the static MMO paradigm that -prevents- players from ever being able to play a "World Devouring, Life Ending, Catastrophe Causing" type villain in the first place. The fact that the system can't deliver the type of play experience some would want does not make their desire to play that kind of villain a "poor" choice in the least.

Trying to claim players are "playing wrong" because the game won't let them play the way they want is absolutely ridiculous.
Sorry but its not, the only ridiculous thing is you trying to justify playing poorly concieved concepts for RP purposes. What your trying to say is a superior experiance is just a different kind of game, its called a solo RPG like elder scrolls 4 oblivion( my personal choice) in which not only is its base game quite open to you playing an all out evil kill everyone in the world wizard of doom, but with the right mods or better yet modding skills, can shape the game to reflect what you want to see.

An MMO cant be expected to work like that. COX is closer then most thanks to AE letting you create your own personal arcs to play in. However thinking your wants are reasonable is the most delusional self centered thinking I have heard expressed on the forums in some time.


 

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Quote:
Originally Posted by Demetrios Vasilikos View Post
I love all the QQ from wannbe RPers that complain about the game not fitting THIER character rather then trying to create a character that fits the WORLD.
I don't think that it has anything to do with RPing. I think it's about the concept of the game and the story of the game being out of sync.

Think of it this way: if you had a hypothetical game titled Alice's Adventures in Wonderland, but the game's story wasn't about girl having whimsical fantasies in a weird borderline lunatic dreamworld, but instead was about a tough armoured female space marine killing aliens called Snark, I have a feeling that you would feel at least a bit cheated. The experience that you have is certainly not what you expected.

So it's not about the game not fitting MY character; it's more that the game doesn't fit its own concept.

Now, it is possible to make a game named City of Villains that fits its concept. If nothing else, the Mortimer Kal trial, Lord Recluse task force, tip missions and mayhem missions that already exist in the game proves that splendidly.

The problem is that large portions of the game's content doesn't fit the concept. The coop taskforces and trials is one example; quite a lot of the regular content is another. We didn't get Alice's Adventures in Wonderland, we got Space Marine Alice Killing Snarks, or in this case City of Misunderstood Mercenaries rather than City of Villains.

Quote:
Originally Posted by Demetrios Vasilikos View Post
This game is not mature rated, so frankly be thankful they give even the watered down evil options. Especially when you look at the sheer lack of activity Red Side.

[snippety]

Devs can see the stats concerning server population and activity and no doubt have been aware for some time how little interest a game originally titled as a game of heroes managed to really attract with thier red side addition.
This is a chicken-and-the-egg question. Does the game have low villain population because the villain content is watered down, or do we get watered down content because of the server population?

There aren't that many games that have a villain morality, but the few that has (sorry, forum rules prohibit me from naming them) have generally done it well and have mostly been successful. So I think that it's mostly from the former: the villain content is watered down, so villain players are not attracted to the villain-side content (quite understandable: would you want to play a boring game?), and hence we just get more watered-down content that works for vigilantes and rogues.

You get a death spiral pretty quickly that way, a self-fulfilling prophecy of sorts.


Still @Shadow Kitty

"I became Archvillain before Statesman nerfed himself!"

 

Posted

Quote:
Originally Posted by Codewalker View Post
In spite of the stated policy in the ustream yesterday, I think that the (Kill Alexis) dialog tree option in SSA#3 is pretty downright villainous and about as dark as it gets short of torturing children or something.
Westin Phipps lets players poison food to blind some orphans.


@Golden Girl

City of Heroes comics and artwork

 

Posted

My character has already destroyed the world.

"I, the mighty Artiste, have triumphed, but victory is not as sweet as I imagined. In my zeal to conquer this feeble world, I have instead demolished it. The people I would have ruled? Dead, though not entirely gone. They linger in these lands as foul, angry spirits. They hope eventually to find a way to destroy me, but I am not concerned. I am Artiste! I need fear no one, for my power is truly beyond all limits."

Now, as far as the discussion, the whole "push the red button" thing was pretty much a side issue to the real, perrenial issue of "How do we give a satisfying villainous experience while getting the most bang for our developer salary buck?"

This issue is sort of uniquely a red-side problem. You hardly ever hear a player say "Why can't I have a more heroic experience? Why do I have to team with these filthy villains?"

IMO, what's needed is not the opportunity to burn down the world. It's the opportunity for a villain (or a hero, for that matter) to create a plan, put the plan into motion, see it through to fruition, and then reap some tangible reward from it. Think of it as the CoH version of tradeskilling or crafting. Yes, I know that inventions are literally "crafting" but the facet of the crafting experience that they lack is the whole planning portion of the experience.

Essentially, you'd be "crafting" a story arc for yourself, perhaps at certain levels involving PvP, and then your arc rewards would depend on how well you completed the goals of the arc. Given the currency of the game, the reward would probably end up being yet another kind of merit, but some kind of real, tangible increase in personal prestige would be the best kind of reward.


 

Posted

Quote:
Originally Posted by Dark Energon View Post
What good is it to rule the world, when there is no world to rule?
But not every villain wants there to be no world. That's the point. Whenever we get involved with a nefarious plot, it's never our own. It's someone else's. And when we're one step from passing through the door to victory, some NPC in whatever story arc we're in shuts the door in our face.

Quote:
Originally Posted by Bad_Influence View Post
I'd like to see HEROES have to be EVIL for once. Yeah, not happening.
"Requiem must die, hero. We cannot get to him directly. You will have to join the Council. You will have to earn his trust. You will have to follow his orders. And when he trusts you enough, you will have to stab him in the back."

Quote:
Originally Posted by Demetrios Vasilikos View Post
I love all the QQ from wannbe RPers that complain about the game not fitting THIER character rather then trying to create a character that fits the WORLD.
Credibility destroyed. I'll reply to your post anyways.

Quote:
Originally Posted by Demetrios Vasilikos View Post
Let me break it down, if this was a table top RPG like saying beloved D&D, then although sure you got some pretty large control over the character you want to play, there are limits, pre set definations of various aspects of the multi verse of the game you choose to play in.
But this is also THE most flexible MMO in the industry, with the most freedom and a dev team that actually listens. Gameplay mechanics don't have any bearing on this post, nor your argument, so leave them out of it.

Quote:
Originally Posted by Demetrios Vasilikos View Post
With the above in mind, there is NO way for anyone to survive the release of the Rularuu. Think multi dimensional Galactus for those not into the LORE of it all. NOTHING can actually match its power directly and the only reason even the mightiest incarnates can last there is thanks to the Kind One known as Faathim, the single aspect of Rularuu that possesses a feeling we can expect aid from.
So when the Rularuu come, the game is over? You might want to rethink that point of view, since you just hopped in the 'delete your character' wagon.

Quote:
Originally Posted by Demetrios Vasilikos View Post
This game is not mature rated, so frankly be thankful they give even the watered down evil options. Especially when you look at the sheer lack of activity Red Side.
Which only bolsters my original point: villainy isn't villain-y enough.

Quote:
Originally Posted by Demetrios Vasilikos View Post
I run alot of TFs on virtue, never have any issue filling them up timely, I go red side, and I cant even count on most on my global friends list as very few didnt go all the way blue to persue hero merits while enjoying the more active population of paragon. I myself am rogue or vig on nearly every character but sadly few are.
Faction activity has nothing to do with my post.

Quote:
Originally Posted by Demetrios Vasilikos View Post
Devs can see the stats concerning server population and activity and no doubt have been aware for some time how little interest a game originally titled as a game of heroes managed to really attract with thier red side addition.
So because less people play villains, it's okay to give those that do less? Do you really think the dev team looks at redside in the same way the census looks at the homeless? Come on, man. Screw your head on straight before you say something like that.

Quote:
Originally Posted by Demetrios Vasilikos View Post
Sure many love the ATs, they where designed with the more current game we have then the hero ATs, frequently the vil ATs are the better choice for solo or pvp orientated play. Simply put there is little real reason for them to work on making red side more villainous, when most red siders turn blue at the first oppurtunity. And now few even bother to start red side at all.
I'd love to see your sources.

Quote:
Originally Posted by Demetrios Vasilikos View Post
Dont get me wrong, I am glad we have it, the option, the ability to play rogue or VIG, all are great aspects that expand our games world and make the younger kid that is champion online tremble in awe at our intimidating vastness.
You're telling me that because you don't care about villainside, no one should, and I'm not going to listen to that.

Quote:
Originally Posted by Demetrios Vasilikos View Post
But most of the people asking here, mainly from what seems an RP perspective, are not trying to be good RPers rather they are trying to treat this game like a single player RPG with the ability to pick and choose what mods should be added. In an MMO your just a small part of a much bigger world. Sure you can try to become mighty enough to yell at the sky and make it hear you, but certainly dont expect it to.
If what I'm reading from you is correct:

-Redside should be ignored because of low population.
-Redside story arcs/missions should be bland and disappointing because no one cares about RP, just gameplay.
-Redside really isn't worth anything because "no one plays it."

Right?

What an incredibly ignorant and unfair way of looking at the game. I'm glad I don't game with you.


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Posted

I think a mission instance would work just fine. You destroy/take over the world and when you exit everything returns to normal. Bonus awesome points for cut-scenes. The exit pop-up box could read something like "You grow bored and use your awesome power to remake the universe just the way it was before you destroyed (took over) the world. Perhaps you'll do it again."


Issue 23: All your base are belong to us?

 

Posted

Quote:
Originally Posted by Nalrok_AthZim View Post
"Requiem must die, hero. We cannot get to him directly. You will have to join the Council. You will have to earn his trust. You will have to follow his orders. And when he trusts you enough, you will have to stab him in the back."
It would actually be pretty cool to use the faction-switching mechanic to have infiltration (either heroes going 'deep cover' or villains going 'oh yes I am so totally reformed right now you guys seriously'), with associated missions. The current tips all play it as a truly genuine conversion.

Or you could have arcs only available to people who had the 'Ascended' or 'Descended' badges.


@Mindshadow

 

Posted

Quote:
Originally Posted by Slaunyeh View Post
Nah, that's not true at all. He's talking about a design intent for the game they were designing. Some design intents made it into the game. Some didn't. The Arena just happens to be one of the things that did make it into the game, even if the character creation system changed dramatically.

You're not required to change your mind on all design ideas just because some change for whatever reason. That's not how system design works (at least not system design that ever leads to a finished product).

Whether or not they tried to build a game system that could support PvP, or they were just really bad at designing such a system, is, at best, guesswork at this point.
Actually, it isn't.

First of all, its fairly well known, at least among people who followed the game, that the game was basically refactored completely during Alpha. It wasn't just a simple matter of them dropping or delaying some features, almost *none* of the original large-scale concepts survived to launch, because its pretty well established that the devs far overreached what they could deliver. It was when they blew their 2003 launch date that Jack basically began pushing for what they could launch, rather than attempt to build the original design of the game.

The original design of the game didn't just have an open powers system, it had called shots, it had a gear system (nothing like the invention system), it had mission computers - it had a huge amount of details that the launch game abandoned.

The most well-known was Jack's introduction of archetypes, which was sold as a way to simplify the game for the players, but it was also to simplify the game for the designers, because it was taking too long to implement a workable open system.

Nearly all of this refactoring took place in 2003 leading up to the 2004 launch. And when it occurred, power sets were significantly rushed: they were still being assembled during the beta. Even things like the Blaster manipulation secondaries were adjusted almost at the last minute. During that time, there was essentially no thought put into whether the sets would work for PvP, because there simply wasn't time.

Its worth noting that the original race to launch was so hectic, there was an actual disconnect between the programmers who implemented features and the powers designers who used them. Geko often mis-described how features worked, and Castle was still learning how some mechanics worked - and even that some even existed - in 2010, and I'm not even referencing Taunt. I have first hand knowledge of the fact that the powers team would sometimes tell me something completely different from the programming team as to how a power or mechanic worked in 2004, when we're talking about the original guys that originally built the things.

When PvP was actually added to the game, the devs admitted in many specific instances that they did not consider how rather large general features of the game would work in PvP, such as whether you could actually hit another player or not. As in no thought at all, prior to implementation.

Actually trying to prove the entire negative - that the devs *never* thought about PvP at any time during the implementation of the game is, of course, impossible. However, the burden of proof is on the people attempting to assert the opposite, because in every case where we have actual knowledge its been established that they did not, or if they did the thought they put into it was nonsensical.

The devs did consistently make a statement that was very telling if you understand the context. The devs often said, when PvP was first introduced, that it was "balanced for teams." That did *not* mean the devs sat down and designed the powers system so that it would allow for a specific PvP team diversity. What they meant - and the actually once said this - was that PvP was balanced around teams because whatever advantage one team had another could acquire with the appropriate team mates. When the devs said explicitly that "PvP is not balanced around 1v1, its balanced around teams" and you combine that with their statement on how it was balanced around teams, you can draw the conclusion that the devs didn't actually *do* anything prior to I3 to design the game for PvP.

One last thing. I asked someone back then how they decided on the correct amount of unresistable damage to give to blasters to balance PvP. What I was told was that the original value was a guess, and they would datamine testing to see if it was reasonable. The devs, in the early days, had a few design rules, but primarily they relied on datamining to tell them if their design was correct or not. There was no model or formula or spreadsheet or calculations to tell them how much regeneration was balanced - not even wrong calculations. No set of calculations to tell them how much offense balanced how much defense. Anyone who claims to be thinking about or designing for PvP has *something* - *anything* - to give them at least an educated guess as to where they should start. Prior to the arena being added, there was no such thing. And that's not a guess: if such a thing ever existed, no one has ever admitted to its existence.

By their own admission, the devs in the early days threw stuff on the wall and used datamining to see what stuck. If you believe the devs put any thought into how to implement the game for a reasonably fair PvP, you first have the contend with the fact that we know with certainty they didn't even do this for PvE.


This is something Cryptic itself *explicitly* attempted to correct when implementing Champions Online, with extremely mixed results. But the "master spreadsheet" of powers that they built for CO that is supposed to guide them in how all the powers are interbalanced between each other is something they did then, because they did not want to repeat the error of not having it in City of Heroes.


Now if Xanatos thinks he has some information I lack which gives him a more accurate perspective than the one I have from among other things actually talking to the developers at the time I'd be happy to hear it.


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Posted

Quote:
Originally Posted by Golden Girl View Post
Westin Phipps lets players poison food to blind some orphans.
Yes, but this is actually half the problem. Phipps lets us. We don't plan it. We don't get to initiate.


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Posted

I met a traveller from an antique land
Who said: "Two vast and trunkless legs of stone
Stand in the desert. Near them on the sand,
Half sunk, a shattered visage lies, whose frown
And wrinkled lip and sneer of cold command
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them and the heart that fed.
And on the pedestal these words appear:
`My name is Ozymandias, King of Kings:
Look on my works, ye mighty, and despair!'
Nothing beside remains. Round the decay
Of that colossal wreck, boundless and bare,
The lone and level sands stretch far away".



.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
That game, to the best of my knowledge, never existed. In many ways, the pre-Beta paper design of City of Heroes was the Battlecruiser of MMOs. It was a set of features that even a well-funded dev team with modern technology would have a hard time delivering in a coherent game today. People talk about wanting to see "City of Heroes 2" but I'd love to see City of Heroes 0. I'm just not sure any dev team in existence today could pull it off, anywhere.
You know, I'm of the opinion that Paragon Studios should get Rick Dakan on the phone and beg him to come back.


 

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In reviewing the older dev diaries, I just had to share a comment Rick Dakan made in one of his Design Journal series of articles from 2002:

Quote:
First of all, rules. The basic system for City of Heroes, comes right out of my pen and paper days. Since its original inception we've refined it quite a bit, but it still retains the core elements that I liked about the original design. You use points to purchase attributes, skills and powers. I'm a big fan of the point purchase system, as it allows players to add as much customization as possible. I've always been a tremendous advocate of letting the player do what he or she wants, and that's a dictum I've tried hard to maintain as we've worked on this game. The second aspect was to separate levels from character advancement as much as possible. I greatly prefer RPGs that let me spend my experience however I see fit (like the Storyteller System), rather than forcing me to fall into pre-set patterns of advancement (like D&D). Again, whenever possible, let the players play as they choose.

The way combat works is also a direct descendant of some rules I came up with for a skirmish mini's game that was never published. I then converted them over for a massive sci-fi role-playing game that was also never published. Now they're finally making their appearance in City of Heroes. The basic concept is pretty simple, but captures something about combat that I think is fundamentally true (you know, based on all my years as a trained mercenary). The more skilled you are with a weapon or attack, the more damage you will probably cause. Put another way, the power of the weapon is only half the equation. You also have to know what you're doing. I'm not taking credit for this idea; I'm just taking credit for liking it.

And so we have a system where, when you attack someone, the better you hit them, the more damage you'll do. Instead of rolling a die when you hit someone with a club and causing 1 to 6 hit points of damage no matter how close you came to missing, each attack in City of Heroes has a table associated with it. So, instead of rolling a number between 1 and 6, you roll to hit, trying to score less than your skill plus its governing attribute (for example, club + strength). How far below your target number you roll is then indexed to the damage table for your weapon. Thus, the better you hit, the more damage you do. There's a little more to it than that (lots of modifiers and so forth) but you hopefully get the idea.
That's actually pretty cool.

Quote:
Admittedly though, I quickly turned most of the rules stuff over to my cohort, Jack. He's got a head for numbers and balancing and such.



Incidentally, of all the original design features for City of Heroes, the one that I regret not seeing the most, by a wide margin, is this one:

Quote:
The basic philosophy is this; the longer you've been doing something, the better you'll be at it and the more you try and spread yourself out, the harder it will be to gain superiority in any one aspect or skill.

Here's how we put that philosophy in action. Each hero picks a starting power. Any power they want. This is your first power, and for the rest of time, this is what your hero will be best at. It will always be easier to increase this power than any other. Your second and maybe third powers will usually (depending on Origin type) come along pretty quickly after that, and it will be a little tougher (i.e. cost more experience) to advance that power. With each successive power you learn, it requires more and more experience points to advance that power. Your Origin type impacts this by determining how many different powers you can ultimately learn, how powerful you can become with them and how tough it is for you to use them.

Presto. That's it. Instant, individualized character classes. Players can decide for themselves what combination of powers they want to pursue over time and the system encourages a certain degree of specialization. In many games a fighter can learn some magic (with difficulty, but it can happen), but in our game, you get to choose exactly where your strengths and weaknesses are. When it comes to grouping, everyone will have a pretty firm idea about where their strengths lie and they can talk with their fellow heroes about what their team needs to be totally effective. Admittedly, the formula for putting together a group isn't as simple as fighter, mage, cleric, thief; however, players have the advantage of developing their own, most effective combinations of heroes to fill out the needed roles.
I really wish we managed to get that one, although I'm fully aware of the fact it relies on getting the points system also, and that one was doomed for lack of sophisticated enough tools to implement.

Personally, I think Cryptic should have lifted this idea for their future games, because in my opinion its actually pure design genius.


And on the general subject of the thread, I think this is an interesting quote from Dakan on why City of Heroes didn't have a City of Villains in the first place:

Quote:
Beyond the potential social crises that would arise from such a game, it would require a great deal of extra content for it to be a good game. I think about all the content we're putting in to support our players' heroic activities. We'd have to do just as much extra work to make the villain game as much fun, and that's just not feasible for all the reasons you can imagine. Alternately, I suppose, we could spend half of our time on each and then they could both suck. Hmmmm, maybe we'll do that...

OK, we're not going to do that. You know why? Well, first, we're not interested in making a game that sucks. But only slightly behind that are all the ideological reasons I've been hinting at since I began my little tirade here. The first reason is exactly the same as the last practical reason I mentioned. What would you do as a villain? You'd be doing all these horrible, nasty things. Even if they were cloaked in an air of comic book silliness (which nothing in this game ever should be, in my opinion), they'd still be things that every decent person would agree are just plain wrong.

That's not at all the kind of game we're trying to make here. I've found that, when a game tries to be too many different things, it succeeds at none of them. I didn't just make that up obviously; it is rather, a truism in the industry. What I'm most interested in with City of Heroes is doing the hero thing really well. I want to simulate what it's like to contribute to the common good, to fight to your last against what's bad, and to rise above the wrong in the world.

OK, yeah, that last bit sounded more than a little corny I know, but you gotta admit, there's some truth to it. For the most part, we want to see the good guys win. Also, for the most part, we want to win ourselves. And finally, again for the most part, we see ourselves as the good guys. Put all those most parts together and you get the attitude we're trying to capture with City of Heroes. That's the fun of reading these stories in comics as well; you empathize with the hero and rejoice in his or her victories over the evil forces that stand against him or her. Which hero you empathize with depends on which comics you read, which heroes strike a chord with you. In City of Heroes, we take that one step further. You are your own hero. You create someone you empathize with more directly than any comic character, because this time it's your creation.

The second ideological reason is also a high-minded facet of our practical reasons. We want a game that encourages cooperation amongst players. We want a world where heroes can come together to fight the common foes (and boy are there a lot of those). This is, of course, the major appeal of online gaming; you do it with other people. In a free flowing PvP game, you couldn't ever really trust other players. They could turn on you at any moment, and probably do so with very little consequence (this lack of consequence being a big factor that differentiates real life behavior from that of people in games). That is, I think, just poisonous to a game where we're trying to get people to work together. Of course that's the extreme. I can think of ways to work around some of these problems, but here again, we're adding more restrictions to accommodate questionable game play benefits.
You have to wonder, even when they decided to make CoV, were the CoV developers immune to this line of thought? Are the *current* developers immune to this line of thought when they write for villains? I'm not convinced they are.


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Posted

I side with the OP

I believe that the villain arc should have the villain players not stop Wade, he should destroy the world and they can turn off redside.

On the heroside, the heroes stop him and they can keep playing the game.

Everyone is happy


 

Posted

Quote:
What would you do as a villain? You'd be doing all these horrible, nasty things. Even if they were cloaked in an air of comic book silliness (which nothing in this game ever should be, in my opinion), they'd still be things that every decent person would agree are just plain wrong.

That's not at all the kind of game we're trying to make here. I've found that, when a game tries to be too many different things, it succeeds at none of them. I didn't just make that up obviously; it is rather, a truism in the industry. What I'm most interested in with City of Heroes is doing the hero thing really well. I want to simulate what it's like to contribute to the common good, to fight to your last against what's bad, and to rise above the wrong in the world.
So devs have bene hating villains for at least 10 years?


@Golden Girl

City of Heroes comics and artwork

 

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So much I could comment on here, but so little time. And I mean that in a good way. Lots of good ideas, and good intentions otherwise, at least. My biggest wish for City of Villains, at this point, is just for a dev to read this thread, and ponder on some of the problems and solutions we've brought up. Riptide made a point I wish I'd clarified when I alluded to many villains desiring to "just watch the world burn." It doesn't have to be the whole world in one go. In fact, I lifted the line from the Dark Knight movie; the line is attributed to the Joker's true motivations. Saying "the world" is metaphorical. For the Joker, Gotham City will do.

What if your super villain finished the job that so many villain groups had started at the Faultline dam, laying waste to a revamped section of Skyway City before heroes could stop it? What if the heroes were forced into a position of helping Arachnos against your large-scale plot to destroy many Rogue Isles buildings in one fell swoop--and what if phasing technology could be used to change the outside appearance of buildings? All of this, and I haven't even mentioned co-op plots where the heroes are tricked into helping villains achieve some end or obtain some kind of technology or magic power. What if a great evil attacked Paragon City, and the super villains showed up to help, but their real intention was to take control of the entity and use it to completely destroy a section of Paragon before making off with whatever technology or artifacts the entity possessed? What if they succeeded? If you think frustrated heroes would avoid playing these kinds of stories, think again. Players will play them if the rewards are nice, if the badges are plenty, and if the stories and mechanics are fun and entertaining.

With respect for Rick Dakan, whose world-building genius I can only admire, he began helping to build City of Heroes at the very edge of the beginning of the modern era of comic books. The Dark Avengers hadn't come along yet. If it wasn't for the Dark Avengers series of comic books, I probably wouldn't have any super villains outside of Mission Architect creations. It is difficult for me to go back and read most graphic novel collections from before 2003 or so, when the "big two" started to indulge a maturing audience. In Siege Prelude, a super villain, Doctor Doom, became one of my favorite characters for the first time. Not because of his evil deeds, but because I was so darn impressed by this new age, where super villains like Doom and Osborn had traded their mustache-twirling days in for real personalities.

I say all of this as a Blueside loving super hero at heart: City of Villains has yet to reach its full potential. That can only happen when its player character inhabitants are given tools, goals, rewards, and storylines in which to reach their full potential as villains.


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Originally Posted by dugfromthearth View Post
I side with the OP

I believe that the villain arc should have the villain players not stop Wade, he should destroy the world and they can turn off redside.

On the heroside, the heroes stop him and they can keep playing the game.

Everyone is happy
Picard just called. He apologises, but there's simply not enough facepalm to go around.


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Originally Posted by Captain_Photon View Post
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The basic philosophy is this; the longer you've been doing something, the better you'll be at it and the more you try and spread yourself out, the harder it will be to gain superiority in any one aspect or skill.

Here's how we put that philosophy in action. Each hero picks a starting power. Any power they want. This is your first power, and for the rest of time, this is what your hero will be best at. It will always be easier to increase this power than any other. Your second and maybe third powers will usually (depending on Origin type) come along pretty quickly after that, and it will be a little tougher (i.e. cost more experience) to advance that power. With each successive power you learn, it requires more and more experience points to advance that power. Your Origin type impacts this by determining how many different powers you can ultimately learn, how powerful you can become with them and how tough it is for you to use them.

Presto. That's it. Instant, individualized character classes. Players can decide for themselves what combination of powers they want to pursue over time and the system encourages a certain degree of specialization. In many games a fighter can learn some magic (with difficulty, but it can happen), but in our game, you get to choose exactly where your strengths and weaknesses are. When it comes to grouping, everyone will have a pretty firm idea about where their strengths lie and they can talk with their fellow heroes about what their team needs to be totally effective. Admittedly, the formula for putting together a group isn't as simple as fighter, mage, cleric, thief; however, players have the advantage of developing their own, most effective combinations of heroes to fill out the needed roles.
Didn't they try something like this in Champions Online?



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Originally Posted by Captain-Electric View Post
With respect for Rick Dakan, whose world-building genius I can only admire, he began helping to build City of Heroes at the very edge of the beginning of the modern era of comic books. The Dark Avengers hadn't come along yet. If it wasn't for the Dark Avengers series of comic books, I probably wouldn't have any super villains outside of Mission Architect creations. It is difficult for me to go back and read most graphic novel collections from before 2003 or so, when the "big two" started to indulge a maturing audience. In Siege Prelude, a super villain, Doctor Doom, became one of my favorite characters for the first time. Not because of his evil deeds, but because I was so darn impressed by this new age, where super villains like Doom and Osborn had traded their mustache-twirling days in for real personalities.
I find it interesting that Dakan cited Warren Ellis, and Planetary in particular, as inspirations for his work on City of Heroes. In 2002, Planetary's conclusion was still almost a decade away, but I'm pretty certain The Four had already been introduced. While there is a core of optimism in Planetary (as there tends to be in all of Ellis' work) the way The Four is portrayed, and what they are allegories for, makes it an interesting counterpoint to Dakan's clear-cut black and white view of good vs evil. In many ways, the most evil thing The Four did was try to turn their world into our world: a mundane world where aliens and monsters and superpowers don't exist. To Snow, that is the ultimate sin.


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Originally Posted by Blood Red Arachnid View Post
Didn't they try something like this in Champions Online?
Yes and no. Mostly no.


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I remember hearing Astro City being cited as a CoH influence before.

I wish with CoV they had run with the original Praetoria and had it be a world like Wanted (had the book been out then).

At the very least, I was hoping for something more akin to The Boys for Going Rogue's Praetoria (but obviously not to the same obscene extremes). You know, compare the excesses of the Roman empire with Cole's own. You get shades of it, with Bobcat and Dominatrix, but they're the outliers. IMO, they were so obsessed with making everything in Praetoria "gray" they ended up up making it all beige instead.



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