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Even if camp is bad, it should be an option in this game for those who like it.
In almost any world that has enough stories, within a given range it should embrace the gamut of tastes and genres. In the City of... universe, there should be horror stories, action stories, high fantasy, mysteries...you get the drift.
And there is room also for the Batman from each of the decades, all the way from Frank Miller to Adam West.
That way, people who dislike a certain feel can avoid it, and those who prefer it can seek it out.
I have lots of alts, and they run the gamut, but if I had to pick one, I'd say that the Obadiah Stane from the Iron Man movies or Doctor Octopus from the Spider-Man movie, is very close to what I'd like to play on average, as opposed to Doctor Evil or the Joker. -
Quote:You make a good point.It is by no means necessary for an evil overlord's underlings to be both evil and ambitious - the minions from the aptly titled Overlord would be an excellent example. So lot as there's burning and looting to do, they're happy to deliver the spoils to the Overlord.
Of course I'm not saying that it's impossible to write a beleivable story or scenario where a villain wins with no strings. I'm just saying it isn't as much fun, even if I'm playing the villain.
The occaisonal win with no strings is fine and fun, but the ultimate win for evil with no strings?
Have you read 1984? Do I have to post spoiler warnings before saying it is relevant to the topic? Let's just say that while I think it is an awesome classic, 'fun' is not on the list of adjectives. -
Quote:I essentially agree.I cannot accept that villains should be more miserable than heroes as a general practice, especially when you compare people like Spider-Man, a hero who's life keeps finding new ways to suck, to Dr. Doom, a villain who wins even when he loses.
I'm not saying that the most successful villain should have more strings attached than the suckiest hero (not saying Spidey sucks, but you get my point).
I'm just saying that even in victory, villainy should feel villainous.
Perhaps I misunderstand what you mean by 'closure'.
I'm just saying that if you are the type of villain who has minions, then by definition your minions are evil, which means by definition they are eventually going to try to destoy/conquer/rob the world themselves, which almost certainly means betraying you: the game should acknowledge that. It's part of the fun of being a bad guy.
Of course, if you aren't the type to have minions, then you just have to deal with all of Arachnos, Crey, Nemesis, and everyone else trying to keep you from conquering/destroying the world or robbing them by yourself. This should not be handwaved away.
IMHO, It's part of the fun. It's part of why one chooses to play a villain in the first place.
Succeed as a hero, and you get a ticker-tape parade, and the Key to the City from the Mayor. Kids wear kid versions of your costume. Your name is brought up in schools and households a role model.
Succeed as a villain, and you get to lounge on a throne with a slave girl chained at your feet...but if I were you, I'd have someone taste that victory goblet of red wine.
It's not a downside, it's part of the point.
Perhaps this might illustrate it better:
If I am playing the Nazis in a real time strategy game, I should have just as much of a chance to win as the Allies.
But if I am playing the Red Skull in a Marvel game, part of the expected and desired experience is to get my face punched by Captain America. And even if I win at the end, my reward is to create a dystopia...not a utopia, but a dystopia.
If I am not trying to make the world a worse place (indirectly for myself as well) then I am not playing a villain. Maybe an antihero, or a Dark Hero.
Sure, my character may beleive she intends to create a utopia, but, if she were right, she wouldn't be a villain.
...or would she? Kind of brings us back to Ozymandias... -
Quote:It shouldn't necessarily 'suck'. But there should be a difference in the feel between heroism and villainy. If both games rewarded you with the same feeling of accomplishment and adulation, the situation would be even worse (IMHO) than it is now: Redside would be nothing more than blueside with a goatee.This is EXACTLY what I disagree with. Why? If this were an impartial movie or story, then obviously villain would have to either fail or pay a high price. Bit this isn't it. This is a game where I play the villain. Why should it suck for me even in victory?
The basic difference between heroes and villains in most stories is that heroes defend the status quo and villains attack it. There are exceptions, but by and large hero stories aren't about bending the world to your will and changing how everything works for the better: they are about fixing the problems created by the villains. Even in Star Wars: a New Hope, where the heroes are 'the rebellion', they are trying to re-establish the good old days from before the Empire, etc.
So when I think of a successful villain, I think of people like...
Lord Recluse: Possibly the most successful villain in all of fiction. He has his own country, similar to Doctor Doom, but because he has strengthened its' defenses by inviting us invincible player characters to live there, he has to constantly be on the lookout for the one Destined to literally hand him his own head, in addition to fomenting dissension among the ranks of his own organization because if he doesn't, they will betray him because they are villains! If you are a successful villain, it's because you have a hold over other succussful villains, and because they are villains, they will not be satisfied with that. I count him as even more successful than Doom because he employs thousands of top rank villains (instead of just some robots and quaint European villagers). Also: no Squirrel Girl.
Countess Crey: a successful businessperson who employs many legitimate people who probably don't even suspect them of villainy, similar to Lex Luthor. If she were not a villain, she would be making legit money hand over fist with her advanced tech. But she's a villain, so she is up to her elbows in illegal cloning, corporate double dealings (to the point of graverobbing and violation of Vanguard authority), etc. If she were not doing these things that subject her to the continual interference of spandex-wearing dogooders (and rival villains such as ourselves), she would not be a villain (and probably be making much less money). It's a little like Doctor Evil from the Austim Powers movies. If he didn't have evil henchmen (necessary for his evil doings), he would not suffer betrayal at every turn and need that button for opening the trap door over the fire pit.
The Emperor: Declared Emperor? Yep. Hunted down and killed every member of the only organization that could oppose his powers? Yep. Ensured his power by seeing to it that the one person who he empowered as his legacy was emotionally and physically crippled so as to be dependent on him ? Yep. Had a plan for trading that person out for a better model before they could challenge him? Yep.
To be a successful villain in a game, one wants to get by with the day-to-day schemes/missions/scenarios and beat up 'good guys', but we have that now (although we could do with a LOT more missions that put us up against teams of heroes that feel more like the Teen Titans or Young Warriors instead of fighting what is essentially S.H.I.E.L.D or the Green Arrow Corps all of the time).
What I want from this game is indeed more recognition of my accomplishments (in the form of altered dialogue from npcs) and more of a feel of choosing my own goals.
For instance, what if you could start an SF though a dialogue tree that gave you choices:
"<villain name>, the mission you sent me on to investigate the Circle of Thorns has borne fruit! I have a wealth of information for you. Which do you wish to hear about first?
- The Seal of World Destruction?
- The Amulet of Everybody Do What I Say?
- The Gem of Infinite Wealth?"
...and go from there. Even if the means of pursuing each of those goals were very similar (but not identical, that would feel cheap), it would enable me to choose a different goal for my character Dame Fatale than my character The RastaNefarian.
Even if my character went through the SF, and opened the Seal of World Destruction, obviously the world isn't instantly destroyed. However, I can still succeed: I can unleash some AV that could potentially destroy the world, only to find out it can't destroy the world until The Stars Are Right (not this millenium), or it won't obey until I make it fear me (oops I guess I hit it too hard), or even have it reward me with a rendered cutscene of the Freedom Phalanx destroying it in battle (and a badge, kthnxplzbai).
Do villainy, then sit back on one's laurels with no underhanded henchmen seeking to supplant us, former allies seeking revenge or rival organizations infiltrating our ranks?
What you are describing, dear sir, is retirement.
The closest I can think of to a purely successful villain with no drawbacks would be Tyrant/Emperor Cole, since he is looked upon in the lore as being grey morality (and that may be about to change) or Ozymandias from Watchmen (and tell me even he doesn't have room for a bit of paranoia). -
True, but the the 'price' of villainy should still be evident: even successful villainy should be fraught with betrayal, domination and paranoia...but your character should get to do their fare share of the betraying dominating and terrorizing in a way that at least strives to create the illusion that you are doing things your way.
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Quote:Only? No.But is the only problem the way the contacts talk to you? Like if they said "please", "thank you" and called you "sir", would that make villains feel better?
But having Contacts get more respectful would be a big step up; the more so if the degree was actually based on your accomplishments (levels, badges, 'contract bar', whatever).
I think the bigger thing is some sort of sub-system that allows you to actually feel proactive. Mayhem missions is a good step in this direction, but I'm thinking a sub-sytem based on SFs you can choose or even something based on crafting that would let you work towards some grand but ultimately unacheivable goal. -
Quote:IMHO? Yes, exactly this.But what you're asking for is for your own constant failure and imcompetence - if villains can't affect the game world, then their schemes will always have to end in total failure - your plan to take over the world, or build a moon laser to wipe out Paragon Ciity, or empty the vaults at Fort Knox will always end in 100% failure, because success would mean the game world would have to change, and failure would keep the game world as it is.
Allow me to build a death laser only to have meddling heroes destroy it (even though I can beat them up because I have IOs or whatever).
Let me summon a Cosmic Horror from a Tome of Ancient Eldritch lore only to have to kill it myself when it decides to eat me first.
Let me channel the Universal Harmonics so that I have momentary omnipotence, only to lose it all because my finite mind can't handle it.
In short, let me be Doctor Doom/Luthor/Darth Vader if I choose, in addition to 'succeeding' at doing the existing jobs offered by Arachnos.
I would love to get hurled into a vat of lava in a cut scene, only to have the npc heroes go 'no one could survive that' while I escape through a hatch I had prepared for such an occaision.
The only trick is to do enough of such content so that there is plenty of variety. Not everyone is into building Giant Robots with each of their villain characters. But dammit, I certainly want to build one, even if it's just to have Statesman turn it into scrap metal with one mighty punch. -
Quote:I agree, and the same goes for heroes as applied to the shared portion of the game world. Heroes don't stop Outcasts from spawning after they defeat Frostfire, after all.There has to be a limit on just what villains are capable of, otherwise, the game couldn't work.
But I think what people (especially redside players) want to see is a system that allows them to set a goal (and face it, for villains it usually boils down to destroy the world or rule the world...or at least retire in luxury with a harem), and take distinct steps toward it, even if they can't ultimately acheive it (although they could as alternate reality of some kind).
As a villain, you should be able to earn respect and fear by making specific acheivements (probably badges), and that earned respect should be reflected in how you are addressed/interacted with by certain npcs.
It would be grand if you could go through an SF and earn a badge that caused Crab Spiders to salute you or even flee you instead of aggro on you.
It would also be grand if I could go on an SF that allowed me to build a gigantic Orbital Death Laser, hold the world for ransom, and then have a group of npc heroes destroy the laser and confront me in my lair, which collapses during the attack, allowing me to escape to plot again. -
Quote:Okay, I can see that. Hence the timing voodoo. Hmmmm...The generic answer to this question is almost always "yes" because making powers unresistable in PvE means the devs cannot use resistances to make encounters stronger with reliable consequences. Against a target with 90% resistances the bonus damage would be, in effect, ten times stronger than normal.
Devs also sometimes give something 100% resistances to either temporarily or permanently make it impossible to destroy in some circumstances and unresistable damage would bypass such situations, forcing the devs to change all of those circumstances in some way to make them work as intended (cf: oil slick arrow).
In general, unresistable PvE damage for normal conventional player powers is an off-the-table option. -
This is a universe with time travel and alternate dimensions.
We can all conquer and/or destroy the world; including the heroes. -
Only in that they would have to decide whether to check for Scourge before or after the bonus damage from the Execute.
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Tangent warning:
Last night I saw the movie Law Abiding Citizen with Gerard Butler vs Jamie Foxx.
Wow.
No spandex involved, but at it's heart it was one of the best Super-Villain origin stories I have ever seen since Doctor Horrible. There was great music, great cinematography, great dialogue and direction, but I was very blown away by the slippery slope of a man with a justified grudge toward the depths of villainy. -
Yes, I'm liking this idea.
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Quote:Would it break the balance of the power if the bonus damage were irresistable (and impervious to buffing/debuffing, enhancement, etc)?This is sufficiently complicated that the best way to do such a thing, if you were to ever want to try, might be to make a power that:
1. Delivered its base damage.
2. Delivered its bonus damage.
3. Delivered a zero damage effect that only delivered its effect if the target was at zero health, and whose sole effect was to deliver the "Executed" message.
4. Delivered a heal which immediately healed back its bonus damage.
In that exact order.
But there's enough voodoo in the combat timing of events to make this very twitchy to pull off correctly. I'm not sure if anyone alive currently knows with certainty the minimum event interval the combat engine will honor both the ordinality and the dependency of (which is a sufficiently complex question it would take a couple of pages of text just to explain what the question means).
1. Deliver damage. If target was unaffected, done. If not...
2. Check target's remaining hp; is it below (warning: arbitrary numbers; .8 hp x target level)? If not, done. If so...
3. Deliver Floaty text: "Executed!" Deliver unresistable hp damage equal to (1 x target level).
Obviously, there is some amount of damage that is too large and unbalancing and some amount that is too small and thus unappreciated (but still more than there is now), but I don't know if we would hit a 'happy medium' or 'uncanny valley' looking for it.
Also, something with enough regen might regen during the execution of the power? That should be rare enough to be acceptable?
I can imagine the fun some players would have trying to finish off Hamidon with an Executioner's Shot. -
Quote:Makes sense, but the problem is that the current default level of villainy encompasses everything from rescuing people from demons to blinding innocent children (on the Vileness scale) and everything from making a few inf threatening people to destroying the world (on the Threat scale).Some thing they could do was let you go beyond the default level of evil with teh GR system - like if you start off as a Villain, the only points you can earn are ones towards becoming a Rogue/Hero, as you're already at the lowest point of the morality chaina s a Villain.
But they could allow you to earn evil points too, so that you could get a minus score - like not every Villain would always kick a puppy, so if you chose to do that, you'd get one Twirl Point on the Moustache-o-meter, makling you more evil than the default Villain level of zero points - so rather than the system just letting you either stay as a Villain or earn points towards becoming good, it'd also let you become more evil.
Right now, it doesn't matter how evil you are, at 50, you're rating is still just the same as a level 1 fresh from the Zig.
The thing is, it's all linked to (and rewarded through) gated content. I wonder if people would be willing to have a system where they were not able to get an intro to Westin Phipps until after they had earned enough 'mustache-twirling' points doing certain other missions. -
There is a difference between 'evil' as in Villain Threat level, where Rulaaru tops the scales in the 'City of' multiverse...
...and 'evil' as in Antagonist Vileness, where Westin Phipps seems to reign supreme.
The Teen rating limits the degree to which vileness can be depicted, but does not limit the Villain Threat level.
As players, I think we all like dealing with threats to the entire city or thereabouts (or an aspect of the entire city, such as the drug trade) in the average mission, but with occaisional missions far above and far below that average.
Similarly, I think very few people want the average or most common villain mission to be at 'baby torture' levels of vileness. I think the 'get the MacGuffin, possibly kill everybody in my way' level of vileness is also a good average. There should be occaisional dips into mere 'beat up this guy's bodyguards and threaten him to leave your friends alone' levels of villainy, and also scale up to 'threaten the omniverse with eternal torment' levels.
The main thing here is choice, which is being given to us in the form of being allowed to autocomplete or abandon missions.
With a few exceptions (such as the 'save the Rikti from Smallpox' mission) most heroes will take any mission that allows them to protect the status quo.
On the other hand, villains are more likely to pursue varying predefined paths to their ultimate success. Not all villain characters would take a chance at dooming the universe to eternal torment if they could. Heck, not all of them would take candy from babies or be bothered to exact terrifying revenge on old foes. -
Hmmmm, here's a thought...
What if the new Branching Dialogue tech can be plugged into old missions?
More deeply, what if they can flag something about your character (levels, current inf, badges) to trigger different levels of 'deference' or other 'emotional flavor' in the dialogue for certain characters?
So you go to Westin Phipps with Dark Puppykicker, and he's all, "I like your style". Go to him with Utopia's Fist, and he's like "You seem mamby-pamby to me, but I got work if you can handle it, which I doubt." By the same token, Utopia's Fist earns "I have been looking forward to working with you." from Hardcase, who is all "I've got my eye on you. Watch yourself." To Dark Puppykicker.
Also, it occurs that the 4 Patrons represent different paths of villainy, and be given more missions at various levels to guide characters along their chosen path.
I may be off on my lore, here, but this is just a general outline.
Ghost Widow: arcs for the player who really wants to climb through the ranks of Arachnos. Perhaps she is even grooming you to take over in the event of Recluse' fall to ensure her own continued existence. These are arcs for those who want to play the cool flashy bodyguard of the Big Bad or the Evil Organization: Crimson Dynamo, Darth Vader.
Scirocco: arcs for the player who wants a villain with a hero inside trying to get out. Arcs that involve 'ends justify the means' type stories and the grey area between being a hero and a villain. Magneto, Lex Luthor.
Mako: arcs for the player who wants a violent or even mindless villain, all about destruction and chaos and evil fun. Joker, Sabretooth.
Black Scorpion: arcs that are all about how crime pays, and flaunting the rules gets you what you want faster and easier. Juggernaut, Penguin. -
I just wanted to say one more thing about Executioner's Shot that was brought up before:
It would be cool if when you activated the power, it took a quick peek at the target's current hp. Then, if the hp were low enough, it would activate a moderate damage buff on the base power only if the boosted damage would be enough to defeat the target.
Sort of like Scourge.
...and yeah, then floaty text that says, "Executed!"
IMHO, that would make the power 10x better, even if the damage boost were only 20% or so. -
That's a good solution; just make sure it's well documented, otherwise someone down the line is going to miss it's purpose when they are normalizing power activation times for something.
Or am I just being paranoid? -
I suspect the truth might be simpler (and unfortunately more difficult to implement) than it appears.
Lets take a scrapper of a given level.
Let's put him up against a typical spawn for that level.
Now lets have a toe to toe fight; no kiting or other tricks.
Now, by the basic design, the Scrapper should win. But by how much? How much end and hp should he have at the end of the fight? Lets just deal in percentages to be simple: let's say a typical fight should leave a typical Scrapper at 70% of his totals (mileage will vary when you match powersets to critter powers, inspirations, enhancements and stuff, but ignoring that for now).
Also: how many times should the Scrapper have to activate powers to acheive this result, assuming he starts all recharged and at full?
Just make up some numbers for the above; whatever feels right.
Now redo the problem for Defenders. Controllers. Et Cetera.
How much do the numbers change?
Finally; my assumption about the Scrapper as a baseline assumes that after 4 fights in a row without Rest, a Scrapper should be all tuckered out.
Now regardless of how far off you think I am, I think that ultimately what needs to happen (perhaps in CoX2) is that all of the ATs need to be rebuilt in terms of the above, and then allowed to deviate a certain amount from the baseline.
I suspect the Devs actually use Defenders as the baseline, but that doesn't really matter. What matters is the fact that the ATs seems to have been much more 'eyeballed' than calculated with an intent toward balance...
...especially as regards the effect of Endurance. -
IMHO, it's not about removing conflict or whose fault it is that badgers are butting heads with PvPers.
The issue is simply that putting the badges in the zone is not having the desired effect, as far as I can see. -
I imagine that the Devs would rather have you adapt to fighting a type of critter that drops a certain type of enhancement than have you pick a critter that you have little to no risk in fighting and get whatever enhancements you need from it.
Granted the difference is negligible now, but it may not have been intended to be when the system was designed. -
I can see your point about the implementation, but the design seems to point to that intent; all characters are intended to either be endurance constrained or sacrifice some other element of performance (power picks or enhancements) in return for endurance. Otherwise why have endurance?
But again; I agree that this was probably implemented as a general rule of thumb, and not numerically calculated so that it enforced itself.
If it had been calculated, I imagine that we might have seen some differences in Defender design in particular, but there are a few endurance management options in powersets here and there that might have been different as well.
Of course, Inspirations (and teammates, to an extent) are intended to be ways of 'legitimately' going around the endurance constraint. -
The Devs know who PvPs and how often. Ditto Mission Architect (and which missions they play). Badging is a little more sketchy, but the basica numbers are there to analyze.
I don't think the problem is that the Devs are under or overestimating the percentage of the populace that PvPs.
I think that after I13, they are rightfully taking their time to consider options, possible solutions and consequences before braving the minefield that is PvP changes again.