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The best part of Free To Play is that goodbye doesn't have to be forever. You can always make a drive-by for old times' sake.
Best of luck. -
Woot! Bald Eagle badge!
I admit it. I laughed at the idea of beating up the drummer and offering the Unamerican the job. Maybe I have a deep-seated thing against drummers that I never realized before... -
Quote:No. The developers don't want us to have that kind of information.Is there some repository somewhere of canon, in the vein of the Marvel/DC entries on Wikipedia? Some kind of sense of the storyline, where we're headed?
That's only somewhat hyperbolic.
There is no official canon repository at all. The closest you can get is the backgrounders on the official website, under "Game Info".
The best unofficial repository is paragon wiki. The devs have stated that they use it themselves to "remind themselves" what they have revealed of the games background.
The problem with Paragon Wiki is that most of the lore in it is unsourced and basically apocryphal. It's true that most of is taken verbatim from the game, which could be sourced if someone put their mind to it, but a significant amount is also just personal opinion and conjecture from the forums or is based on actual redname statements that are now unverifiable and so apocryphal.
There are various posts by rednames throughout the forums, many of them now deleted for age or for board upgrades. The most useful of these is the Canon Fodder thread.
The long and short of it is that the devs don't want you to know the full background of the game because that would constrain them when it comes to rewriting portions of the background to fit their latest ideas. Given that they totally remade Praetoria and that Matt Miller is on record saying that he'd be a poor boss if he forced his newest employees to allow current continuity to constrain them from realizing their own ideas, I really can't see how publishing the full background of the game would be any different a situation than we already have, development-wise.
That might just be my frustration talking. I've been griping about the way the devs hoard the lore for years now and it's a tune that has no doubt grown tiresome.
In any event - the short answer is "No, there is no such lore repository or guide to the future of the game." Paragon Wiki is the closest non-official equivalent. -
Quote:While I won't argue with this statement,given that time has proven it to be basically true, that is not what GR was advertised to be.That's because its purpose is to lead into the dimensional war and the Incarnate system - GR launched with the Trial locations already built into the struture of the zones, so the destruction of the loyalist dictatorship was already in place before GR even went into beta - it was a doomed world right from the start.
It might as well never have been developed at all as far as I am concerned. The whole business is basically a big bait and switch. -
Quote:No, I actually didn't intend to imply any such thing. I meant exactly what I said - The overworld exists for flavor and little else. That flavor is important to some players; less so to others.And let's go back to the redundancy of zones, for a moment. You argue that the overworld is obsolete, implying that the game would be better without it, possibly as some sort of older-style beat-em-up with a single hub and level-to-level progression.
For what it's worth, I agree with a lot of your points, Sam, but then again that's because I "grew up" with the old game the same as you did so it's what I think of as "the game".
People who yakk on about "City of Heroes 2" don't seem to realize that we're already playing "City of Heroes 2". We're not playing the same game that we played eight years ago except in the most general sense. That's why legacy content can be seen as a poor representation of the "real game" as I might take some rather large liberties to paraphrase Nethergoat's position to be.
The old content IS obsolete. The fact that a few people like it is not a recommendation except that people can get some variety if they desire to work their way up instead of power-level through Death From Below.
The developers purposely set it up this way. It's not as if they went through all that beta testing somehow remaining oblivious to the feedback about the speed of the lower level game, only to be blindsided and surprised when it went live and everyone leaped into the twenties and thirties. They made it this way on purpose. They intended to make King's Row and The Hollows effectively obsolete and they intended that primary path of advancement into the upper levels would lead through Steel Canyon and maybe through Faultline.
If you enjoy doing King's Row and taking your time, that's great. I enjoy it too, but the plain fact is that the appeal is to the old-timers. I would be unsurprised to learn that there are large numbers of post-Freedom players who have never set foot into King's Row outside of doing Montague Castanella's missions to cure the Lost. Those same people are focused on getting to the next mission door. They aren't focused on walking around the world and looking at things. They mostly don't know or care if they get ambushed. If they weren't already trained by other MMO's to follow the carrot to the next reward, the new streamlined version of CoH is teaching it to them.
I'm not calling for anything to be eliminated or changed. I'm merely commenting on that state of the game. I don't think that one way is "better" than the other, even though I enjoy the old game much more than most of what I've seen of the new game. (Admittedly, I still have to visit the new Dark Astoria.)
Obsolescence doesn't imply that anything should be done about the obsoleted content, unless it's a world-wide change that is designed to make the entire world relevant again. Otherwise, I'm perfectly fine with leaving the legacy content to the legacy players. I'm one of them, myself, after all and like you I'm not keen on seeing stuff I've grown attached to be destroyed in the name of questionable "progress". -
Does this explanation mean that you agree that the expression of history in the game has become untenably unwieldy? I'm not sure what the takeaway is supposed to be, otherwise, unless, GG, you've somehow acquired the notion that I've failed to grasp the time mechanics of the game despite having been around here for eight years...
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Personally, I think that what "City of" really needs at this point is a Cataclysm-style of makeover where "zones" are disposed of entirely and the city is one big explorable world where only Atlas Park is specialized for a particular level range or type of content. The game is becoming less and less able to adequately support the whole "the timeline advances as you level up" model of the original game, as evidenced every time some new content is added that conflicts with the existing content or, worse, changes the existing content in some fashion that is either ludicrous or jarring in comparison to what existed prior.
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There are two questions in this topic, really.
The question of inconvenience is pretty well covered by Chase. The zone was designed at a time when the model for MMO's was Everquest. It was taken for granted that players would do their leveling outdoors and explore the zones, overcoming the unique challenges posed by each zone. I've mentioned many times in the past that in the initial version of CoH, the instanced stories were considered to be window dressing, with insignificant mission completion bonuses. The game took place outdoors, where you would group up and street sweep to do serious leveling. The obstacle course of Skyway City was intended to offer all players a feeling of achievement at having "defeated" the terrain and to offer explorer-types the feeling of accomplishment that comes from finding cool, out-of-the-way things that players on rails to mission doors would never see.
That changed, obviously, which brings me to the second question or topic here, the question of obsolence.
The question of obsolesence is city-wide. It isn't restricted to Skyway. Most of the blue side is basically superfluous nowadays due to eight years of changes in the way the game is played and design decisions intended to deliberately speed up the lower-level game and move people into the middle and upper tiers. It's no secret that the game is an altaholics dream. I don't have references now,but I can recall red names stating in the past that something like 70% of the existing player characters were below level 30, when talking about what levels to develop content for. (I actually think the level was much lower than level 30, but since I don't have a quote to reference, I'm erring on the side of caution.) With an actual end-game now, the current design encourages people to get well on the road to engaging with that end-game or at least get out of Atlas Park and into the mid-game.
Who really bothers with Crey's Folly or Eden or Boomtown or Terra Volta? You want to talk about presenting a challenge to a non-aerial hero, then Terra Volta makes Skyway look like a cake walk.
Does anybody even really bother with Brickstown or Founder's Falls beyond the travel time required to move across them to a mission door?
It's not that Skyway is obsolete or that Boomtown is obsolete. It's that the outdoors is obsolete and the game below level 25 is obsolete. They exist almost entirely for flavor and nothing else. -
Quote:Exqueeze me? Where did you get the idea that this is General Forum Belief or that there is anything in the game that supports this theory? Less confrontationally stated, "What in-game lore is there that you think is suggestive of such a relationship?"(Yes, I'm aware General Forum Belief is that Ms. L's father is Hero One, and that there're things in-game that support this belief.)
Handing her Excalibur is not such lore, in and of itself. We don't know the circumstances of that exchange, that I've ever heard, anyway.
As far as the copy-and-paste retconning, I'm sorry to say that I don't really expect better than that these days. -
Quote:^^^ ThisSo, wait, one (or more) positive comments would undo all the criticism left in previous threads?
There's a point where criticism (or vocal praise, for that matter) loses its credibility. That point is roughly at the stage where you see the same people repeating the same opinions in most every thread that brings up a particular topic.
_Who Will Die?_ has been hashed into very fine hash at this point. There's little to be gained by jumping into a praise thread and detailing all of the reasons it should not be considered praise-worthy, when those details have already been pointed out many times in multiple threads in the past.
In the end, it's a subjective experience. If someone enjoyed it then they're entitled to share their good feelings about the story without becoming a target for nay-saying, when the nay-saying is mostly just a repeat of previous nay-saying.
The devs know how the regulars feel by now. Hearing from new people who try the content and other new people who respond to that appraisal is what they need. If some people think it's good content (and there were plenty who did) then it's alright to let them celebrate their enjoyment. That won't somehow erase the dissatisfaction on the other side of the scale unless the devs are self-serving egomaniacs and I would not describe either Matt or Melissa as such.
I say this as someone who pretty much /facepalmed at 85% of SSA1. However, I had my say about it and behaving like a broken record isn't going to make a better impression on any Powers That Be than they already have, assuming that anything I said already even made an impression in the first place.
It's okay for people to like the SSA. -
Quote:The Hollows a bit of an experiment that had mixed success.I decided to call for others when I got to FF. Did a few missions. Another player started a team so I joined that - and had to quit right before they did FF. I did FF myself the next day. Joined another Hollows team for 1 mission (then it disbanded). And finished the missions this morning with Atta.
Awhile back I had posted about Hollows having a story and some hater had posted that the Hollows was terrible and had no story. Well it turns out they weren't a hater, they were right.
The story is the search for the Cavern of Transcendence. Unlocking the Cavern trial and then organizing a group to defeat it is supposed to be the point of the whole zone.
The problem, if problem you deem it, is that you don't KNOW that going in. All you know is that something awful happened to Eastgate and the Trolls had something to do with it. It doesn't help that the initial missions aren't about the cavern at all, but about trying to reclaim Eastgate from the gangs. You don't really even get into the meat of the whole thing until you reach the last contacts.
The Hollows is also another exercise in environmental story-telling. This was done to great effect in Croatoa. It's less well done in The Hollows, but that's mostly because you can't actually learn much of anything about the motivations of the Trolls and CoT from their actions in Eastgate. Mostly, the gangs, including the Trolls, are just standing around being gangsta. Watching the Trolls, you can figure out that they are causing the mayhem with their home-made bombs. Watching the CoT, which should be the big clue, you mostly just get that they are "looking for something" which is too non-specific, given that they're ALWAYS looking for magical artifacts and junk. The Coralax are just a mystery - I suppose they were intended to be a teaser for CoV or something, but they are entirely unexplained and they serve no purpose except to make you wonder what they are doing there.
Then there's the Seaview Project, which you learn about via exploration badges. Hopefully, sometime during the last eight years someone remembered they were down there and rescued them. I always hoped that the Coralax incursion was going to be related to that but it seems that it wasn't meant to be.
Most of the specific info about the Cavern itself is in its own trial. If you outlevel the zone and leave, you never learn about it. If you DO learn about it and its special mechanics that require a full group of people acting in synch, then you are likely to just skip it anyway as too much trouble.
This is only exacerbated by the speed at which the modern low-level game passes. Barring a deliberate decision to go to the Hollows and do your leveling, there's simply no reason at all to even set foot in the place any more, story or no.
So, yes, there's a story; or rather, a series of stories that sort of lead into the main story. It just isn't entirely obvious that the story exists because there is not an overarching story driving all of the sub-stories like there is in Croatoa. -
This probably says something about me as a gamer, but my base system of choice would be TORG.
In my estimation, super powered roleplaying is just another kind of multiple-genre roleplaying. Likewise, at its best, super-heroics are a very cinematic type of combat. TORG was designed to support both of those sorts of gameplay.
The existing superhero rules for TORG could be adapted easily enough to support CoH powersets and the Drama Deck would easily stand in for every sort of inspiration, as well as performing its primary job of making the combat cinematic like it should be instead of making it a big number crunching game. In fact, when you talk about simulating a trial, where multiple players need to be accomplishing multiple things at the same time in order to succeed, then the Drama Deck is the perfect sort of dynamic game mechanic to simulate that.
For those not familiar - TORG uses a logarithmic difficulty scale, which can conceptually handle moving a planet like Superman if you're so inclined to do something like that. The two driving mechanics are "possibilities" which conceptually represent the ability to influence reality and mechanically are used for second chances and improved dice rolls, and the drama deck which allows players to store up game-influencing events, grant themselves or others sub-plots, and plan a strategy for playing out a major "boss" fight, if they're so inclined.
I think the strength or weakness of a system is doing to come down to how well it handles the story of the game and not just the details of the combat. That's what TORG is all about. Giving the players a game mechanic for influencing the story. -
Quote:Don't even get me started on that. I prefer to just enjoy the calibre of the writing of the Aaron Thierry arc and ignore the stupidity of the whole Arachnos invading Paragon City part of the story. When the developers write dumb stories because "Hey, it's comic books and comic book villains do that!" and players defend it because "Hey, it's comic book land and we shouldn't have expectations that our game would exceed the lowest levels of schlocky comic book plotting!" then there really isn't much you can say about it beyond /facepalm.On top of that, it's amazing that folks give Longbow such crap when Recluse (who according to the UN I believe, I could be wrong) who rules the "sovereign nation" that is the Rogue Isles attempts to "annex" Galaxy City during the Shivan Meteor Shower.
...Isn't that technically an act of war? -
Quote:Actually, no.An ill-tempered, mean-spirited, sad, powerless little troll.
Not that Venture needs any defense from me, since he's perfectly capable of defending himself should he see a need (and frankly, the need is questionable) but if you're new around here and you're judging him with the apparently knee-jerk reaction that you're describing then you're misjudging him.
That's all I have to say about that. Venture isn't everyone's cup of tea by a long shot, but he's not a troll. If you keep an open mind when you read him, I think you MIGHT come to recognize that. Maybe not. As I said, he's not everyone's cup of tea, and quite a few people find him unpalatable but that doesn't make his criticisms any less valid. For quite a few people, the real problem is not what he says, it's HOW he says it. "mean-spirited" is in the eye of the beholder, but he seldom says whatever is on his mind due to some desire to harm or step on another person.
Now, if you feel that everyone ought to have criticism handed to them with a dose of padding to soften the blow and artificial courtesy to make it taste less bitter, then yes, you might not like being on the receiving end of Venture's criticisms. That's a different thing than being attacked because the person just gets jollies out of attacking you, however.
In the end, the Ignore function is your friend. You don't like a forumite? Mute them and your forum experience becomes enjoyable again. I say that without a hint of irony - I've earned a few /ignores in my time, despite having certain other forumites commend me for being fairly reasonable about most things. Different strokes for different folks. -
Quote:Except that's not what they were supposed to be. They were supposed to be an altruistic alternative to Hero Corp, and Hero Corp has never been portrayed as anything like a PMC. Hero Corp is literally heroes for hire. They're not mercenaries and no lore exists that portrays them as such. If there's anything shady about them, it's that they attract as much super-crime as the mundane crime that they prevent, with an implication that they could be creating the super-crime themselves in order to justify their exorbitant contracts with their customers.Freedom Corp is a PMC (Private Military Company) much the same as Blackwater USA
Freedom Corp's mission was to be early responders in the case of disasters and large-scale emergencies, much like a super powered National Guard. Training is, or was, their primary function before CoV, which is why they have offices in an each of the early-to-mid-game zones. By level 30 or so you've outgrown them, and they don't appear any more.
Blame it on Ms. Liberty or just blame it on whoever decided that villains needed a force to reckon with and that force needed a familiar name attached to it. Either way, someone perverted Freedom Corp's mandate and turned them into something like a PMC. It's ironic that an organization created by heroes like Statesman to show that commercial interests should not sully the purity of altruistic heroics done for the public good, would find itself sullied by political interests instead by the descendants of those very heroes. -
I've been suggesting something along these lines ever since Guild Wars created their historical mission pack. I'd buy it, especially if there interesting rewards.
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The point that BrandX is making is that no matter how many times the story gets played through by no matter how many different people, there's still just one story with one event. Statesman was not imprisoned 10,000 times. Azuria was not robbed 10,000 times. The Freaklympics were not held 10,000 times in a single year.
Each event is a singular event that happens to be a repeated experience with each PC as the star of the experience. Statesman did not die 10,000 times this past Spring. He died once.
If a species of four-dimensional creatures was capable of seeing your entire life as a single wormhole in the solid crystal of time and each of them took turns inhabiting your mind like a roller-coaster ride in order to experience your lifetime, you would still have only one lifetime and one set of experiences, no matter how many extra-dimensional individuals chose to also experience vicariously along with you.
It's easy to laugh about Statesman's ineptitude or the screen door in the MAGI vault, but in "reality", those perceptions are simply the jaded result of multiple viewings of the same singular experience; much like watching a movie on loop. The "reality" is that those experiences would not seem at all laughable if they players also experienced them as singular experiences like they would be in real life. -
The sad thing is that they attached Longbow to Freedom Corp and turned it from a kind of hero version of the Red Cross/National Guard into a paramilitary fighting force under the direct control of a signature hero.
To top it off, we have Wyvern which languishes because it's the same concept done right - A private fighting force, but one posing as a security force for rich people and fighting a covert war on super crime. It makes perfect sense for Wyvern to be under the thumb of Justin Sinclair. It's his personal army.
Yet, Wyvern gets hardly any action at all, while Longbow shows up everywhere and the US government and, apparently, even the United Nations aid and abet a one-woman crusade against a bordering sovereign nation.
But, hey, it's comic book reality so we just ignore that because that's how it is in comic books.
In any case, Wyvern and Longbow are attempting to fill the same niche for the most part, so Wyvern get bupkiss while Longbow continues to be the poster children for the seamy underbelly of heroism. -
I wouldn't hold my breath for any kind of memorial.
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No they aren't and Sefu Tendaji is the best example of that. In fact, the whole point of that story is that you find that at least some Longbow are worthy of respect despite your differences with them.
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To put it bluntly, the actions of Longbow in that story are the sanctioned policies of Longow leadership, not the actions of a "rogue" element.
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Longbow itself is something of a rogue element as it's portrayed in the missions. They've never been anything BUT fanatical, arrogant, and self-important. Tendaji was the exception. Given Longbow's tactics, attitude and questionable legality they are borderline villainy in my book, even if they're deluded into considering themselves heroes. -
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Quote:Is that Kathleen Turner as Serial Mom? That's almost more disturbing than the zombie avatar.I wonder if phasing tech could be utilized to let heroes experience a Hero side only version of a zone and for villains a Villains only version of a zone?
If the heroes and villains were intended to be entirely separate and never interact then I'd think it would be easier and safer (from a programming perspective) to just go the Ouroboros route and have two separate but apparently similar versions of the zone, each with its own orientation.
I personally would rather have a single zone that catered to both factions and just deal with the immersion problems of cats and dogs comingling. Similar immersion problems in Wow have never prevented their PvE servers from being far and away more popular than their world PvP servers are, and I think you'd find that to be true in most games that feature a choice between a PvP and a PvE environment, even if the game is ostensibly a PvP game. -
*snerkle*
There actually could be a weird, surreal satisfaction in that idea if it turned out in a year that, in fact, every horrible event in the collective stories turned out to be a step in a grand plan to achieve something entirely mundane, yet the entire sequence of earth-shattering events was, in fact, the only possible way to achieve exactly what she was after. Megan turns out to be the ultimate mastermind, heh. -
1) The backpack - Do Not Want
2) My one and only SoA is a Huntsman. He excels at two things. Punching people in the head and shooting them in the face. He likes it. He's good at it. He has few aspirations beyond doing either or both at the same time. The fact that he inspires everyone around him to similarly excel at these things is just gravy. (I.E., he has tons of leadership-style buffs. Whether this is an ideal build or not is of zero consequence.) I find that this guy is more palatable to my tastes than other SoA variants.