what content should be the template for the future?
The template for future content should be what it has always been: originality.
We need a healthy mix of solo/team/incarnate content.
dark astoria. Strong writing, great sense of tone, and memorable enemies. and a strong ending that makes you feel like your characters are doing something amazing. plus bonus badges for going the hard way.
also, i want more tips. they are a good way of introducing smaller story elements in more of a traditional comic sense, quick one off events that introduce non world threateing events that emphasize what it is to be a hero or villain. I wouldn't mind seeing "chain" tips, tips that lead to short, self contained arcs that can tell a bit more of a story and maybe flesh out the stories of existing but underutilized enemy groups like the sky raiders and vahz and the like. no crazy avs, no need for lots of time prohibitive unique maps, just some quick MA type arcs made by the devs to flesh out the world.
As for an actual answer, I personally feel the mix of what we have now (more efficient TFs like Penny Yin and revamped Posi, the SSAs being soloable or team, and well-developed meaningful arcs like Dark Astoria) is a proper mix.
Basically anything but the "run around to 10 different zones for no real reason" system from the old days. Even more arcs like the new 20ish ones introduced recently would be good, especially in the 30-40 range. Short(ish), great writing and a meaningful experience.
Carl and Sons @Aurora Girl (Pinnacle)
More arcs need to follow the lead of Dean MacArthur/Leonard Silman and Vincent Ross. Giving the player villain the spotlight of a story arc is the best thing that can be done to quell the "bad villain writing" complainers (such as myself). More spotlight, less lackey. Same with future trials and TFs; the Greater Good plot is old. Add some villain/rogue specific stuff and you'll make a lot of people happy. To top it off, always add a solo path. Solo paths should never come "later." They should come alongside the 'fast track.'
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
More arcs need to follow the lead of Dean MacArthur/Leonard Silman and Vincent Ross. Giving the player villain the spotlight of a story arc is the best thing that can be done to quell the "bad villain writing" complainers (such as myself). More spotlight, less lackey. Same with future trials and TFs; the Greater Good plot is old. Add some villain/rogue specific stuff and you'll make a lot of people happy. To top it off, always add a solo path. Solo paths should never come "later." They should come alongside the 'fast track.'
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What should be avoided? Pancake-loving Pancake Dr Pancake Graves and his Pancake arc of Pancake. Even I, the ragey mc-rage bot of ultimate raging, do not have enough rage and hatred for that arc and its....I'd hesitate to call it writing, given the way it makes your character look like an utter, brain-dead, feckless half-wit. It's bad. It's beyond bad. Kill it with fire.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Just update the MA and I will make my own new content tyvm.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Just update the MA and I will make my own new content tyvm.
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Oh wait.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Yeah I'd say DA is a pretty perfect template for future content. It's got just about everything I like in my story arcs.
It's written with less hero bias than most of the co-op content to date, it offers a variety of options from villainous choices to optional objectives for added flavor/mechanics, it's very well written and sufficiently epic, and there's enough different things to do among the missions and the arcs it doesn't feel like I'm just doing the same thing over and over. There are some small caveats of course, like I'm not thrilled half of the contacts are strictly Cellphone only, but it's pretty minor (and largely aesthetic).
For trials, I think MoM and Magisterium are pretty good templates for iTrials. MoM is good because it has complex mechanics but it has several break points to cool down, prep, and let leaders explain stuff. Magisterium is pretty much a straight up beat down, which has it's own kind of merits.
It's written with less hero bias than most of the co-op content to date
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Initial contact: $Villain? What are you doing here?
Responses:
-I'll be playing the role of hero today.
-Relax, I'm here to help and be good.
I immediately stopped reading after that.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
While this is mostly, true, Heather Townshend's arc for villains has a very frustrating start:
Initial contact: $Villain? What are you doing here? Responses: -I'll be playing the role of hero today. -Relax, I'm here to help and be good. I immediately stopped reading after that. |
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Design-wise, stuff like Dark Astoria, the ITF and the level 1-20 Preatorian arcs have a good mix of text and action, fancy and simple mechanics, decent arc and mission length, and they avoid a lot of stuff that just annoys players (except for the constant ambushes in Praetoria.)
Storywise, I'm going to pretend every bit of text just says "click here to fight mobs" until I see evidence of a total turn-around in the development team's philosophy toward storytelling and world-building.
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
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
This is going to be good.
Barring the usual 'for the greater good' nonsense and the lack of villainy (that irks me no end too), I've always maintained that any future zones should follow the Rikti War Zone format. In that zone alone, you have:
1) Decent non-facepalming story arcs (great for soloists and teams alike),
2) A fun, fast Task Force (great for teams) and
3) The Mother Ship Raid (for leagues).
Also, this zone also introduced Vanguard Merits. Although more or less redundant now, they matched all three paths above in terms of speed so we had the slow, fast and extremely fast methods of obtaining them. I'd say in terms of balance, it's about the most complete package the Devs have ever delivered in a zone. Now if they would follow this way of thinking for all things Incarnate, I wouldn't be so put off the whole system.
As for villains, agreed, we need more stories about being the bad guy and not some hired goon. D-Mac and Leonard again set the standard here. I want to see precisely no more co-op content introduced with some kind of 'heroes and villains must team up to defeat... blah blah blah' kind of baloney. Sick of it to my back teeth by now.
@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk
...I've always maintained that any future zones should follow the Rikti War Zone format. In that zone alone, you have:
1) Decent non-facepalming story arcs (great for soloists and teams alike), 2) A fun, fast Task Force (great for teams) and 3) The Mother Ship Raid (for leagues). |
As for villains, agreed, we need more stories about being the bad guy and not some hired goon. D-Mac and Leonard again set the standard here. I want to see precisely no more co-op content introduced with some kind of 'heroes and villains must team up to defeat... blah blah blah' kind of baloney. Sick of it to my back teeth by now.
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The end of the Dark Astoria arcs come close to this.
Global name: @k26dp
While this is mostly, true, Heather Townshend's arc for villains has a very frustrating start:
Initial contact: $Villain? What are you doing here? Responses: -I'll be playing the role of hero today. -Relax, I'm here to help and be good. I immediately stopped reading after that. |
Global name: @k26dp
Is "this is going to be good" because the drink(ing) is good or because you like watching train wrecks? (or both?)
Barring the usual 'for the greater good' nonsense and the lack of villainy (that irks me no end too), I've always maintained that any future zones should follow the Rikti War Zone format. In that zone alone, you have:
1) Decent non-facepalming story arcs (great for soloists and teams alike), 2) A fun, fast Task Force (great for teams) and 3) The Mother Ship Raid (for leagues). Also, this zone also introduced Vanguard Merits. Although more or less redundant now, they matched all three paths above in terms of speed so we had the slow, fast and extremely fast methods of obtaining them. I'd say in terms of balance, it's about the most complete package the Devs have ever delivered in a zone. Now if they would follow this way of thinking for all things Incarnate, I wouldn't be so put off the whole system. As for villains, agreed, we need more stories about being the bad guy and not some hired goon. D-Mac and Leonard again set the standard here. I want to see precisely no more co-op content introduced with some kind of 'heroes and villains must team up to defeat... blah blah blah' kind of baloney. Sick of it to my back teeth by now. |
I agree about the RWZ being pretty good on a whole.
I find it interesting though that "Villains" are so demanding about content only for them. I just don't see it happening (beyond story arcs like Leonard/etc...) just like there isn't any new content just for heroes (again, beyond story arcs).
I just don't think there is enough population villain-side to be on the plus side of ROI for the devs to do so....could be wrong.
Only thing that I'd be all for is a new SF for the villains in a lvl range or two that they are missing (or just need to have a "duplicate of" so that new WSTs can be done for both heroes and villains).
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You should continue reading. It's set up pretty clearly that you're working an angle all the way through the Dark Astoria arcs.
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I find it interesting though that "Villains" are so demanding about content only for them. I just don't see it happening (beyond story arcs like Leonard/etc...) just like there isn't any new content just for heroes (again, beyond story arcs).
I just don't think there is enough population villain-side to be on the plus side of ROI for the devs to do so....could be wrong. |
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Global name: @k26dp
By the way, if you're referring to the option on how to handle Tielekku in the final mission, I don't consider that a 'villainous content' inclusion since heroes get the same choice.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
Let me guess; you run through all six arcs and at the end you get "Muahahaha you did all that for your own gain!"
By the way, if you're referring to the option on how to handle Tielekku in the final mission, I don't consider that a 'villainous content' inclusion since heroes get the same choice. |
But yes, I was referring to the Tielekku option -- I've only run it all the way through with one hero so far, and I don't recall getting that option. So my bad if heroes can do that as well.
Global name: @k26dp
Or a mix of which content?
I.E. Sutter, Yin, SSA1, Magi, Faultline arcs, DfB?
I have to go with the SSA1 as a template for future content.
1. a series of short arcs, so the time for each bit is reasonable
2. can be soloed or in teams - but counts as a tf for keeping teams together
3. custom maps and content so they feel special
4. rewards built into the arcs rather than tied to some crazy accolade
I don't like the arcs being divided so much by levels - playing arc1 at 20 and then having to gain 20 levels to finish is lame
I could use shorter dialogs in some sections
and I'm not commenting on the actual story - just the format of the content.