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  1. Quote:
    Originally Posted by Xanatos View Post
    Ah you appear to be one of those people who doesn't engage in debate. (You disagree, but you do not counter.) Nevermind.
    Counter? I disagreed, then provided evidence based on what information we know. That's a pretty good counter right there. But that's fine.
  2. Quote:
    Originally Posted by Scarlet Shocker View Post
    I don't know if it's a case of looking up to anyone. Statesman was the figurehead, but one reason he has died is because many of the player base didn't actually respect him or look up to him. Hence, he was easier to take out of the game.

    I viewed many of the FP as "long distance mentors" - the guys who were there to call upon, if the ordure impacts the thermantidote. Now, as the story progresses, they are largely superfluous to requirements and increasingly becoming irrelevant as the game becomes our characters' story.

    And if that was too serious, then Faultline - because anyone who can cope with Fusionette for more than 20 minutes at a stretch is a genuine hero!
    If this were the case they would've removed BaB instead though
  3. Quote:
    Originally Posted by SuperOz View Post
    That's probably because Wade got help noone else in the entire game (this includes Recluse, all the Patrons, even Emperor Cole and Prometheus) gets:

    The power of deus ex machina. He knows stuff noone else knows, he has access to things noone else does because the writing lets him so he can kill Statesman.

    That's not good planning, it's just clumsy writing. 'I can defeat you because I have this thing that just happened to be here all the time! Ta-da!'


    S.
    Uhhh, no. Deus ex machina means he got a magic "I win button" that came out of thin air to solve his problems.

    The second obelisk the players knew existed. The magic ritual to drain Statesman was revealed in that arc. Since the arc's intent was to show us HOW Statesman died, it's not a Deus Ex Machina.
  4. Quote:
    Originally Posted by Xanatos View Post
    What makes you think that? I only ask because the rest of your post didn't elaborate on this.
    Walking into a trap you know exists because you're confident the trap is one you can handle isn't arrogance. Also, there's no signs of detachments. SSA4 clearly stated he's upset. But he's not allowing his anger or sadness to blind his sense of princples. Hence, no detachment.
  5. Quote:
    Originally Posted by Venture View Post
    Paraphrasing Chandler, the easy plan to stop is the one that was 10 years in the making, the one someone tried to get very cute with. The hard plan to stop is the one the guy thought of two minutes before he put it into motion.

    Let me put it to you this way: in the thirty years or so that I was an active GM, I don't think a single one of my players would have fallen for this. I'm including the 10-12 year olds I introduced to the hobby.
    Quote:
    Originally Posted by Xanatos View Post
    Statesman had an off day. Darrin Wade had an on day. They were, coincidentally, the same day.

    Statesman is arrogant. Justifiably so: how many of us took Darrin Wade seriously prior to the SSAs? Statesman will no doubt have fought many people similar to Darrin Wade before. (Low tier nobodies trying to make a name for themselves.) He will have walked into many traps like this before and come out unscathed. There will be a precedent for his behaviour. The reason for this? Low-tier guys like Darrin Wade are low tier because they're not very good at what they do. So why take them seriously?

    Statesman is detached from reality. He thinks he's the only hero that can save everyone. He's not quite the same man he was as an "international criminal mastermind". To think that turning from a normal human being to the most powerful super-powered being on the planet wouldn't change someone on a very fundamental level is just ignorant. He will obviously become significantly more complacent.

    So 80 years of complacent behaviour, in addition to arrogance at lesser powered threats, and what you are left with is a statistically inevitability that Statesman would die sooner or later to a D-lister that got lucky. Add in emotional distress (dead daughter) to remove rational thought and promote aggression, and you can understand how Darrin Wade really was able to take out Statesman.
    I like how both of you have to take the worst possible interpretation. Statesman was neither stupid, or detached or arrogant. It's amusing that you insist on it as well.

    However, you're both right, but only in the most basic sense:

    Yes, Statesman was having an off day. His daughter was dead. However, his own dialogue when he goes to confront Wade shows that he wasn't being overly aggressive. If anything, he was in full control of his faculties. He fully intended to take Wade in and put him in jail. So despite whatever distress he was in over his daughter, he wasn't going to compromise on his morals.

    However, if Statesman did indeed know that there was a trap in place, he had NO way of knowing what sort of trap it was. Remember, not only was Wade utilizing a second power-stealing obelisk, which only the PLAYER (and NOT the characters) know existed in the first place, he was using a long-lost ritual that Sister Arlia used against both Imperious and Romulus, a ritual NO-ONE knew existed until this SSA.

    Statesman likely had every reason to believe Wade thought he had an ace up his sleeve. But honestly, even given the number of times Statesman has been captured or sealed (all of which were only temporary) none of them resulted in the loss of his power or immortality. So if Statesman knew (which is a distinct possibility, he's a centuries-old hero, he shouldn't NOT know), there was no reason for him to believe that Wade's trap would work, only that Wade would -think- his trap would work.

    Again, the player has the advantage of being an omniscient member of the audience, thus, it's perfectly clear to us that it's a trap, and most of us guessed well in advance what the trap would be. But only because there was information given to us in a cutscene, with no way for the character to acquire that information.

    Sadly, no-one in the CoH lore has Deadpool's level of meta-gaming. And thank god for that.
  6. Yeah, for everyone claiming he walked into an obvious trap?

    1) It's only obvious because we, the players, and omniscient. We have the advantage of being the audience and seeing things from the outside. Our characters didn't know it was a trap until Wade's lair and even then, it was obvious we showed up several seconds too late to save Statesman.

    2) That Statesman was standing in the middle was just coincidence. As mentioned above, the middle happened to have the best vantage point for the camera and the cutscene.


    As far as the rest of the arc:

    - I figured out early on Wade was going to find a way to use the second obelisk, though ICly we weren't aware a second one existed until again, it was too late.

    - Wade trying to Dr. Doom Rularuu (sp?) did come as a bit of a surprise. So Darrin wants to summon him...but doesn't want him to end existence? Isn't that a bit contradictory? What's the point of summoning him then?

    - Darrin obviously intends to assault Psyche next. ICly my character was (predictably) left in a murderous rage, demanding action be taken. After all, he's sick of waiting for the bad-guys to hurt someone before fighting back, and now he knows Psyche is in danger. There's no reason to wait for Darrin to strike.

    I definitely liked this arc.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    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.
    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.

    Quote:
    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.
    ...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?
  8. Quote:
    Originally Posted by Rusted_Metal View Post
    Huge-*** rant about Statesman...
    Hilariously, in the arc? He didn't run off to punch Wade's face in, or kill him. He states that he's going to put Wade in jail until he rots and that's exactly what he deserves.

    When asked if he has any last words? He tells Wade that villainy like Wade's never wins for long.

    He's -exactly- what I was expecting. He stayed true to his ideals even in the face of the overwhelming loss and anger he felt.
  9. Quote:
    Originally Posted by SuperOz View Post
    plotholes
    What plotholes?! People keep abusing this word!
  10. I'm honestly surprised this hasn't gotten more attention. The fact you can TALK to the Shivans at all was something no one on the team realized I could do when I ran 'Drowning In Blood' until out of sheer curiousity, I clicked on one of the Pacified Shivans.

    But apparently the ones in Bloody Bay can now talk and are actually wanting to HELP us out.
  11. Quote:
    Originally Posted by Ogi View Post
    The fear is that if DA provides (any) meaningful growth the iTrials will lose critical mass and be relegated to Shadow Shard TF status, they'll only get done by people that want to do them specifically.

    GG (and possibly the devs) wants to protect the iTrials at the cost of DA and the non-iTrialers.
    I don't think she wants that at all. We're all aware that the devs will improve DA's rewards. What GG and the devs want is for any improvement to be very gradual. To make sure that any increase is careful marked and monitored. After all, they started low because it's much easier to add more than take away.

    They don't want to accidentally make a huge leap and wind up in a situation where they have to nerf instead of buff.
  12. Quote:
    Originally Posted by RuthlessSamael View Post
    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.
    There's Dark Astoria.

    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.
  13. Quote:
    Originally Posted by Eva Destruction View Post
    The people of Praetoria are idiots, and people seem to keep forgetting that it's a co-op trial.
    What does co-op have to do with anything?

    Quote:
    Then what is it that he has that people were complaining about being ganked by as they were leaving the hospital?
    Likely his teleport MA attacks. He uses (to my knowledge), Dragon's Tail and Crane Kick, easily dealing several thousand points of damage.

    Quote:
    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."
    Normally I would have been done, but then you had to come and say this. I mean really, do you WANT people to throw their hands up in disgust and walk away? Because it doesn't actually prove you right or anything. It just means they can't actually discuss anything with you.
  14. Quote:
    Originally Posted by RuthlessSamael View Post
    ...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.
    Well, then your only option is to ignore and not play that content, because it's obvious that it's not going to change to what you'd like. And I think at this point I'm done with the discussion, because this debate is going in circles.
  15. Quote:
    Originally Posted by Eva Destruction View Post
    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.
    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).

    Quote:
    Originally Posted by Eva Destruction View Post
    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.
    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. But, if Maelstrom didn't have that, he'd just be a standard tank-n-spank, like Seige and Nightstar already are.

    Quote:
    Originally Posted by Eva Destruction View Post
    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.
    Because some people do care. You shouldn't say "We" like you're actually speaking for any number of the player-base. The forum board doesn't even constitute a majority. And as far as saying they aren't trying to be consistent, can you state with any certainty they aren't? Your only evidence is the existence of examples where gameplay and mechanics do not line up. But if that's supposedly evidence of their laziness, it can also be evidence of a lack thereof. 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.

    Quote:
    Originally Posted by RuthlessSamael View Post
    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.
    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.


    Quote:
    Originally Posted by RuthlessSamael View Post
    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 I apologize if I made you feel that way. I openly recognize and acknowledge the disconnect. It's one of the unfortunate caveats of MMOs. And it's present in -every- MMO to some extent.

    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.
  16. Quote:
    Originally Posted by RuthlessSamael View Post
    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.
    This is a bad example. Why? The rock-throwing civilian is only level 54 because it's a part of an Incarnate Trial. So really, you're comparing an early-game enemy (Bone Daddy) to an NPC used specifically in one and only ONE piece of content that's specifically in the end-game (Rock-throwing Civvie)

    Praetorian content HAS civilians that you fight, that throw rocks and firebombs, but that's low level content, 1-10 actually. So we have a point of comparison. The low-level Civilian versus the low-level Bone Daddy. And the Bone Daddy obviously wins. Narrative integrity has been sustained.

    I'm not stating the disconnect doesn't exist. I doubt anyone is. But just as it's our opinion that the disconnect is an issue that doesn't break our suspension of disbelief or ruin our immersion, it's also just an opinion that it's a problem for you. It's not a -fact- that the rock-throwing civilian is an issue.
  17. Quote:
    Originally Posted by Eva Destruction View Post
    If you can't see the difference between losing half your health to a nuclear reactor repurposed as a superweapon and losing half your health to a civilian with a rock, then I really don't know what to say to you.



    One-hit kills are never necessary.
    Because it's a game mechanic. I'm willing to accept the idea that a rock throwing civvie can hit me for over half my health because I recognize that it's a game mechanic, regardless how inconsistent it is to the storyline. People seem to believe that the storyline and gameplay MUST be absolutely consistent, or that there MUST be an explanation for any and all discrepancies. You're right, it doesn't make any sense that these particular civilians can hit or put a dent in anything.

    But it's a result and a function of them creating challenging content.


    And yes, I consider one-hit kills necessary. If only because again, if they didn't include these gimmicks, Trials wouldn't be a challenge in a first place.

    Why do you think so many things in Trials deal damage that is a percentage of the target's HP, rather than a straight number. Because the straight number is then usually a resistable damage type.

    Why do you think so many of the attacks in Trials are auto-hits? Because of the huge number of buffs that often have the defenses of players sitting in the mid 100s, skyrocketing above the hardcap, leaving even the 54+3s with their massive to-hit bonuses with the base 5% chance.

    Things like Anti-Matter's Entanglement and Disintegration, or Malestrom's Teleport MA attacks and Marked For Death are necessary functions of being end-game content. Otherwise we have things like Hamidon and the STF/LRSF, which aren't considered difficult at all because Incarnate powers have trivialized the difficulty.


    I won't disagree that it's not very consistent with the plot and narrative, but me personally? I can accept that break because of what the Devs are trying to do.
  18. Alright, thanks everyone for taking the time to have this discussion with me. It was a topic that was constantly confusing me. And also thank you for discussing it in such a calm and reasonable manner. Proof once again that City of Heroes has (in my personal opinion of course) pretty much the best player community for any game I've played.

    I certainly do understand the position you're in, even if I don't necessary agree with it. I myself have never had a problem with the way the game was written, but then, I admit I never had to watch the game evolve first-hand, my knowledge comes strictly from the Wiki and whatever is told in-game.

    And I'm not saying your points are valid critiques either. I can certainly see where, if I were of the stance that such things were something I felt was important to my storytelling, that I would standing right with you in agreement. Even so, I do respect your position and wish there was some kind of middle ground that could be reached.

    In any case, thanks for the discussion! At this point you've all answered any questions I had, so you're welcome to keep discussing if you wish, but you've more than satisfied my curiosity. Thank you!
  19. Quote:
    Originally Posted by Eva Destruction View Post
    Yes, it is, but it's all yours. It all comes from you. Calling it anything else cheapens the concept.
    Does it? Again, do people ignore the fact that Pandora's Box sparked the rise of the meta-human? If Pandora's box had not been opened, would anyone have had the spark, the drive to push themselves (speaking of Natural Origin only) into being more than "human"?

    According to the lore? Possibly no. So even Natural Origin characters owe their existence to something derived from the Well.
  20. Well thank you Dante. It's nice to see folks willing to answer the major question without getting sucked into the rage. I want to add my own opinions and possible counter-points to yours, since you seem to have a lot to say.

    Quote:
    Originally Posted by Dante View Post
    Without wanting to get drawn into the already raging debate, I’ll try and answer the OP’s question, at least from my own humble perspective. Although it is always funny to see who hasn’t got certain people on ignore yet.
    I realize that a lot of folks have GG on ignore. Perhaps it's because I've only been on CoX for about 9 months, or maybe I'm just more tolerable of her behavior. I honestly have yet to take any issue with what she does, except for the constant smilies at the end of her posts, but I'm guessing she just does that as a quirk.

    Quote:
    Originally Posted by Dante View Post
    1) Having the Well be the sole source of all powers.

    A problem that a lot of people (and certainly a lot of roleplayers) have is that by enforcing this, the origins of our characters are suddenly no longer our own. This game had six years of allowing players to create virtually any type of character from aliens, to mutants to other dimensional entities and at no point was the Well even mentioned. As it stands, there’s already exceptions to the Well Lore that we’re aware of in game. Now we hit 50 and we essentially get told, ‘no, it wasn’t you, it was all thanks to the Well’. For me, that’s a [pancake] of a sucker punch to hit someone with when they hit the peak of their career.

    Also, the Well is not exactly what you call a well known piece of lore. It’s not mentioned in character creation, it’s hardly referenced in the 1-50 material. This isn’t like Direct Competition Underdogs Online where your origin is determined for you in the tutorial. CoX has always allowed complete freedom of creation and yet for the Incarnate content, we’re suddenly all boxed into the same origin.
    Forgive me if I'm getting this wrong, but according to the lore, isn't the source of the "spark" that lead to the advent and rise of the super-hero/meta-human Pandora's Box? That it actually lead to the kinds of things that would cause others to have that "potential"? And it's established that the Well can act through objects as well as straight from a watery tap. I always saw it myself as "The Well gave everyone that piece of potential that otherwise would not exist. That special something that allowed them to rise above others in similar situations to themselves", which is why you could concieveably have people of similiar origins (Natural being the best example, IMO) but only the PC's character rose to superhero standards.

    Also, the more recent lore states that a "Well" exists for almost every species of being, it's a universal source of power. Admittedly, that piece of lore was only added recently, but it did answer the question of "How do things not native to Primal Earth or even this dimension become Incarnates, if originally being an Incarante depended upon where you came from?"

    Quote:
    Originally Posted by Dante View Post
    2. Making the Well sentient.

    This was a huge mistake because it changes the nature of our characters’ relationship to the Well. Having us searching for artefacts of an ancient power isn’t such a bad thing, it makes us treasure hunters, finding secrets of long dead gods to grow more powerful ourselves. But as soon as the source of that power becomes sentient and alive, it changes that. We essentially become acolytes of an elder god, beseeching it to grant us more power. The thrust of the Incarnate storyline is us trying to prove our value to the Well, showing it that Cole is not worthy of being its Champion.

    And before anyone chimes in with the ‘it’s not sentient, it’s being guided’, I have to ask ‘by who?’ Who in the universe is powerful enough to dictate what this source of all power can do? That in itself makes this and the next point dangerous ground for anyone who’s still sane.

    3. And now our god is mad too.

    So if it’s not enough that our characters are now power hungry disciples of an unseen god, it’s established in Ramiel’s arc and beyond that the Well is a little bit bonkers. So now we’re actively trying to convince a mad god to give us more power so we can spank its champion back to his own dimension. How is this a sane and rational course of action for anyone other than the most mad of villains?
    I figured I'd address these points both at the same time since they're somewhat related.

    I rather LIKE the fact the well is "sentient" and "mad". Although, I suppose one could argue to what extent the Well is actually aware of it's own actions, and exactly how "mad" it actually is. I mean, the Letter Writer states that Mender Lazarus is an mad scientist, though in my interactions with him during the Ouro arc he seems incredibly lucid to me.

    As for the idea that the Well being alive means that the nature of how we obtain power changes...I'd argue that's not the case. It's difficult to beseech it for more power when the only method of communication we've gotten is through Statesman/Recluse/Hero 1. Prometheus wants us to prove to the Well that it doesn't need a single, sole Champion. But not by talking or prostating ourselves before it. But with action, the same action that got Emperor Cole his title as "Well's Champion". And even then, plenty of folks I know RP disregarding or scoffing at Prometheus' idea in the first place.

    So you can attain power without making it seem like you're just trying to suck up to Well, if the RP aspect is that important (And it is to me, I pretty much play exclusively on Virtue)

    Quote:
    Originally Posted by Dante View Post
    4. None of it is our dimension’s concern.

    I like Praetoria. At least, I liked it in the 1 – 20 GR content, right up to the point where it god-mods you into deciding to fight against Praetoria when you leave. But the entirety of the Incarnate content so far has occurred in Goatee Universe. Which would be a problem if we’d never fought a dimensional war before, but guess what? We have! And how did we deal with the Rikti? We sealed them off in their own little backwater and left them to it. And yet now, saving Praetoria seems to be a bigger task for our 50s than anything in our world.

    5. Praetoria is not a credible threat.

    It’s established that the world of Praetorian Earth is mostly ruled by the Hamidon. That aside from a few remaining outposts, all that’s left of humanity is this tiny island state ruled by Goatee Statesman. And yet somehow, this tiny nation is a bigger threat to us than any other world. Why? Because the Well say so.
    Again, addressing two related points at the same time. Praetoria being a problem is likely because of the similarities. Praetoria doesn't need us to open a Portal, they're capable of opening their own. Their technology is roughly comparable if not SUPERIOR in some cases (Warwalkers, the presence of actual cloning technology, etc, etc.). And they have an active interest in conquering us, and the means to do so in a terrifying manner; literally 'porting themselves into just about any location they want, as evidenced by TFs and the odd Server-wide event like the Seedling Invasion or the previous Praetorian Surge. Why a barrier like with the Rikti wasn't erected? I assume it's because unlike the Rikti, who have almost no means of dealing with magic, Praetoria could likely punch it's way though any such barrier that came up.

    Quote:
    Originally Posted by Dante View Post
    6. Disparity with Level 50 content.

    Think about some of the things that level 50s can do. Long before the Incarnate system, I’ve seen a DM/Regen Scrapper clear the final room in Dark Watcher’s arc while the rest of our 8 man team lay dead. I’ve seen Tanks devastate rooms on +4/x8 settings. We’ve stopped Rikti invasions, a Nazi Statesman, aspects of a mad, dimension devouring god, a machine that can strip all of the power in the world and grant it to Recluse… we’ve done some epic things. But for the Incarnate system, we’re facing old foes bumped up to the point where it takes 12 – 24 Incarnates to beat them. Why? Because the [pancaking] Well says so.

    We even have to deal with Maelstrom, a jumped up little punk we’ve all kicked to the curb many times who can now just say ‘bang, you’re dead’ to us. This is before we get to the civilians who can down us with rocks for [pancake’s] sake!

    I could go on but those are the main points I feel. I dislike how needlessly complex the system is, how it ignores villains as if they never existed but these are separate to the story points. I’ll just say that is as a roleplayer I’ve seen bad GMs do some incredible asspulls in my time, making up things as they go along to justify their badly thought out campaign. After a while you get a sense for plots that are just being cobbled together as they go along, justifications being made up on the fly. And the Incarnate system rings that alarm and then some for me. I could forgive it maybe if this was 20 – 30 content maybe but this is meant to be our premier content, one of the major points for subscribing.

    Instead it just feels like it is: a big sticky mess of [pancakes].
    I feel that the Incarnate content is a primary example of where the Storyline and the Gameplay start to segregate from each other (the stone-throwing civvies being the Ur example right now). Also, while it's true that single characters can take on things that should be designed for whole groups (Soloing the ITF, Duoing Lambda, etc), that's not exactly a fault of the story that it's possible. That's the result of players tweaking their characters to the extreme and exploiting anything and everything in the system they can possibly manage. But doing so doesn't necessarily equate to story ability. Simply because a Controller/Dom can solo the LRSF doesn't mean anything in terms of the story. That's just an exploitation of mechanics. It's incredibly badass, I won't disagree, but I don't consider that meaningful or even relevant when RPing.

    I can actually accept that Malestrom is now suddenly more badass because he has a plot device literally strapped to his chest, the full extent of which we've not seen. And we're aware that Cole has essentially empowered all his Praetors (a reasoning we were given for why Marauder/Mother/etc go from being 50 AVs in Maria Jenkins to 54+Whatever in Incarnate Trials) which gives them a hometurf advantage.

    I don't disagree that you might feel the justifications and plots feel like ***-pulls. I suppose I simply don't see the problems or plot-holes in the story the way others do. So I'm constantly tilting and scratching my head when people complain about how the Trials have "Stories and backgrounds that barely hold togther", when in-game they seem to be explained rather well.

    But again, it could be because I'm so new, I've not seen the progression of the game since Issue 1.
  21. Quote:
    Originally Posted by Xanatos View Post
    It is very simple:

    If you can't back up a claim. Don't make it.
    Which means you're asking her to go and actively look for people just to name drop to "prove her point". Fact of the matter is, those people you want to her find to back her claim up DO exist. But from what I've seen? They don't post on the forum board.

    I myself have had plenty of discussion with folks in-game about how much we enjoy Praetoria or want to see more content beyond 1-20 in GR and 20-29 in First Ward. There was even talk of things like Praetorian Hazard Zones and Praetorian specific trials to try and bring back some life to a zone with a great amount of potential.

    Most of those folks? Avoid the forum board like the plague.
  22. Quote:
    Originally Posted by RuthlessSamael View Post

    Tropes Are Not Good. Furthermore, virtually everything you say about the trope is flat-out wrong. It's entirely possible to make the gap between gameplay and story very, very small, or with some concepts, totally non-existent. CoX isn't one of those concepts, because there will always be edge cases like "why can't I use the powers of Empathy to try and talk this archvillain's goon squad into running away? Surely they can't all be pure evil like the archvillain himself, and it would make the fight way easier." That's an edge case, though, particularly since the game never flat-out says that Empathy lets you do that sort of thing.

    On the other hand, making the power levels consistent between gameplay and story is trivial in a super heroes game. Just rewriting some dialogue to explain that these guys who look like regular citizens with rocks have actually been imbued with the power of the ancient God of Rock-Throwing Citizens would do the trick, and even though that was the most entertainingly ridiculous answer I could come up with it is still only slightly more silly than the sorts of things that happen in comics (and CoX) all the time.

    Your mechanics should match your narrative, not work against it. This is such a fundamental rule of game design that it can be used as a good metric for game design competency. If someone argues that mechanics working opposite the way the narrative says they should is a good idea or no problem, that's a very good sign that they shouldn't be making games (although it's worth noting that this is different from "this game will make us as much money as we need regardless, so screw it, let's just do whatever," which is not a very respectable attitude, but it's still rational and competent).
    Touche on the trope, but still, there's a good reason why Incarnate Trials use gimmicks and seemingly super-cheap mechanics like the Rock-Throwing Citizens or the Gamma Pulse from Keyes Island Reactor. They have to. They cannot use normal in-game mechanics against Incarnates. It's why all the enemies in trials are automatically 54 and the AVs go up to 54+3. If they don't, we'd stomp ALL over them.

    Without these gimmicks, the trials wouldn't be difficult in the slightest. So yes, things like damage that %-based and bypasses defense and resistance and massive debuffs and One-hit kills are absolutely necessary. Otherwise end-game is a yawn-fest.
  23. Hm, well, I don't see the problem with the Well myself. However, I joined CoX in May of 2011, so around issue 20 or so. But even what I've read on the Wiki, the Well doesn't seem like a problem. I mean, the lore talks about the fact that the Well works through artifacts. And didn't Pandora's Box basically CAUSE the rise of super-heroes and the sparks of inspiration that lead to the technological advances that lead to the advent of particular origins (science/tech)?

    And honestly, I love Praetoria. I read the old version where it was just a Mirror Universe and honestly, that was boring as hell. Mirror Universe-style plots are way too cheap and easy and allow for absolutely no depth or development. It's a lazy sort of design. But then I guess when it comes to the forums I'm among the minority whose glad for any development, since the development of Paragon/Isles is so 'meh' right now. Praetoria is something fresh and interesting.

    Quote:
    Originally Posted by Xanatos View Post
    No there isn't.
    And that's a bald-faced lie. Just because folks on the forums say they don't like it doesn't mean they represent the entirety, or even the majority of the playerbase. I know plenty of folks who not only really like Praetoria, but would find it awesome if there was Praetorian content ranging from 1-50.

    And I'm one of them.
  24. Okay...this constantly comes up in any thread involving these three, with folks like Eva and Venture tearing into the writing.

    However, I've pretty much never been able to get a concrete reason or explanation for this unbridled hatred of this particular set of stories. I mean honestly, what are these "plot holes" that supposedly exist or are created by this content?
  25. Sam? Your entire argument about the game presentation being "consistent" is, and I'm sorry to be rude: hogwash.

    http://tvtropes.org/pmwiki/pmwiki.ph...orySegregation

    And this trope right here is why. While it would be nice for it be consistent, it can't happen. There will always, ALWAYS be a gap between what the narrative claims and states is possible, and what the game mechanically allows.

    Also, people complaining about the "but gods don't team up with other people!" argument...yes, special snowflake stories do tend to cause that, but does it REALLY bother you that much? Honestly? Does it really destroy your experience to know other folks are on your level of power?