Golden Girl

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  1. Quote:
    Originally Posted by Arbiter Hawk View Post
    I won’t be talking about any additional unannounced features for Issue 24
    Which ones do you mean?









  2. Quote:
    Originally Posted by Lazarillo View Post
    Now we're back at "Might makes right" again.
    No, just "fascists always lose"
  3. Quote:
    Originally Posted by Hopeling View Post
    Well, until it loses again. That lesson might be better as "nothing ever lasts".

    For reference, see: Oranbega, Cimerora, the Rikti
    But that's what's so awesome about the Praetorian storyline - they actually let us smash the loyalists permanently - they're the first villain group we've ever been able to totally destroy.
    This isn't foiling Reichsman's plans on the KTF, or stopping Recluse's schemes on the STF/MLTF, where whichever archvillain we happen to be facing does the usual "curses, foiled again" routine, and then just shows up again unchanged in future content - this is the total dismantling of an entire villain group, including the deaths of many of their major leaders and the devastation of their power base - the scale of the rout and defeat inflicted on the loyalists by the players is unlike anything else in the game.
  4. Quote:
    Originally Posted by Lazarillo View Post
    Ah, my mistake. "History is written by the winners".
    It's more like "moral lessons are written by the devs"
  5. Quote:
    Originally Posted by Lazarillo View Post
    "Might makes right"?
    Evil empires never last - freedom always wins in the end
  6. Quote:
    Originally Posted by catwhowalksbyhimself View Post
    On the contrary, there is tons of crying on redside. The dominated, helpless, pathetic citizens weep in dismay at the carnage we leave in our wake. It is true that villains do not week. We have victims to do that for us.
    With a sales pitch like that, it's really is weird that more people don't want to play Villains
  7. Quote:
    Originally Posted by Dante View Post
    We've had three new zones since Going Rogue (ok, two new, one revamp) and every one of them has failed to cater to villains.
    I'm pretty sure that the Mercy revamp was done with some vague idea that it might be played by red siders more than blue siders - unless you mean the Atlas revamp, in which case weeping about it not being aimed at Villains seems kinda weird.
  8. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Then don't tell the people who do how they should feel about it. Thanks.
    I don't need to - the game has already provided the moral lesson of Praetoria
  9. Quote:
    Originally Posted by Lazarillo View Post
    I thought we were pretending that he only did that because nobody was home.
    I mean that he's always had the power to control his empire and his loyalist thugs - it's just that he never chose to use it, as he was happy with the way that they were carrying out their work
  10. Quote:
    Originally Posted by Zaloopa View Post
    I never considered Cole an ultimate threat. If he was so dangerous he would've been able to wipe out the resistance that was right under his nose. I imagine if he had won the war against primal earth that the rogue isles would have had a field day as the new resistance, and they would've put the old resistance to shame.
    He isn't an ultimate threat - just the biggest one we've faced so far - and the war to crush him and the loyalists also results in the biggest and most permanent victory over evil in the game so far.
  11. Quote:
    Originally Posted by Slaunyeh View Post
    You should try creating a loyalist and play through the Praetorian responsibility content. It doesn't take that long to play through, and I think you'd find it more insightful than just reading about it on paragonwiki. I'll even join you to help it go even more smoothly. And, because I've never done a warden resistance member all the way through, I'll join with a one of those. Only fair that I play against type too.

    Challenge issued!
    I don't play evil content.
  12. Quote:
    Originally Posted by Lazarillo View Post
    Tyrant? He barely has the reigns on his three little little city wards.
    His nuclear temper tantrum on the Magisterium Trial suggests otherwise
  13. I think Skyway was intended to continue the grittier street hero vibe of Kings Row, while Steel Canyon continued the Metropolis vibe from Atlas Park.
  14. Quote:
    Originally Posted by Vanden View Post
    Then how do you explain Excalibur?
    It's from the spirit world of Night Ward, not the real world of First Ward.
  15. Quote:
    Originally Posted by Slaunyeh View Post
    She should try giving a loyalist a shake, sometime
    I've been shaking, punching and kicking loyalists since the war started - it's good fun
    The only problem is that we seem to have run out of them now, so it'll have to be back to shaking, punching and kicking the 5th Column to if I want to continue the classic comicbook Nazi bashing.
  16. Quote:
    Originally Posted by Slaunyeh View Post
    The Battalion. It makes sense for everyone to unite against this ultimate threat
    It's an ultimate threat
  17. Quote:
    Originally Posted by Slaunyeh View Post
    It's not that loyalists fail to stop the war, it's that they are never given a chance to try, because they just get shunted out into regular blue or red gameplay once they hit 20, and have no way to ever touch on the war again 'till they hit 50. By which time it has suddenly already happened.
    But no matter what kind of content loyalists got post-20, they'd still end up as a failure - the war is impossible to stop, because Praetoria was designed with it as the end goal.
    And the dictatorship was set up in such a way that only a war would bring it down - by making it ruled by a god-like immortal and a group of insane and powerful psychopathic archvillains, there was no way that it could be changed without violence - plus, they went out of their way to make made every part of the dictatorship as repulsive as possible so that no one would even want to try saving it from destruction - the genocidal invasion plans and Tyrant's little speech about the need to conquer Primal Earth were just the icing on n the cake to let loyalist players know that the whole change from the inside thing was a dead end, and only arned resistance would stop the dictatorship.
  18. Quote:
    Originally Posted by Vanden View Post
    I think it's somewhere in Europe, since the Praetorian counterpart to Excalibur is near First Ward.
    Praetoria is in America, not Europe.
  19. Which is another neat little mirror universe reference - on Praetorian Earth, normal people are imprisoned in an asylum run by the criminally insane.
  20. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Funny enough, that character hides his face.

    Let's look at that, though.

    Why use:
    "Alright, fine, for the 'greater good' as usual."

    Instead of something more like:
    "Very well, Scirocco. 'For the greater good.'"

    If you really want to argue 'tone of voice' then it'd help if the response wasn't written it what can easily be called a defeatist tone.
    Try it while nodding with a knowing smirk and making air quotes.
  21. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Really?

    That looks like my character saying that. My character who is a villain.

    My character who is a villain is saying that to Scirocco.

    Tell me again how I'M the only one saying villains are doing the greater good.
    What tone of voice and facial expression did your character use when he said that bit of text?
  22. The 3 or 4 people who play red side should probably be aware that the Battalion devour whole worlds, species and Wells, so the only way of stopping them will be for everyone to unite agianst them.
  23. Quote:
    Originally Posted by Wing_Leader View Post
    Yeah, and whose fault is that? The reason CoV failed wasn't because the marketplace wasn't into the notion of playing villains; it was because when they got a taste of Paragon's idea of villainy, they turned away and said "No thanks." Perhaps if the Devs had delivered a City of Villains game worthy of the name, the results would have been profoundly different. In this sense I think the developers made their own bed and now we are all having to lay in it.
    The majority of players in DCUO play heroes, even though the content for both sides is basically the same - and CO didnt even bother with playable villains at all - because, as the CoH devs know too, the kind of people a comicbook game appeals to are way more likely to be interested in being a superhero than a supervillain.
  24. Quote:
    Originally Posted by NaoGal View Post
    If the villain(s) wins, then that means the hero(s) would have to lose. Villains rarely take prisoners, thus the heroes would be killed.
    That's the basic thing behind the whole loyalist invasion plan - they want to kill everyone with superpowers, plus any civilians whose thoughts show them to be potential "trouble makers" in the future - which leads to another neat little twist where we display our moral superitority over the loyalists by capturing Tyrant rather than killing him.