IanTheM1

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  1. Quote:
    Originally Posted by CoyoteShaman View Post
    Superman doesn't do everything because the writers know it would suck as a storyline. Given the concepts of the character, including the idea of his ability to move well past the speed of light or whatever and change the past, he most certainly could. That's why they had to introduce some massive bad-guys and massive weaknesses, and even with those things there aren't a thousand other "super heroes" running around his city because they still aren't needed. Guess what: Superman is the perfect example of exactly why Statesman needs to go away.
    I'm not exactly up to date with modern continuity, but the time travel thing was introduced in the second movie, which had its own problems. And I'd say either way the time travel idea was ill-conceived. Of course, I was describing Statesman with those very same limitations, and he definitely cannot time travel on the fly. (Ouroboros is an incredibly problematic gray area regardless.) He also suffers far less power creep than Supes.

    And while there aren't a thousand other super heroes running around Metropolis, there are countless worldwide, because again, Superman can't be everywhere. We don't have the luxury of being able to detail each and every unique home city for every possible new character, so things are fudged a bit in CoH, and they at least justify it - 90% of the hero population was wiped out in the Rikti War; Paragon City is a hotbed for crime.

    Quote:
    Why didn't he do all those things? Because he couldn't have? No, because he was sitting on his laurels and bossing other people around. Because if he did then there would be litterally no game and instead be a long line of cut-scenes. The PCs aren't needed, they're tolerated.
    It's called narrative convenience, and comic book stories are built out of it. You can ask "Why doesn't the bad guy shoot the good guy and get it over with already?" or "Why doesn't Superman just punch the bad guy?" but the answer is pretty obvious - do that and you've killed the plot. There's no more story. (Plus that whole "can't be everywhere" thing.)

    The world of City of Heroes was written with the idea of a big-name supergroup in mind* with a leader named Statesman who was world-renowned hero. It was also built with the idea that your character can grow into just as much of a hero as he is.

    Complaining that Statesman is overly superior is like complaining that a level 50 player character is stronger than your level 1. The game is explicitly designed so that at level 50, you are seen as Statesman's equal, and similarly on the other side of the game, a bad enough dude that Recluse doesn't necessarily want to mess with you anymore.

    *Funnily enough, the original design for the game had you joining supergroups like the Freedom Phalanx, but that was eventually dropped.

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    Are you playing the same game I am? Threats, orders, demands. There certainly are some contacts that act like teachers but even those only go to prove my point: the PCs aren't needed given the current game concept. They're usually tolerated and occasional accepted, and eventually even appreciated, but they're not heroes. Heroes are the leaders, not the followers. No follower has ever been a hero.
    Wow. Just...wow. There's so much wrong in that final sentence alone...

    Threats? Orders? Demands? Maybe villainside, yeah, which is one of the flaws of the game. But from Statesman? From any of the Freedom Phalanx? From any of the normal citizen contacts? No. Never.

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    And as to your Batman comment: Commissioner Gordon never acts like he's trying to be Batman's teacher or handler. He's begging for help and Batman does what needs to be done to save the city he loves.
    Never said Gordon tries to act like a teacher or a handler. I said he gives advice, and Batman listens. Not because he commands Batman, but because he and Batman work together and mutually trust each other and fight for the greater good. This is exactly the type of relationship that encompasses at least 90% of City of Heroes' contacts. They also tend to beg for help too, even the Freedom Phalanx.
  2. Quote:
    Originally Posted by Tokyo View Post
    I think what Je_Saist meant to say was; "Marketing CoV as a stand-alone was a huge mistake." Most would agree with this statement. CoV Never should have been treated as a stand-alone, we wouldn't be having these problems with CoV content if they designed the content so that you could complete it two ways... as a villain or a hero. And then branch out to more heroic and villainous content from there.
    But you're conflating marketing with design here.

    CoV was marketed as a stand-alone product because it was. You could buy it and play without already owning CoH. This was a good thing, because it meant more new customers. (I could be wrong here, but while expansions tend to be hyped, I certainly don't cheer over new EQ expansions, for instance, since it's an additional cost on top of the initial purchase. They don't pull me in.) The only expansion element of CoV was SG bases.

    And quite the contrary, allowing both heroes and villains to play CoV would only make things worse. Instead of being a second faction with its own legitimate population with its own legitimate concerns, villains would be extremely marginalized. You might eliminate the folks who are biased towards one side of the game over the other (devs hate villains, etc.) but you'd still have folks like me pointing out that villainside was sorely lacking and under-developed.
  3. Quote:
    Originally Posted by gec72 View Post
    Content in which sense? Contacts and arcs there would be original; admittedly the zone wouldn't (I guess this is similar to calls to open up the Shadow Shard).
    Except that there's not really much you can do with Faultline except add what would amount to villain versions of the hero arcs. You'd naturally be using the same maps, and there would be similar goals, since Arachnos' purpose in Faultline is singular: Find the Psychochronometron.

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    I don't know how it would be technically implemented, but then I don't know how GR will be either. But it seems as though Rogues are already going to have access to hero zones. Do they have to adhere to hero rules while there (can attack clockwork, vahz; can't attack PPD, Longbow)? Could this be extended in this case to pure villains (though there there would be teaming ramifications)?
    Rogues will only be there because they've started acting heroic. According to HeroCon info, Rogues can't actually start heroside missions (due to lack of trust), but can participate in them and otherwise act like a hero would (sans the market).
  4. Quote:
    Originally Posted by Zamuel View Post
    it wasn't that hard to find someone with a Mission Computer before this.
    Maybe you had it easy, but I've done the Silver Mantis TF exactly twice due to its needless restriction.

    Quote:
    Originally Posted by je_saist View Post
    The Paragon Studio Developers have admitted that CoV was a mistake
    I would really love to know where you got that from.

    Quote:
    and have termed the release an "Expandalone". From what we've seen the developers have gone out of their way to emphasize that Going Rogue is an Expansion.

    Which brings up a question. What would have been the result if Jack Emmert and the other Cryptic Executives had promoted, and then sold CoV as an expansion. What would have happened if they had just said straight up:
    • You need City of Heroes to play it
    • If you want to, you can play as a Villain.
    • It's not the main game. It's an extra experience.
    What if their marketing... had matched what was the reality? I suspect that a lot of this "Devs hate Villains" talk wouldn't be around. However, the marketing, the perception, the "what players were told" never has matched what City of Villains is. It's an expansion to CoH. It's an extra experience, and is not the main game or the main focus.
    Except that CoV is a complete game. There's plenty of content and there's enough to get from level 1 to level 50. The issue here is purely that it has less dedicated content than heroside, largely due to the nature of how co-op arcs are written, and the fact that Cryptic tried to avoid the bloat that CoH had but ultimately also lost some of the good fat, as it were.
  5. Alternatively, we wait for Power Pool Customization.

    I'm cool with both ideas (customization and combat auras).
  6. Quote:
    Originally Posted by RedSwitchblade View Post
    I think your idea is respectable in theory, but without PvP, how would full-access from both factions make sense?
    This continues to be my primary concern with these sorts of ideas. There's no logical reason to not have PVP, but introducing PVP is an equally bad idea.

    Also, I'm not a fan of trying to recycle heroside content into villain content. I really want something original and new for villains.
  7. Quote:
    Originally Posted by Memphis_Bill View Post
    Nope. They lowered debt in missions. I recall that, as well.
    I meant the "lowered XP for outdoor mobs" part.

    Quote:
    Which doesn't cover two things -
    1. Dislike of hunt missions, and
    2. Still getting higher XP by *finishing* a mission.
    Considering we're talking optional hunt missions, I don't see the big deal. I would assume most people hate hunt missions because they show up between instanced missions, almost inevitably send you to another zone, and tend to be a pain due to poor level or difficulty considerations.

    But if I'm already in the mood to go clean out Perez Park, I'd love to get a "Defeat X Hellions" mission from a contact in Perez Park so I could get a little more XP for my troubles.

    As for two, the idea is to bring some parity to the XP rewards over time. Hunt missions, if you're dedicated to street sweeping already, are theoretically faster than instanced ones, so they would have to give lower rewards. But if you can two in the same time it takes to do one instanced mission, it should logically even out.
  8. Quote:
    Originally Posted by CoyoteShaman View Post
    Pertaining to the idea that the books make States out to be more of a hero: I was under the impression that neither the comic books nor the novels were cannon and therefore we have to only consider that lore which is available in game. Since not all of us care to pay any attention to things outside the game, and since we're talking about a game, I would think that for the purposes of this kind of discussion we should do so anyway.
    They are canon. Whether or not they count because they're not primary canon (if we're going to get into that nonsense like Star Wars) is a matter of opinion.

    Also, is the official website's timeline and backgrounder info not canon simply because it's not in the game?

    Quote:
    Pertaining to why any well-known or signature NPC should be removed from the ongoing story-line: As suggested above, the purpose of the game-setting is to give players a setting in which to play. The PCs should have the greatest impact on the environment. When the NPCs are all-powerful, individually or in a common collective, it makes the PCs needless. If States can knock out motherships with a single puch and lure away whole armadas in order to destroy them in a safe fashion, why the hell don't we just go for donuts? He's just standing around on that stupid boat in IP acting like he's our boss.
    Why aren't the player characters resting on their laurels? Because Statesman is one guy. See: Superman. He's very powerful, but he cannot be everywhere at once, at all times, watching over everyone.

    And PCs do have the greatest impact on the game world, albeit in a necessarily limited way. Did Statesman save the world from a second Rikti invasion? No. My characters did. Did Statesman travel the multiverse, preventing it from collapsing in on itself in the process? Nope. Did he save Wincott's son from the Minions of Igneous? Nuh-uh.

    Quote:
    As long as Statesman, and the rest of the Phalanx, is in Paragon and pretending to be in charge, all the PCs are just lackeys. The whole idea of super-heroes having to register with some super-powered government agency is ludicrous. I know they needed some way to have a framework for identities and levels and such, but it's time for the top of the pyramid to be removed so we can get out from under their shadows (that statue of Atlas is more symbolic than some people realize). I think GR could be the perfect excuse to do so, or at least to start the story-line process. Until Stateman and the FP are gone, however, I don't believe it will be possible to really make us heroes. Recluse and his group of lts aren't quite as bad for obvious reasons, and maybe removing States would free that side up as well, but I expect Rec/et. al. would have to go as well.

    None of this has been a joke. I've been feeling this way for a long time now, which is why I haven't been playing as much. My RL political views make it difficult for me to get into the idea of a vast number of "super-heroes/villains" which willingly subject themselves to tyranical leaders and obviously counter-ethical orders (heroes committing horrendous acts of assault or b/e without any evidence to speak of and villains performing obviously generous and altruistic acts for no better reason than their "handlers" say so).
    This just baffles me. Quite honestly, it sounds like you're seeing things that aren't there. Statesman does not command authority by default. At best, he commands respect because he's damn well earned it. I'm also confused on how he can both invalidate PCs entirely, but also stand around and not actually do anything.

    For some reason where I see veteran heroes guiding, training, and molding the new guard into their successors, you see authoritarianism, with PCs strongarmed into obeying the all-glorious Freedom Phalanx.

    I won't say that the contact relationship isn't a bit problematic on both sides of the game, but there's a difference between "following orders" and "following advice". Batman certainly does not answer to Jim Gordon, but he definitely listens to what he has to say.
  9. Quote:
    Originally Posted by MondoCool View Post
    1/1: Smoke Grenade - Ranged (Location AoE), Foe -Perception, -To-Hit
    Flash Arrow

    Quote:
    1/2: Web Grenade - Ranged (Targeted AoE), Foe: Immobilize, -Recharge, -Fly
    Entangling Arrow. Though with this as an AoE rather than ST, it's redundant with Glue Grenade.

    Quote:
    2/4: Glue Grenade - Ranged (Location AoE), Foe -Recharge, -SPD, -Fly
    Glue Arrow

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    6/10: Concussion Grenade - Ranged (Targeted AoE), Minor DMG(Smashing), Foe Knockdown, Disorient
    Original. I actually kinda like this power.

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    8/16: Gas Grenade - Ranged (Targeted AoE), Foe Hold, -DMG
    Poison Gas Arrow, just with a hold instead of a sleep.

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    12/20: Frag Grenade - Ranged (Targeted AoE), Moderate DMG(Lethal/Smashing), Foe Knockback
    Not from Trick Arrow, but identical to M30 Grenade and enemy grenade attacks. Plus, a pure attack power in a debuff set?

    Quote:
    18/28: Sonic Grenade - Ranged (Location AoE), Foe -Res(All)
    Disruption Arrow

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    26/35: Incendiary Grenade - Ranged (Location AoE), Moderate DoT(Fire)
    This tricked me at first, but this is essentially Oil Slick Arrow's ignite effect.

    Quote:
    32/38: EMP Grenade - Ranged (Targeted AoE), Moderate DMG(Energy), Foe Hold, -Regen, -Recovery, -End, Special vs. Robots, Self -Recovery
    EMP Arrow

    I count six (maybe seven) powers that are identical or extremely close to Trick Arrow. So sure enough, 2/3 of the set.
  10. What risk factor? Outside of the time spent healing, there's no difference between Resting and standing around for a full minute or so. If anything, due to all the penalties given while resting, it's theoretically riskier.
  11. Actually, a rather fair chunk of the story bible was written by Rick Dakan. I'm not really sure what the split of the work is between him and Jack, but I'd definitely credit Dakan (and later, Sean Fish) with bringing the universe to life over Jack.
  12. Quote:
    Originally Posted by DarkGob View Post
    XP on outdoor mobs was explicitly reduced quite some time ago (along with halved debt inside missions) in order to encourage instanced content.

    So don't hold your breath, is what I'm saying.
    I don't recall that. Best I remember they nerfed Hydra XP because they were specifically being farmed. (And then of course they made Hydra tougher in a handful of ways but never restored their XP...)

    The easiest solution to making street sweeping somewhat relevant again: Allow the Hazard Zone Officers (or whatever they're called) to give repeatable hunt missions. I would still expect them to give lower XP bonuses than instanced missions, mostly to balance out travel time and such, but it would still be a decent incentive. Obviously for villainside just add in another legion of Arbiters or whatever other Arachnos agents.
  13. Quote:
    Originally Posted by Tongz View Post
    I mean, he's not that interesting of a character anyway compared to Posi and Sis Psyche
    Read the novels. The best portrayals of Statesman you're going to get. And IMO, they redeemed his character after his constant jerkish appearances in the comics.

    Of course, I'm not really clear on how Positron or Psyche are necessarily more interesting. None of them really do much in the game at the moment outside of give TFs and fight villains in a few arcs.

    But then, here I go taking joke posts seriously.
  14. Quote:
    Originally Posted by Kheldarn View Post
    I see whut you did thar...
    Did whut?
  15. Quote:
    Originally Posted by MondoCool View Post
    I have never had a single problem with rest. If your team sucks so much that you need to rest after every group, maybe you should invest in a tank.
    You know, I'm starting to learn why exactly you have the highest negative rep score I've seen on the boards.
  16. Would they also be willing to farm Vanguard merits for me? Because I'd be totally all over that.
  17. Quote:
    Originally Posted by Mephistroth View Post
    Eh, sounds cool. I'd honestly just be happy if they made alternate animations for Trick Arrow that had the powers use a rifle or what have you instead. Sure, it might not make sense to have a power with the word 'arrow' in it shoot a grenade, but they've already done something like that with Martial Arts anyways, where powers like Storm Kick and Crippling Axe Kick have alternate punching animations.
    Going to agree with this, if anything along these lines. Mostly because the powerset as detailed in the OP is already made up of 2/3 renamed Trick Arrow powers.
  18. Wait, XP was removed from TF hunt missions? That doesn't seem right.

    You can't use the Abandon option on a TF, I thought, so I'm hoping it was just an oversight that'll be fixed.
  19. Quote:
    Originally Posted by Ehina View Post
    Multiple respecs are needed to move the valuable enhancements, as well as alot of time you spend on tedious tasks rather than actually playing the game. Something like 3 rows of enhancements inventory would make things much better for sure.
    Quite simply, respecs are not for stripping out enhancements to send to your other characters. Positron has gone on record saying that allowing you to put ten enhancements in your tray to save after a respec is already generous. I wouldn't expect that to change any time soon. (This thread offers a possible balanced alternative.)
  20. Quote:
    Originally Posted by Aett_Thorn View Post
    Well, I arrived in between I2 and I3, and seem to recall the trains working as they do now.
    Same here. Trams were definitely working as they do now in November '04. Honestly, I could've sworn hearing that got stamped out pretty quick closer to launch.
  21. Quote:
    Originally Posted by Steampunkette View Post
    which wouldn't make sense otherwise, since there isn't a "Respect for Fallen Hero" gimmick in Praetoria.
    Might makes right. You want to wear a cape, in imitation of your glorious leader, Emperor Cole? Then prove yourself first.

    On the other hand, I got nothin' for the Resistance.

    I like the core idea (specifically for auras, since capes are tangled in lore issues), but I think that trying to sidestep story/theme restrictions and parity via a vet reward isn't so great.
  22. Definitely throwing in my vote for 0 recharge Rest. It avoids invalidating the benefits of Stamina, it doesn't require any new powers work or cottage changes, and it makes a lot more sense to me.

    Right now, things work using what I like to call "Inconvenience Balancing". That is, if you want to wait the full minute to recover all of your HP/End (because Rest is on cooldown, presumably), there's nothing stopping you and there's no penalty for doing so, other than wasted time*. And since most encounters tend to be equal due to randomized spawns, there can literally be no expectation of the player's health or endurance, and therefore the encounters must be balanced around the only reasonable constant, which is full HP/End. (In short: This couldn't possibly unbalance anything.)

    *Of course, since things tend to break down in CoX as drops, XP, or whatever over time, this is a slightly bigger deal. But considering Stamina allows characters to effectively never run out of endurance, thereby bypassing that downtime entirely, I don't see it as a big deal in letting Rest do something similar, with some clear downsides.
  23. Yeah, Metallic is really your best bet. I don't think there's any other pieces that are quite so uniformly shiny, outside of the VEAT Widow outfits.

    Edit: Oh, missed the part in the middle about regular slimes. I've had good luck with just plain, non-shiny tights colored well. And Prestige Power Slide helps. Of course, my particular character is an ink girl, so there's no transparency to worry about.
  24. The reason why purples are better is largely because oranges kinda suck by default. Step one should be bumping up their numbers, IMO. Not that I dislike the exotic resistances idea.
  25. Quote:
    Originally Posted by FredrikSvanberg View Post
    I also think there should be "invisible" sentries, and that the sentries should be able to "speak" when activated. That way we could replicate the communicator effect from the new arcs in Issue 17, where our contacts and enemies "talk" to us in the middle of a mission. It could be used for many other effects as well.
    If we're going that route, music triggers as well, please.