SlickRiptide

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  1. Quote:
    Originally Posted by Robot View Post
    Honestly, I think it's a tad naive of you guys to think that CoH can survive much longer in the current video game climate... and I'm saying that as a loyal fan who wishes that corporations could magically cater to my niche game forever (like EQ1).
    You deliberately point out Everquest and then conclude that a game the age of City of Heroes is doomed? I think you might need to run a diagnostic of your logic circuits.

    SOE doesn't keep EQ around because they're so sentimental about it that they're willing to subsidize it off of the profits of their other games. They keep it around because it still turns a profit. They've been more than willing to shut down unprofitable games in the past.

    City of Heroes is profitable. In "the current video game climate" that's a pretty damn good reason to keep it open. It's also the biggest reason why there should not be a "CoH 2". Everquest 2 didn't bring in much new business. (Though the recent freemium version is finally doing that.) What it did very effectively, though, was fracture the player base of Everquest. EQ had 500k subscribers at the time so they could handle it to some degree, but when WoW arrived, both games were negatively affected.

    Given that there are several superhero games out there now (CoH, Champions, DCUO, Superhero Squad) and that CoH is still the acknowledged leader in that niche, I'm puzzled what the basis is for a prophecy of doom unless they replace it with something new and shiny?
  2. Arbiter Arbiter
    Executable Number Six
    Shiva
    Skipper Legrange
  3. While I know that this thread is all in good fun, I'm curious - Why do so many people assume that a new MMO by Paragon Studios would be another super hero game? SOE already proved the folly of creating a game whose sole reason'd'etre is to cannibalize subscribers from your other successful game.

    Whatever their new project is, it won't be a game intended to directly steal customers from themselves. It will be intended to open up a new market. Otherwise, there's almost no point in investing in the new game.
  4. The problem with the many universes theory of time travel is that it means that there's nothing to "heal" and no paradox to resolve. There's no reason for Peter to be vaporized if his consciousness was pulled into an alternate Peter in the Universe Next Door. Likewise, the machine sent into the past would not be from Peter and Olivia's future, it would be from the alternate future sent into Earth Alpha's past (relative to our heroes).

    The only way you get a paradox is if everything Peter does has a direct effect on Earth Alpha.

    Now, there's something to recommend the multiple universes "time travel" model - the existence of the machine in both universes. Then again, the Observers, who seem to travel freely between the two universes, may be the people who originally planted both machines in their respective places. Like I said, if the Observers are not "the First People" then they need some explaining at this point. Especially since they seem to have been waiting for this event or events surrounding the activation of the machine.

    In any case - None of it explains why Peter "fulfilled his purpose" and became unnecessary to the time stream. I may have to watch it again to see the exact words the Observers used in their conversation.

    Does the machine even exist any more?

    The situation was already odd. Consider - Both Peter and Olivia were ultimately required to successfully operate the machine. However, one universe had no Peter at all and the other had an Olivia without the special talents required to be "the crowbar". It took a union of the universes to effect what was, in the end, a sort of union of the universes.

    No doubt there's some profound philosophical meaning behind that detail. Which would make it more profound if Peter hadn't vaporized.

    Anyway - I'll be there in the Fall to see how this all gets sorted out.
  5. I still am not processing Peter vaporizing in any fashion that makes sense. How did he "fulfill his purpose" and how did that make him vaporize?

    I don't know if I buy the time stream healing itself by eliminating the irritant, so to speak.

    At the very least I want an explanation and, while we're at it, it's about time the Observers were explained also.

    While we're at it - how did Bell travel back and forth until he became charged to the point that he couldn't return? How much damage did he cause in the process? Walter takes a lot of heat for the initial incursion, but Bell must have his share as well.
  6. Ever wanted to be a S.H.I.E.L.D. agent?

    Join S.H.I.E.L.D.

    The game is both a promotion for the movie Thor and an advert for Acura, but it looks engaging. The game is also a sweepstakes where working your way through and increasing your "security level" gains you entry into the sweepstakes for successively more valuable prizes.
  7. I think a romance like this one deserves a rock opera to put it in the proper perspective. At the very least a musical episode.
  8. Quote:
    Originally Posted by Golden Girl View Post
    I hope that the I20 STF and this new bit of fiction might be the start of Positron and Numina having a more prominent role in the game.
    I would be enthused by having a reason to care about Numina but this move doesn't have me brimming over with enthusiasm. It just smacks of attempting to put yet more TV-sitcom-style sexual tension into an environment where it didn't previously exist and it doesn't actually add anything to the world.

    It's enough that there's one high-profile couple in the Freedom Phalanx already. (Two if you count the Positron-Synapse bromance.) Maybe we'll find out that Statesman is secretly dating all of the available young women in the Vindicators when the next new task force requires rescuing Swan, Mynx, Luminary, Aurora, and Valkyrie from their Praetorian admirers.
  9. As far as Positron and Numina, I'm sort of Meh to the whole thing. Numina is a bit of a cypher. Her story is pretty undeveloped beyond her origin story, but you can say that about 80% of the characters in the game.

    As far as Michelle's story, well, True Love seldom runs a straight and steady course.

    Maybe Michelle never planned for or wanted to believe that Sorina and Raymond wouldn't last forever. There are ways to deal. "Course 1/2" are set in the "past" regarding this news and there is no conflict. Conflicts are coming and Michelle writes them in. The conflict is ignored as taking place in the universe next door. The conflict is hinted at, much like this strike force mainly just hints at the possibility. Sorina would not be the first woman who discovered that her partner had actually been carrying a torch a long time for another woman that he had sublimated his feelings for because he thought she was unattainable. Hollywood loves that kind of story.

    *shrug* You deal and move on, or you ignore it and move on.
  10. On the plus side, every dystopian future that depicted Superman as a tool of governmental oppression in the name of law and order has just been sidestepped.

    Whew! Dodged a bullet there. Thanks, Superman!

    Clark Kent is a US Citizen. I don't think that Superman has ever been an actual, factual citizen except in his own mind. Given that his history is well known at this point, even your average American would consider him to be an adopted son, so to speak. Certainly, they would feel that he had adopted America.

    As it stands, though, I'm not sure that he has anything to renounce. It's more of a divorce. DC in real life, and Supes in the fiction, should neither of them be surprised if people react to the situation as if it's a divorce.

    If Superman has any real balls behind this new conviction of his, then the only way for him to truly renounce his citizenship is to renounce the fiction of Clark Kent. From now on, there should only be Kal-El, Last Son of Krypton.

    Personally, though, I think it's a stupid move. However, we don't know where this story is going, yet. We may find that Supes goes before the UN and the UN buzzes about it for awhile and then offers him the Cassieopea option, to become an official citzen of every country of the world, or at least of every country that values him.

    I'm sure that his buddies in the JLA will have something to say about it before all is said and done.
  11. If you're a comic reader and you ignored the spoiler warning in the title, well, you chose to look.

    Superman Decides to Renounce His US Citizenship

    The panel from the comic is displayed at the blog posting above.

    Apparently he's more hard-core than Statesman, who just said "We don't work for you" but never outright said "I don't want to be an American."

    Of course, Kal-El was an illegal alien, technically... In fact, it isn't clear to me that he ever had American citizenship in the first place...

    I wonder if Clark is going to rush out and declare himself a global citizen now and get a green card?

    A valid question, though, is that if Supes is serious and follows through, then where will he base himself? Working out of Metropolis would seem to be a little problematic after renouncing his citizenship. Declaring himself a citizen of the world doesn't exactly give him carte blanche to disrespect borders and do whatever he pleases, though I suppose there isn't really anybody who could stop him from going pretty much wherever he pleases, anyway.
  12. Quote:
    Originally Posted by Golden Girl View Post
    But game lore is important to story mechanics - ignoring character relationships is a big no-no - the characters as they eixist in the game or any other official material is the only accurate version of those charcters.
    So, you're saying that Samuraiko SHOULD 86 her story?

    I'm not saying you're wrong about accuracy. Only that a fanfic involving a signature character is unavoidably inaccurate. You can hand-wave almost anything if you really, really, really want to do it. The question is not whether you should or should not. The question is whether you should let the hand-waving take over the plot and undermine the story as a result.

    To take the Galaxy Girl story I mentioned as an example - I finally concluded that the best way to handle the conflict that Sean's news created was to decide that the REASON Robbie's crush went unrequited was that Kelly's feelings for him were maternal and not romantic. Hand's waved. Problem solved. Get on with the story.
  13. Quote:
    Originally Posted by Chase_Arcanum View Post
    Things are starting to flow together nicely now... but the glaring omission still bugs me & makes me wonder if I'd be better breaking away from CoH lore at all. All because I'd rather abandon all the lore that fits the story so well just to avoid breaking with the canon that doesnt.
    On the rare occasion that I've been inspired enough to set words to a fanfic idea, I always observe a primal rule - Game mechanics are not canon.

    Ms. Liberty does not, in fact, spend day after day standing for hours in Atlas Square, nor does she need a robot/hologram/dimensional double/doppelganger/impersonator/evil twin to take over and stand there for her when she needs to hit the "head".

    Azuria does not, in fact, lose crap out of the MAGI vault on a daily basis. The Clockwork King is not, in fact, arrested on a daily basis.

    Resurrections are not a daily affair and healing is not a get out of jail free card unless either of those are good for the story. People do not have endurance bars, nor are "inspirations" actual objects that heroes apply to themselves.

    Arrest teleporters do not exist. The medical teleporter network does not cover the entire planet - In fact, it doesn't cover the entire city and for that matter it can be ignored entirely if that's what's good for the story.

    Etc..., etc..., etc...

    Blatant GAME mechanics are not automatically STORY mechanics. You wouldn't write a story where heroes stand on the sidewalk and citizens walk up and shove them out into the street in front of passing cars, oblivious to their presence, other than to say "I heard that Chase Arcanum is cleaning up the streets!", right?

    In any case, none of those magic deus ex machinas existed before 2004, so if you can set your story before the Rikti War, you solve all of the problems they cause.

    And yes, sometimes you just have to deal with lore that either doesn't fit or that changes along the way. I have a Galaxy Girl story that I've been puttering with for years at this point. In asking Sean Fish for a few details during one of his "Hey, ask me lore questions!" phases, he answered my question about Dauntless' given name by mentioning that Robbie Prescott had an unrequited love for Kelly Graham that he never got to tell her about. (Yes, there IS a lot of that sort of thing in Paragon City, apparently. Perhaps Dr. Science should commission a psychological study of life in a City of Heroes...)

    That little tidbit of unexpected info totally cocked up my picture of the relationship between Galaxy Girl and Dauntless and it completely changed the impact of very vital scene in the story. If Robbie was in love with Kelly, there was just no way for it to work the way I had imagined it or wanted it to work.

    After putting it aside for a long time, I finally took a good long look at it and said "To smeg with it. It simply ain't so."

    In my world, my story, it just wasn't that way. Being canon is great and all, but here's the thing - As soon as you start putting words into the mouth of a signature character, you're already off the reservation. There's no point in getting bogged down in splitting hairs over what just how far off you're allowed to go. You might as well just write the story that you want to read and to smeg with the fact that it isn't something modular with respect to game mechanics and literal game lore.

    Getting back to your non-signature character story - it's no different with game mechanics. Details are subservient to plot. If a mediport network messes with your drama then go ahead and write as if it doesn't exist. Don't make a big deal about questioning it. Just go with it.

    When the movie "Jurassic Park: The Lost World" was being cast, the top choice for Malcolm's daughter (as you know if you saw the film) was a black girl. In the special features, they talk about how the writers went round and about on how to explain a black girl with a white father. (It was a bigger deal then than it is now.) Finally, someone asked "WHY do we have to explain it at all ?" So, they didn't explain it. They just cast her and didn't worry about it and it worked.

    If you don't like what a mediporter does to your story, then just don't have a mediporter. If people demand answers afterward, then you can deal with that or not. If YOU really need to feel comfortable knowing that those details are out of the way, then set the story in any other city on earth than Paragon City. Problem solved. Story > game mechanics.
  14. Undisputed Lord and Master for a day?

    Hmmm...

    1) I'd sign an ironclad contract licensing me to develop a hand-held City of Heroes game for Android and iOS devices.

    2) I'd "fix" Talos Island - ALL of the Freak vs Warriors spawns currently depict the Warriors as weak, sniveling pansies and that just ain't right. I'd assign whatever manpower required to get it balanced to 50/50 or better and depict the Warriors properly as, well, warriors.

    3) Whoever wasn't involved in the above effort would be working on turning Rune of Warding into an inherent.

    4) While we're at it, upgrade ALL origin inherents to better/flashier powers.

    5) End of the day Meet and Greet at Paragon Studios - Pizza for Everybody!
  15. Quote:
    Originally Posted by Anti_Proton View Post
    Only because you walked right into it:

    "Any technology sufficiently advanced is indistinguishable from magic"
    Of course, there's the corrolary: "Any sufficiently analyzed magic is indistinguishable from science."

    I have exactly one level 50 after nearly seven years of playing CoH, so I'm not too concerned about the planetary Jack Chalkeresque reality regulating computer or the Divine Essence or whatever the "Well" is supposed to actually be. I'd have been perfectly happy to have Incarnates be just what they were billed to be - a mortal becoming the avatar of an immortal.

    I don't really know just what they're supposed to be at the moment, but since I'll probably never achieve any incarnate slots, I can safely ignore the Well.
  16. The bottom line, IMO, is that origins work best when they are fluid and adaptable to individual tastes. Game mechanics are unavoidably inflexible and they become part of the metagame environment. If one origin has a desirable effect and another has a less desirable effect then the more desirable origin becomes the "best". When that happens, origins cease to be about character concept and become part of the "build" and part of the balance of power. An origin that contributes to making a character more powerful than a character with a different origin is a problem in the making.

    As for the Origins of Power and the Well of the Furies as it's currently being written, I pretty much pretend that those things simply never existed. For a long time now, the devs have been shoe-horning game mechanics into the story instead of just letting game mechanics be game mechanics that don't need to be explained as yet another Nemesis or Doctor Aeon plot. (What is it with this fascination with making every new game mechanic be rooted in some villain's activities, anyway?)

    And, yes, by my lights the "Well" is as much a villain as Rularu, Shiva, or the Coming Storm. Why would I want my origin tied to that?

    *Grumble mode off*

    Bottom line - Origins work best when they are treated as cosmetic devices like a costume bit.
  17. In the misty vast reaches of time (i.e, closed beta of CoH back in 2004) there was a brief period where your origin determined what "story trees" were available to you. Each origin had a short into story mission, and the other contacts were meted out by origin.

    Ostensibly, this meant that you had some replay value because each origin had its own experience with its own storylines.

    One undesirable side effect,though, was that it meant that you ran out of content pretty quickly. Meanwhile, there were all of these missions you were gated from simply because you were not the origin of the contact.

    After a lot of feedback about shortages of content, the gates were removed for the most part. It was more or less decided that gating content by either origin or archetype was both unfair and impractical. The notable exceptions are the newbie missions that introduce you to the FBSA departments (M.A.G.I., G.I.F.T. and the rest) and the Origins of Power series that necessarily have to be unique on a per origin basis.
  18. Troy's arc in the comic is, to me, the very best ideal of what City of Heroes is really all about.
  19. Actually, one of my favorites is one that I suspect few people see any more due to the much faster leveling and the low number of newbies in the game.

    The Patient Zero arc is the first mission that pits you against an Arch-Villain (though it's much easier nowadays that it used to be) and I thought it was quite shocking to realize that Doctor Vahzilok wasn't actually spreading the plague intentionally; he realized that he had caused it and he was trying to find a way to stop it.

    THAT was the the real first "shade of grey" in the life of my first Hero.
  20. For all intents and purposes, a tip mission is a mission that drops as loot. There's no game engine requirement that a tip mission be an alignment mission simply because all current tip missions are alignment missions. (At least, there ought not to be such a hard-coded requirement.) I don't see a problem with players skewing their alignment all over the place.

    It ought to be possible to adapt the tip mission mechanism to allow any activity to reward the user with a new tip mission, which she could choose to accept or not.

    With a certain amount of finagling, I'd imagine a tip mission could even be adapted to insert the PC straight into an Architect mission, bypassing the "contact", which would make for an interesting alternative way to generate "civilian-related missions" - namely, having the players do it.

    In any case, I think the first design decision that would have to be made is "How do players receive these "civilian" missions and how much control do they exert over finding, receiving and accepting them?"

    As a player, where would you draw the balance between getting them in an entirely random fashion ("dropping" as tips) versus getting them in an entirely non-random fashion (browsing a list of available "jobs") versus encountering them as zone events of some kind?
  21. SlickRiptide

    Future of CoX..

    Quote:
    Originally Posted by slainsteel View Post
    My point is that for a fixed amount, we get a small benefit. It isn't a benefit that increases with more money thrown at it. I would consider that acceptable.
    Then I can say that you ought to find any of the freemium MMORPG's that I currently play to be "acceptable". I have this feeling that you are attacking straw men here to a certain extent. It isn't at all clear to me what it is that you think is going to happen to CoX if it turns into a freemium game.

    The publisher of high fantasy games mentioned a couple of posts prior to this one took an interesting approach that would solve your dilemma - they created a new server for the freemium version of the game and left the existing subscribers in their own "universe" away from the freemium people.

    What has happened over time is this - Many people in the subscriber-only universe have slowly been transferring over to the freemium service. They see that the new server is full of new, enthusiastic players and they want a piece of that action. Meanwhile, they see that the new players are either becoming "gold members" (a close equivalent of the subscriber in the "old world") or are content to wield less power than the oldtimers, making the oldtimers the hot shots, at least for now.

    Meanwhile, the game publisher is introducing many low-cost cash store upgrades that give the freemium players enough of the "gold member" benefits themselves that they feel like they are making a sound investment by continuing to play the game instead of leaving when the choice becomes "either become a subscriber or fail at the end game". One of the things said publisher has had to acknowledge as a result of its experiment is that, by and large, freemium players do not want to become subscribers. They prefer to make microtransactions and exercise freedom of choice over their gameplay. If they feel forced into choosing to subscribe or quit, they quit.

    With the upcoming merger of the EU and US CoX servers into one server farm, it could be entirely feasible for NCSoft to create a second server farm that holds the freemium CoX game while letting the "CoX Classic" crowd continue to subscribe and play as they always have.

    If NCSoft took that approach, then I can't see that anyone would have anything to complain about. At least, not until the freemium game started generating more revenue than the Classic game and started getting the lion's share of developer attention.
  22. SlickRiptide

    Future of CoX..

    Quote:
    Originally Posted by Jophiel View Post
    I assume he's referring to when games start offering "experience potions" and "treasure potions" and things like that where money translates directly into a more successful gaming experience. And then the game gets balanced around those things meaning that anyone who isn't shelling out the extra cash is getting an inferior experience, not because of time spent or skill, but because the game-as-intended requires those cash outlays.

    LotRO, for example, largely removed potion drops from the game once they made them available for purchase. That means that even subscribers now have to pay additional money to get the same experience they had prior to the F2P conversion.
    Okay, I can sympathize with that concern, but painting ALL freemium games with that brush is simply wrong. I participate in several freemium games and only one is potentially the sort that gives the kind of bonuses described.

    As it stands though - I'm not sure I see the problem with those kinds of bonuses. I mean - you level up 25% faster. Yeah, so what? How is this a problem for anybody else? The LOTRO case sounds a bit on the manipulative side if ordinary potions became scarce, but I seem to recall that my LOTRO character from way back when was an alchemist. That sort of implies that there ARE potions available, even if they don't come from loot drops. Is that the case?

    I DO play a freemium game that is a resource development and battle game, (I mentioned it earlier, but I've already courted IBTL way more than I ought to have done) where you can buy development boosts both permanent and temporary. So far, the players have not complained about it so much as proclaimed their happiness about having the option. Those bonuses are small and reasonably priced, but that just helps push the idea you mention that most everyone will actually pay that price and the game balance really has to assume that everyone is balanced around that inflated (from a non-paying player's standpoint) resource availability.

    In the MMORPG's I've so far played that have freemium attributes, the bonuses from making microtransactions have all been geared towards putting the freemium players at just under par in comparison to the subscribers, and so encouraging the freemium players to become subscribers. I have not seen a case where a MMORPG was selling dominance in the game to whoever paid the most money.

    Truthfully, if you're in a game for the long haul, then freemium is a superior payment method from a player's standpoint. You own what you buy. Subscribers rent their game, and lose everything as soon as they discontinue paying for it. The freemium player is free to come and go as she wishes and to simply buy the parts that she uses and leave the rest. If a subscriber pays for a year, and a freemium player spends the same amount of money over the course of a year, then after a year the freemium player will "own" the game while the subscriber will own nothing. The freemium player can stop paying another dime and still play at whatever her current investment level happens to be. The subscriber will be unable to play at all except for the basic newbie level freemium game if he stops paying.

    That right there is a good enough reason for me to choose never to pay a subscription again for a MMORPG. Why rent when I can own? It's a measure of the esteem in which I hold CoH that I subscribe to it now, but once I have my Vanguard Pack, I can't say how long I might keep doing that if my interest is piqued elsewhere that doesn't charge me a rental fee in order to play it.
  23. SlickRiptide

    Future of CoX..

    Quote:
    Originally Posted by slainsteel View Post
    The F2P but premium rewards model is exploitive and unfair - but whatever keeps a company's boat floating.
    Dare I ask HOW it's exploitive and unfair? People who pay get one thing (or several things, depending on how the payment system is setup; tiered, or flat and/or cash shop, etc...) and people who don't pay get another.

    How is that different from a subscription where people who pay get one thing and people who don't pay get nothing at all? You can't get much more "premium rewards" or "unfair" than that...
  24. Honestly, the question only came up in my mind in relation to another thread, where I happened to mention that some games deliberately sell big-ticket items that only big spenders would buy because that's the kind of thing that big spenders WANT to buy.

    A statue seemed like that kind of item.

    I deliberately avoided the feasability question, other than to make it server specific. It's a feature that would almost certainly never be added, anyway. In any case, the devs here have a bit of a track record at this point of saying "X is not and never will be feasible" and then coming back in a couple of years and saying "Guess what? We made X feasible!"

    A base only thing would kind of defeat the purpose, IMO, but I find the retired hero comment interesting. I'd find an Architect accessory more interesting than a base accessory but, again, the specifics aren't so interesting as the concept.

    I might pay $10, myself. I'm not sure I'd go higher than that unless it was REALLY prominent in some fashion. That probably says that I'm not one of the big spenders that the item would be aimed at.
  25. Not so much a suggestion as a straw poll -

    If you could pay to have a character immortalized in Paragon City or the Rogue Isles as a statue, would you do it? Assume you can pick a single server and that other details like zone, location, etc... might be variable and might have a variable cost or might not.

    What price point would you do it at? $10? $20? $30? $50? Keep in mind that a high price might be a kind of "throttle" to naturally limit the number of statue requests.