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Quote:Funny enough, that character hides his face.What tone of voice and facial expression did your character use when he said that bit of text?
Let's look at that, though.
Why use:
"Alright, fine, for the 'greater good' as usual."
Instead of something more like:
"Very well, Scirocco. 'For the greater good.'"
If you really want to argue 'tone of voice' then it'd help if the response wasn't written it what can easily be called a defeatist tone. -
Really?
That looks like my character saying that. My character who is a villain.
My character who is a villain is saying that to Scirocco.
Tell me again how I'M the only one saying villains are doing the greater good. -
Quote:And you know what? I did pretend that my villains were making their own plans just by helping heroes.if you really, absolutely can not find any reason why your villain would dare to team up with heroes, all because of a line or two from some NPC... then don't. There is nobody to blame on that but yourself.
I did it in the RWZ.
Then I did it in Cimerora.
Then I did it in the holiday events.
Then I did it during Apex. And Tin Mage.
Then I did it in the SSA.
Then I did it in the BAF. And Lambda Sector. And on Keyes Island. And in the Underground. And in the Mother of Mercy hospital. And at the TPN campus. And in Mot's gullet. And in The Magisterium.
I don't care what you think my problem is. Why do I have to continuously shoehorn ALL of my villains, REGARDLESS of who they are and what they're like, into the notion of "I'm doing this for my own gain sometime later"? Why are my VILLAINS, who are NOT HEROES, continuously written in to high level content as de facto heroes to save the day? -
Quote:Which I've been saying since I ran the first iTrial. If you're not Warden Resistance, you don't matter. Same thing with all this co-op content. Any perspective but 'heroic' is ignored.Although it doesn't really solve the "problem" of failing to stop the broadcasting of the truth to the public in the TPN Trial, or ending up failing to stop the war, or failing to not end up working with the Resistance - everything the player tries to do when they choose the loyalist side at the end of the 1-20 responsibility path ends in total failure - Tyrant's secrets are still broadcast to the public, the war still starts, and the Resistance are still the only option against Tyrant.
Quote:Does GG even play redside? Does she know what it means to be a villain? Doing the right thing for (morally) wrong reasons is not evil enough to qualify as villainy, but I don't think she gets that. Arguing with her over the nature of redside content (or co-op content that fails to satisfy both hero and villain players) is pretty pointless when there is no common conceptual framework to ground the discussion.
Just sayin'. -
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Quote:You're exactly right.Praetoria was still designed to give Villains some motivation - by setting up Tyrant and the loyalists as a "law and order" group, they gave Villains the chance to fight law and order, even if it was an evil kind of law and order.
If they'ds tuck to the original Praetorian set up, where Tyrant and his followers were like a preview of Reclsue and the Rogue Isles, Villains wouldn't have had the same motivation.
However, evil fighting evil =/= evil fighting good. By your own words, Loyalists are evil.
So, villains are fighting evil, and whether you like it or not, they are helping save the day by proxy.
We're not asking for evil vs. evil. We're asking for evil vs. good, or at the very least, evil getting to do it's thing without a bunch of Well-juiced higher powers constantly nagging them to go fight the good fight. Seriously, let us blow up a high-rise or infect a group of our enemies with a viral anomaly! All it's been lately is high-ranking NPC groups (Menders, Vanguard, Midnight Squad) asking heroes to help and demanding that villains cooperate.
It's old. It's been old. It feels like every end-game content story arc was based off of the same Comic Book Madlib page.
"Our heroes find out about ________, the evil villain group from ________. In order to defeat them, the heroes must travel to _________ and fight their leader, __________. Villains can aid the heroes by fighting alongside them in __________. All participating heroes/villains will get _________ for a reward."
Quote:Gaining Incarnate power is mentioned a lot by Prometheus in the intros and debriefings for the Trials, as well as the wider overview of the whole dimensional war storyline - and by defeating Tyrant and his loyalist thugs, you're defeating a force that was planning to kill you and everyone else who had superpowers if it won. -
Quote:.... says who?You're exploiting the help of Heroes to gain Incarnate power for your own evil purposes - that's the trick up your evil sleeve.
This isn't about Incarnate power. It's about the story of defeating Praetoria. As far as I'm concerned, considering Incarnate powers are NEVER mentioned in the trial lore, they have nothing to do with the story of Praetoria. Our villains are there to stop Cole and save the world. There's no two ways about it, and that's crap writing for redside. -
Quote:Thereby alienating players who enjoy redside content.Villains want a lot of thing - but for practical reaosn, they don't get them
Quote:But any new cosmic content might give evil players a chance to take over another planet - even if it'd cause major motivation and logic trouble further down the line
Quote:But the Heroes trying to save Praetoria from the loyalists wouldn't let you do that
Furthermore, you just don't get it. I really wish the tables were turned, GG, and that Heroes had mediocre theme-breaking content while Villains got to run trials/arcs/SSA's that showcase their malevolence and will to do evil. I'd love to see what you'd say about content balance then. -
Quote:Who's we? You? Because that's not 'we.' That's 'you.'But we have no motivation to cause chaos in Praetoria - we're targeting the loyalists, not the people they've ensalved.
What makes you think villains don't want another world in which they can sow the seeds of destruction? -
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Quote:So by that logic, villains wouldn't join trials where the goal is to save the universe.Well, that's the only was for co-op content to function properly - there couldn't be a co-op Trial where the goal was to cause chaos and destruction in Praetoria, as Heroes wouldn't join it.
....... Oh wait.
Nice double standard. -
I'll send in a report when I'm home this evening; my 50 Nin/Nin Stalker killed Kang at the end of the Anti-Matter arc and he showed up and acted like we'd never met. Seems like it defaulted to the Primal greeting.
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Quote:Please relay information!Understood, btw:
they are talking about snipe fixes, RIGHT NOW!!! http://www.twitch.tv/paragonstudios -
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Except that's not at all what you're doing:
Quote:Originally Posted by Final Responsibility Moral ChoiceHandle the Invasion Yourself.
Stop Cole's Invasion without the people knowing. Aid the Loyalists. Letting the people know about this could throw Praetoria into sheer chaos. There could be riots in the streets and more people than ever joining the Resistance. People will die if this is let out. But then again, innocents will die both in Praetoria and Primal Earth if this war goes through. You'll have to prevent this news from getting out and then somehow find a way to stop this war yourself! (This is the final moral choice for the Responsibility line in Praetoria.)
Quote:For flavor - the Praetorian storyline was always going to end up with a dimensional war - this is a combat based game, and peace treaties and truces don't really exist until someone's been beten down to 25% health
What makes Praetoria so special is that for the first time in the game, they actually created a non-permanent villain group - unlike all the other villains we fight, the loyalists and their evil empire are actually destroyed - this isn't like foiling the plans of Relcuse, or Nemesis, or Reichsman, where arresting them doesn't actually affect their followers or their power base or their ability to return in future content as if nothing had ever happened to them - this defeat of the loyalists is totally crushing on all level - there's no way back from the collapse of their dictatorship, and the meta-story has been permanently changed by our actions in the dimensional war to liberate the Praetorian people. -
Quote:Except the Responsibility arc is just as heroic. Why did the devs bother putting dynamic content into the game at all if the story had only one direction?Kang is alive and well in Belladonna's arc - he even references the discovery of the invasion plans as the reason he had to join the Resistance.
It's similar to the moral choice on Katie's first arc - the loyalist option, which is to re-enslave here and her friends, is ignored in First ward by presenting Katie as having been freed - which is the Warden choice.
Basically, there's only one real path through Praetoria, and that's the Warden path - the heroic path - which, strangely enough, is what I've been saying ever since GR first came out
I was pretty baffled that Kang was in the first mission of Belladonna's arc, especially on my Responsibility Loyalist Praetorian Stalker. Seeing a ghost much? There's NO explanation for this either. Not even a "I wasn't actually dead" comment. Nope. He's just there, regardless of whether or not you put him in the ground. -
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Quote:It also left a lot of loose ends from the paths chosen in GR, since the writing went with... none of them, it feels like. A great example is DSL's post:Don't quote me on this, but I think it was Word of God from the devs and exposition from folks like Prometheus.
That's one thing that bugs the **** out of me. This entire storyline has, for the most part, been told through exposition and Incarnate Trials. I miss the RWZ revamp. Amazing single player/small team story, awesome finale TF that only needed 8 players and wasn't required for the solo story, and amazing raid that was optional, not heavily dipped in writing, but still fun and amazing regardless.
Quote:There's also the Emperor's Sword Incarnate arc, where the resistance have taken Imperial City completely and thus have little difficulty getting the citizens to safety.
Actually, I should take my Praetorian Stalker through that arc to see what Kang has to say...
"I got better." -
Quote:Since we don't even know what that stuff is (it could be a noble gas, or even boron) and I've never seen ash fallout in the immediate vicinity of the reactors, I think we should reserve judgement.All the ones on Prime don't spew green stuff with immediate ash fallout.
EDIT: And you're right, they don't; they spew irradiated steam and/or coal smoke and/or ash discharge and/or oil refinement gasses. -
Quote:And this basically confirms that Tyrant DID kill innocents; even if the IDF and CoL and Resistance and D.U.S.T. were just unconscious, the nuke would have atomized them anyway and killed them.Unless the power of Tartarus can't reach more than fifteen seconds back, there's plenty of dead souls to go around in Praetoria, what with most of the human race being destroyed by Hamidon, before even considering the hundreds of IDF and Carnival that died a stone's throw away on the same day.
Also I'd love to see exactly where it's stated that Praetoria was evacuated.
Presuming the size of Praetoria (about the size of... Independence Port, really) is what it is, that nuke probably destroyed much more than just Nova. The Keyes Reactors are still standing as AM himself mentioned they were designed to withstand an explosion greater than one of them melting down (an event that would liquefy Neutropolis), but a nuclear strike is not that easily contained. I'd surmise that the entirety of Praetoria (Nova, Imperial, and Neutropolis) is now a radiated waste. On top of that, with the Hamidon at the sonic gates, where would the people of Praetoria have gone? -
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Quote:You know, if it had been worded differently I might have been able to mold that into my character. If the dialogue option had been "Alright, Scirocco. 'For the greater good.'" I'd be less upset. But the defeatist tone of "Alright, fine, for the greater good as usual." is just too heavy for it to be anything other than what it is: forcing us to play nice AGAIN.You could choose to read it as, "Wink, wink, 'the greater good'. Man, we get away with so much when we claim that ********!"
Art is in the eye of the beholder, not just in the hands of the artists (especially role-playing games, where give and take between players and GMs has always been required).
Not that I am opposed to the idea of helping the big bad until the very end, stabbing him in the back, foiling his plans, and taking some of the uber for ourselves.