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I am, yes. Because while I find the notion of pissing off a HUGE number of their players somewhat amusing (in a schadenfreude-y, "let me stand over here and watch and eat popcorn" kind of way), I wouldn't actually want to see it happen. And all I have invested in the Incarnate system is four characters and maybe forty hours of my time; Paragon Studios and NCsoft (and their shareholders) have considerably more on the line, and are not likely to pull such a stunt for teh lulz.
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My characters declined Hami-Os for exactly that reason. (Well, also I didn't want to take part in raiding as it was back then, but that merely dovetailed with the "you want me to WHAT?" factor.)
And I'll confess that I did kind of want to see those "consequences" show up sometime, despite (or because) the howls from the players would be epic. -
Or, in other words, pretty much what the PvPers accuse Issue 13 of being.
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Don't forget the part where he asks for something that's already been announced as coming in the next issue.
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Please tell me you're not hinting at stuff that's still under NDA.
No, on second thought, say it again. Louder. Into this microphone. -
And I'm trying to explain that it's moot - as of Issue 21, people* will be able to play the existing Mastermind AT in the new tutorial and come out as Heroes.
(* well, subscribers/VIPs, anyway.) -
Alternatively, he could simply blink to a new location, having moved there in the no-time that our characters don't perceive.
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Players will be able to start as any archetype and choose their morality at the end of the new tutorial.
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You don't summon (unfallen) Angels. They appear, to deliver the Word or some Smiting (or both). Bonus points if they have a Terrorize aura that affects everyone.
They're not necessarily going to be Nordic androgynes or plump babies, either. I'm thinking of something more like M. L'Engle's version - a swirling, barely comprehensible mass of wings and eyes. -
I'm torn between wanting more lore and the fear that such lore will be as unutterably stupid as the Origin of Power arc and the official story of Architect Entertainment. Stuff that I'll just end up having to ignore anyway, for the sake of my suspension of disbelief and/or sanity.
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Quote:And you can drill a hole in your head. It's technically possible. That doesn't make it a good idea.But you admit that a free-form power selection system could be done in CoH. The technical and balancing problems are solvable.
(Yes, I know, "that would have worked if you hadn't stopped me.") -
A big part of the problem, IMO, is that in the genre, villains are the proactive characters - they set plots in motion, to which the heroes react. It's hard to set up or allow that in an MMO, especially those built on the quest-giving model; the Mission Architect is the closest that this game has come so far.
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And now you're back to asking for more ability to minmax. No thank you.
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It seems to me that the level of variation of effect that you're looking for can be achieved through slotting choices - that this is, in fact, why the enhancement system exists.
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Quote:"Situationally better" in the same sense that some powersets are better at fire farms, perhaps?As long as the "money sets" aren't better, just different (accepting that "different" is going to involve "situationally better and / or worse"), I don't see a problem.
But really, another part of the issue here is the implicit assumption (fostered in some part by both the Devs and the community, I admit) that anything is possible if only Paragon had enough people, paid for by enough booster money, to throw at it. This rapidly becomes "the fastest/ONLY way to get the game changed how I want is to (offer to) throw my money at it." That's not only not true, it's a really bad mindset to get into (IMO). From there, it's not far to "game design/balance is determined by the highest bidder."
All of this is, of course, in the very theoretical talking-about-it-in-Suggestions stage. And it probably won't ever get further than that. But I think we should make sure it doesn't, and explain why to those who think it would be a good idea. -
How much for the "I Win" Button?
Quote:Not a fair assumption. Possibly not possible, and in any case, I suspect that some of the things you find annoying and/or uncontrollable are there for a reason.Again I am assuming that these changes would be balanced and fair. This way we have no complaints that a person with extra money gets some sort of unfair advantage that a standard subscriber cannot have or a F2P person does not have.
In conclusion, it sounds like what you're really asking for is
Screw The Rules, I Have Money
(yeah, I linked to TV Tropes. 'Cause I'm evil.) -
I want my Super Strength characters to be able to knock foes back dozens of yards, through any intervening walls.
Or at least into them, resulting in (temporary) craters/divots. -
Most of my characters are not and will not become Incarnates. They are "merely" super-beings, with powers and abilities far beyond those of mortal men, but not gods (or entities of equivalent power). Some of them are merely well-trained and very fit people with technological assistance - and that's the closest I will get to the silly "******** Bat-God" issue.
EDIT: as for "germane to the thread" - no, IMO, we should not have the ability to slot multiple Alpha abilities (at once). The Alpha slot's current implementation is part of the Incarnate system and is working properly in the context of that system. The desire of the OP to receive the benefits of more Incarnate abilities without taking part in the Trials is not relevant or sufficient as a reason to change the system.
[10.5 Mp of "get over yourself" deleted by moderator] -
Quote:I suspect that's probably a case of the original writer just "throwing it in" as one more example of Nemesis' grand villainy without really considering what it means. ("Let's see, I need another bad thing here, and I've already used puppy-kicking and tax evasion...") It should get more notice, but either the writer didn't have the pull back then to make it happen, or didn't look twice at what they'd written.One series of missions that gets me emotionally engaged the most is the Get the doomsday device out of Nemesis' grasp mini-arc. Admittedly, the emotion it tends to engage is raw, seething rage. It reveals that Nemesis (our Nemesis) has literally committed the worst racial genocide in human history, killing billions of people because of the colour of their skin. This mini-arc is why every single one of my characters has a "kill Nemesis on sight" policy. And the worst part is, it's never mentioned again. There's never any newspaper articles, no reference to it from other contacts, not a peep of it in the lore. Whenever I finish this arc on a hero, I have to switch to a villain for a bit of catharsis, to burn the world that seems content to ignore an event like this.
It also loses a lot of impact since it's part of a whole travelogue of alternate worlds in which the Thorns, the Devouring Earth, the Fifth Column/Council and even you have also killed off and/or enslaved most humans on that Earth. After multiple apocalypses and extinction events, one gets a bit numb. -
I can't tell how long you've actually been around, but you may not be aware that even before CoV and Issue 6, there were people who played "villains." In CoH. Using "heroic" ATs. With various disguises and excuses.
People are going to play what they want to play.
EDIT: And really, OP, you could have avoided all the fine-print asides and just said "I like black and white morality in my comic book game, and also, I can't find teams on my tiny server with its even tinier redside." Both of which are honest and understandable statements. -
I dunno about Shards, but an Thread or two - or even better, an Astral? Yeah, you'll get people giving these the attention they deserve.
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I suspect that when it comes to their own brand of bodysnatching*, Malta mostly goes for those who "never will be missed" per the Lord High Executioner. This time, through a chain of coincidences, they took one who was and whose relative managed to attract a hero's attention.
* My first main had a particular grievance against Vahzilok as a lowbie, for practicing Bad Science and trafficking in human suffering. This carried over to Crey once she entered that tier, and finally Malta - it seems there's no shortage of bad guys interested in making use of "human resources." -
Oh, all right.
Buzzsaw and Von Grun make me laugh, and Television makes me geek out - and then there's the infamous Westin Phipps, who mostly makes me shudder and/or plot his comeuppance - but for "emotional engagement", I have to give the nod to arcs like Wretch, and the Vanguard, and Katie Douglas, and Noble Savage / Aaron Walker / et al. It seems to me that the writing has just gotten better and better as this game goes on.
I'm going to give special mention to an oft-overlooked diamond in the rough, the Slot Machine arc. Unlocking this contact, hidden inside the Giza, requires beating up a lot of a particular sort of Family, which are easy to miss and annoying to grind. My hulking brute got angrier and angrier at its empty promises, until it finally dropped the pretense and simply begged for help. He got the long-awaited payoff... and a sad little apology and a final promise "not to bother you anymore". Result? My big monster mumbling an awkward apology of his own to the now unresponsive machine (that "no one ever comes by to fix"), saying that it wasn't that much trouble, really...
A final note: Warrant was pretty much the only person in Powers Division my ambitious punk loyalist/rogue ever really respected, and after seeing what happened to him, he made sure the person responsible got just as bad or worse. He added a set of gold-on-gold spaulders to his 'hero' costume to honor the man, and they're still part of it today.