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I don't even PvP except on -RARE- RP-centric occasions and I love this idea.
-Rachel- -
To Sam, regarding the "Handwaving Heroside into a dark and mean place with oppressed people through handwaving.
Yes. We could Handwave Paragon City into a dark and mean evil naughty place. the thing is: I still -READ- the villain missions. I read the clues. i just disconnect my character from the evil plots by RPing a hero and handwaving the story into something else. If i didn't read the contact text I wouldn't know what to expect in order to handwave something convincing and interesting for my team.
Plus when you handwave your characters missions, rather than the world around the character completely, you still get the nice color palette and dark oppressive music. Can't get that handwaving Steel Canyon into a den of evil.
-Rachel- -
I like the fist two, most especially the second one, though the first is plenty nice.
I don't really like the third one, since it could get REALLY annoying on teams with control freak leaders, or when team chat from the leader starts invading my other chat tabs.
And the last two are cool.
-Rachel- -
I think, Sam, the problem her is that you're more or less hardwired to use the setting fairly exclusively and you enjoy it.
I don't enjoy the storylines. Though I enjoy the zones, enemy groups, missions, style, and more magic-oriented feel of Villainside (I.E lots more missions against CoT, Corallax, and other mystical origin groups).
I own City of Villains. I know I also own City of heroes... but I don't -like- playing the villain. I Roleplay every character at pretty much all times. I do my best to get into their mindset while I play because City is, for me, escapism from reality to some degree or another. So roleplaying the Villain is no fun for me. It's easier, for me, to shoehorn heroism into the Evil McDarkitypants realm of CoV than to try to enjoy even a mercenary/murderer character.
There are some things I can't disassociate myself from based on a game's -setting-, even if I want to. If I'm playing in D&D, for example, I put myself into the shoes of a character of that world. Killing is all fine and dandy so long as the dead foe is a threat to myself and others and has shown intent to attack or hurt people. I can even fight against foes who aren't really -evil- but just go against my religion, if I play a zealot!
In a "Modern" setting, however, I feel more constrained by modern morality. Even as a "Villain" I wind up weighing every kill as another -murder-. And it makes me think of it in modern terms. Grieving families, court battles, orphaned children... Things of that nature. Heroside it's not a problem, as the Medcomm system affects NPC enemies, as well, whisking them away to the medical wing of a hospital if they're badly injured.
So, on villainside, all my characters wind up pulling their punches and aiming to hurt, rather than to kill. Just enough to put the target on his or her butt. Otherwise I can get fairly affected by the activity on screen and grow to hate a character for making me feel bad. So I stop playing that character and, eventually, delete it.
It's the method of my madness, I suppose.
Obviously, you don't have these issues and as a result can fully enjoy being a "Bad Guy". So it seems odd to you to do it any other way, i suppose.
-Rachel-
*edit* Actually... Even heroside my characters tend to aim to injure rather than risk the Medcomm system malfunctioning. Why?
Heh. -
*tries to shake her fist in righteous anger while rolling on the floor in gales of laughter*
-Rachel- -
I made a Sonic/Dev Blapper.
No. Seriously. Brawl, Sands of Mu, Air Superiority, and Jump Kick. Blapper.
She was actually pretty impressive, all things considered!
-Rachel- -
Quote:Which totally fits the oppressed population feel. They don't go out and thank the hero for saving them because it'll get them in trouble with some group that works against the hero.Do they still run in the Rogue Isles? Because Mayhems are totally skippable. I thought most Isles citizens just kind of keep their head down and keep on walking.
Even in Mayhem Missions (which are -hard- to justify, though I've found a few ways) it's easy to explain the civvies running in terror! Do YOU want to stand there while two super-powered individual lob explosives at each other? Does it -really- make it any safer when one of the people throwing explosives is a Cop? Note you can sub in firing a gun, energy blasting, or grenades for "Lobbing Explosives" and it still works.
How do I justify Mayhems? I rewrite the mayhem as assaulting a mob-bank, basically. Recovering a few hundred thousands of dollars stolen from innocent civilians and then returning it to the oppressed businesses.
-Rachel- -
Quote:Seriously? The 2012 thing was a joke about a crappy John Cusack movie that turns out to be nothing more than a Reboot of Noah's ark. Kind of literally... They just used the 2012 Doomsday thing as the explanation for the world-flood.Dude! The world is not ending in 2012! Here is how it will REALLY go down:
In 2012, humanity will split into two factions: The Idiots and the People with an Ounce of Intelligence (POI for short) The Idiots believe that the world is coming to an end and thus they will all commit suicide. However, the POI will NOT commit suicide and so it will fall on their shoulders to rebuild the human race.
My only question is, which side are YOU on?
Anyway, I guess I'm ranting again. [/2012 doomsday rant]
The reason I set in on 2012 is because everything that's going to be released in 2010 is proooooobably already on the drawing board for the Devs. And 2011 is before 2012 sooooo... i settled in on the John Cusack joke.
-Rachel- -
[QUOTE=Samuel_Tow;2692555]Quote:=-3These character concepts just don't -work- heroside. So, yes, I think even after Going Rogue comes out you'll have people bending the storyline to fit their character better. However: So long as their continuity allows your continuity to exist, they're not Mary-Sueing themselves into positions of power, and aren't God moding, where's the real harm in making a story fit a character? Square Peg in a round hole aside (With power customization I've met dozens of "Dust" or "Sand" controllers dishing out fire damage, and "Light" blasters throwing off energy torrent) does it hurt your continuity for this to occur?
If Yes: Don't Roleplay with such characters. Ignore them and go about your business.
If No: Roleplay with such characters. And enjoy some interesting and possibly meaningful interaction involving opposite sides of the same fight./QUOTE]
I'm not trying to criticise other people's characters, even if I don't happen to agree with the general idea behind some. I'm just more curious why people consistently go against the grain of the game, as while there aren't any stated rules, the design behind the systems isn't hard to see. If you have your reasons, then that's just fine. I have no problem with that. I wouldn't quite run things the same as you do, but then I don't pay your subscription
Another point to consider is those who enjoy being Proactive.
Heroes, on the whole, are Reactionary. They attempt to maintain the status quo and uphold justice when the evil guy comes to town and starts ruining the apple pie lifestyle. Heroes in the Isles tend to be Proactive rather than Reactive. They're actively trying to change things for the better and, as such, have a more dynamic feel to their storyline.
Think of most Superhero Comics. bad guy appears, causes chaos. hero fights bad guy and sort of loses for a little bit in a bid at tension, then wins the fight. The "Sort of Loses" for a little bit creates tension and interest in the story.
Now think of a Superhero trying to make things better in a bad place. He's now antagonistic to society as it stands while being a heroic figure AND the protagonist. He's an active element who does more than react to changes inflicted by the enemy.
Sometimes I want some of column A. sometimes i want some of column B. i never want column C or D
Column C being the protagonist villain in Paragon city, inflicting change upon a "Good" society for her own ends.
And D being the Villain in a City of Villains not really changing anything or accomplishing -anything- because all she does is work for other people. She's not proactive but she's still the Villain? It doesn't really work for me.
So yes. I re-write. And it makes the characters mean more to me. =-3
-Rachel- -
Quote:Psssst.... Snowglobe? Wrong on many counts.A combination of several factors: Frequency (this same suggestion is in at least three different sections of these forums), Vagueness of the post (the original post shows clear lack of understanding about the realities of game or program development), and the fact that long time vets tend to have a lot invested in the game.
The original poster has an axe to grind about the origins of the game (shown with the comment about removing the Cryptic Studios' logo). Even if they changed many of the underlying systems in the game, the logo would likely have to stay to honor the sale agreement because the content was a part of what Cryptic Studios developed.
Finally, as to the subject of this suggestion: I have stated in the locked thread that had the same basic request that a sequel has been tried and it isn't doing so well. It is called Champions Online.
I'm aware how labor intensive this idea is. I'm aware just how many translators would need to be applied to get the data stores compatible with a new engine design (or have a decent estimate). I'm aware that long time vets have put in a lot of effort and money into the game.
I'm not suggesting a new game. I'm not suggesting that Long Time Vets be forced to lose their Vet status or character rewards. I'm suggesting that, in response to all the "COH2!" threads and the Devs constant struggle against the constraints of the engine; NCSoft should drop the cash on CoH to create this new backwards compatible super-engine.
Graphical updates like Ultra-Mode are fantastic. System updates like power customization and the Mission Architect are wonderous! But because the Engine doesn't recognize the side of a building as anything but a Wall (i.E. it has no climbable or walkable value) we'll never be able to wall climb. Because Water doesn't have the appropriate variable strings attached to it, we'll never have running on water with Super Speed.
I'm suggesting this massive engine-swap be done as a courtesy to the players. A possible title change to "City of Heroes 2" or something similar, and a boxed game on the shelves. You'd retain your characters, your badges, your costumes, your AE arcs, etc. The change would be in how the engine itself reads and maintains data. Currently it very likely reads a wall, for example, as a non-clipping object with specific dimensions using a specific texture arrangement. This could, using a translator, be set into an engine which understands other values such as "Wall Climb" or "Wall Jump". Such a translator could be programmed to give all objects -without- this variable line a variable line with a modifier of 1.
Yes. It would be a huge undertaking. Yes. It would cost more money than NCSoft is likely willing to put into the game. Yes. It would require a whole other team to create this engine, test it's compatibility, transfer the data stores over, and a dozen other major tasks while the current dev team works on the current engine to continue content production. Yes. It is a Pipe Dream.
But don't say it's vaguely worded, impossible, or that I have no understanding of how these things are accomplished.
-Rachel- -
Quote:Well. Firstly is, as you said, the current inability to make Corruptors, Brutes, Masterminds, and Dominators Heroside.Pissing contests aside, I really have to ask this question, and please give me an honest answer: When there is a City of Heroes as part of the same game, why insist on making heroes in the City of Villains where they don't go by design? The narrative just doesn't support it as well as it does in City of Heroes.
Is it the ATs? Those will cross over soon. Is it the settings? City of Heroes has plenty of run-down slims, too. What can you get in City of Villains that you can't get in City of Heroes that a hero would need?
I'm not some kind of prude who insists that people should play how I say they should play, but it just seems to make sense to do this. Why hammer a square peg in a round hole? Why take an AT and try to make it do something it's not supposed to do when there's an AT designed to do what you want? Why order an item off the menu, but request so many changes that you end up describing another item in the same menu? Why go out of your way to cheat the system when you're doing something the system actually permits and even encourages you to do, anyway?
There's also the idea of being somewhat unique in your surroundings. There are dozens of heroes patrolling Steel Canyon at any time. But when I do it in Cap au Diable it creates a sense of tension as it's one person (or small group) against all the scum and villainy the isles have to offer.
With the AE it's easier than ever to make a Villainside Hero. Just like with Costume Slots it's easier to make multiple identities for a character.
There's also character concept. Like a mutant born in the Etoille, poor, and abused. Somehow rising above the obvious path of crime and becoming a good person. How does this character get to Paragon? Without money for a plane ticket or a boat-ride she's got little choice aside from Longbow doing it out of the good of their hearts. And to prove to them she's NOT some super-powered criminal she'd have to go out and fight crime, just like the two or three "Hero in the Isles" NPCs you wind up fighting Longbow over. One of them being an Infected. You really can't assume that he drank the sludge of mercy, smiled brightly, and walked over to Longbow for a cup of tea and biscuits, do you?
There are actually several character concepts which support this action. For example Arachnos Infiltration by heroes or Longbow Agents with falsified criminal records.Wealthy Billionaires flying to the other side of the world in their high-tech supersuits to fight crime. Heroes with a Vendetta against Arachnos working alongside Longbow, fighting the villainy in the streets. And more, I'm sure.
These character concepts just don't -work- heroside. So, yes, I think even after Going Rogue comes out you'll have people bending the storyline to fit their character better. However: So long as their continuity allows your continuity to exist, they're not Mary-Sueing themselves into positions of power, and aren't God moding, where's the real harm in making a story fit a character? Square Peg in a round hole aside (With power customization I've met dozens of "Dust" or "Sand" controllers dishing out fire damage, and "Light" blasters throwing off energy torrent) does it hurt your continuity for this to occur?
If Yes: Don't Roleplay with such characters. Ignore them and go about your business.
If No: Roleplay with such characters. And enjoy some interesting and possibly meaningful interaction involving opposite sides of the same fight.
-Rachel- -
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Quote:I like playing Heroes villainside. It's not perfect and I have to bend the stories a little to fit the characters, but it works well for me. The Chat window allows for the input of different ideas, stories, character roles, and even things the game doesn't normally allow.That's what the bio has been for. I almost always put a civilian name in there. It's not perfect, but it allows for an input of a secret identity along with the super secret origin story regardless.
However, the profile info on the Going Rogue site makes me wonder if they're going to be improving that layout. You'll note they list things like secret identities with the other details like archetype and origin and powersets.
With Going Rogue, however, I'll finally be able to have Heroes slipping between sides without a problem, fighting crime in the isles because it's the right thing to do.
Play your game. Don't make fun of people who play theirs. Lesson I learned the hard way.
-Rachel- -
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Quote:Y'know. there's no Secret identities in the game, according to the code. So all of your heroes have no secret identities, right? Villains, too? Oh! Wait! It's the Statesman method of Secret identities, i bet! You log off to the real world and are the alter-ego of all your characters.It seems more like an allowance of a character development tool rather than Mr. Paladin schmoozing with blackguards.
If you alter the story on how that works you're ignoring the canon, after all.... Right...?
Also! My Redside heroes don't Schmooze with villains. they fight them. USUALLY NPC villains, but when player villains get involved with my characters I do (on RARE occasion) go into PvP.
-Rachel- -
Quote:So yeah. "Play the game like I think it should be played or don't play at all"There's a City of Heroes just over there where you play heroes and not villains.
And in any case, Going Rogue will be bringing darker heroes who will be taking the fight directly to the Rogue Isles. There will also be lighter villains with a conscience who can perform heroics in Paragon City. There will also be complete face heel and heel face turns.
Otherwise you're just the oddball self-proclaimed paladin in a party of blackguards.
Not gonna happen, Hon. And looking down your nose at me for it just makes you look elitist.
-Rachel- -
Quote:Say it is a PnP game. And the DM decides he wants to run an all Evil campaign. And I tell him I don't want to play in it because I'm not comfortable being an evil character. Either he'll back down from his idea because, as a friend, he doesn't want to exclude me from the game -or- he'll tell me not to show up for the next session.I think the way Sam and Poptart (and myself) see it is that say it is a PnP tabletop RPG. Now let's say your GM has decided to put together an evil campaign where the PCs will be villains, or at the very least mercs that sit somewhere on the fence. Are you going to be the odd one to defy the GM's setting by making the single Lawful Good Paladin in a party of merciless cutthroats?
Either way the analogy doesn't QUITE fit. Since the players I play with generally prefer the hero in the isles style as well. So it's really more like the Midnight campaign setting for 3rd edition. If you haven't heard of it you should look into it! It's a lot of fun in a strange, light in the darkness way.
And yes. Godmoding tends to be the "My character is immune to telepathy and also has *giant list of powers that even a level 50 doesn't normally have* And can make your character die instantly/fall in love with my character/other random BS." As opposed to playing the game as I like to play it.
Alternately you could cast me in the role of GM leading the party along through altered exposition, which I do a lot of. "Eh. I don't like the plot of this adventure. I'll spice it up for my group, though the encounters work perfectly".
-Rachel- -
Quote:So, in your opinion, I shouldNo, you should make a concept that fits the game rather than awkwardly jamming in something different for the sake of itself. As Sam says, it's a hilarious cop-out, and gets absolutely pathetic when you start actively rewriting content to fit a concept. You're no longer taking part in the storyline, you're just god moding - selectively choosing the bits that support your concept and ignoring everything else.
But hey-ho, I know the type. No point arguing beyond that.
A) Play the game and not enjoy it
or
B) Not play villainside whatsoever
Am i correct in this? Huh...
-Rachel- -
Quote:Cop out...? Seriously? how, exactly, do you figure it's a "Cop out" that I don't enjoy playing villainous or evil characters and, instead, create heroes using the Villainous archetypes?As to playing villains who are secretly heroes - no, I don't. It's a cop out in my eyes, as there's a whole other city for them. Getting over my moral high ground and making a villain who is both clearly evil and still cool as an antagonist is something of a challenge to my writing skill.
So my Nrg/Dark (Colored like Radiation) Brute gains more damage over continued fighting. Does that mean she's a villain? No! She's a scrapper with different damage and a different inherent. I roleplay her as Neutrino Girl, a heroside Radiation Blaster, as well.
Quote:I've yet to come across a single 'I R REELY HERO' villain who does it convincingly - the swath of them who insist you can't identify who they are because they're wearing a slightly different mask is beyond irritating. Similar with 'I R REELY VEELUN' characters Blue side. I don't know about you, but being known for the murder of an entire PPD division only to get training from Ms.Liberty is pretty ******* stupid.
And no. I've never -ever- done that. I've never had a "I'm a hero! Really! MURDER KILL STEAL PLUNDER See? i saved a kitty from the bank vault, it's made out of jade and will go nicely on my shelf!" character. Nor does my one and only crossover character hide her identity in the Isles. She wears the same costume as normal and kicks butt six ways from Sunday.
Ultimately villainside gives me new content, new enemies, new zones, and a different playstyle. Sure I get to bend the stories a little bit (Kidnapping becomes Rescue missions, planting bombs becomes disarming them, etc) so that my characters are, still, heroic in the in-character story.
But how is it a Cop-out if i simply don't enjoy playing Villainous Characters? Should I ignore almost half of the game for the sake of enjoying Heroic characters...?
-Rachel- -
Quote:OH! That?!I was thinking more of Recluse and his lackies - to them, "enemies of the state" are quite possibly good people
"I'm sorry, sir, but the heroes beat us up. According to Article 222 paragraph C subsection M They are free to go, aren't they, sir? You wouldn't want to go against Recluse's main and only law... Would you... Sir?"
-Rachel- -
Well then the "Trial" involves a trial by combat against guys wearing outrageous suits of armor that Arbiter Fabulous refuses to call "Arachnos uniforms" and forbids even images of in his presence? >.>
-Rachel- -
Quote:You did notice where I specifically put in the line (albeit in the second post) where I'd like to see NCSoft pay in the manhours for this endeavor so that Paragon Studios can continue pumping out the issues... right?So no issue releases until CoH2 then? Seeing how I don't expect they'd have the manpower to do this on top of what they currently do (the diversion of work onto Going Rogue has already given us several dull issue releases -- mind you I believe this will ultimately be worth it).
Quote:"Game engine" is quite possibly the most ambiguous part of any given game that you can name. At any given time, in any given context, speaking to any given developer of the game, the "game engine" will mean something different. The closest thing to coherent you'll get for "all at once engine overhaul" is rewriting the entire game from scratch.
It's not a matter of possible vs. impossible. It's a matter of man-hour investment vs. return. Paragon Studios could transform CoH into a pixel-for-pixel clone of WoW, but it would take years and would be a stupid thing to do.
What I would want is for various people to stop complaining about "We need CoH2! We need X!" which can't be handled in the current engine.
As for the rewriting the game from scratch: you're mostly right. A huge portion of the data, however (maps, models, textures, and a few others) Aren't core to the engine and could be transferred over along with pretty much all of the dialogue assuming that the new engine had a compatible graphics engine, physics engine, and dialogue-delivery method.
Power attributes would definitely need to be redefined and other attributes added for wall-crawling or water-running. The combat system would likely be dragged over number-for-number, however.
So yes. It would be a HUGE reinvestment on NCSoft's part which would only pay off if they also put down the money to Advertise their game on TV or at least comics, magazines, and internet media.
So yes. it's a pipe dream. it would probably never happen. But I'd love it if it did!
-Rachel- -
Quote:Not -quite-? >.>So, basically... what they've been doing every issue since CoH's launch.
Firstly: All at once engine overhaul.
Secondly: From what I understand, some things are, quite literally, impossible based on how the engine is structured and a replacement would be needed for that.
So yeah. Complete revamp paid for entirely by NCSoft with a whole new crew putting it together, to avoid losing any advances of content/powersets/etc.
-Rachel- -
Quote:Almost all of my "Villain" characters are heroes who have either gone to the Isles to fight crime and send criminals out of the country where they can be properly tried (The Etoille has no extradition treaties) or were born in the Isles and got tired of seeing rampant crime.Does anyone here play redside characters who, in the RP sense, are proper heroes? I have one that I rolled partially as a joke (playing off of all the wannabe villains you saw before CoV came out), but I'm finding that it doesn't take much effort to justify in character.
This is just a curiosity. I'm not (currently) looking to join any RP groups or anything like that.
The handful of exceptions include a thief who doesn't like to -hurt- people, much less kill them, and an Arachnos Soldier who, while loyal to Arachnos, acts more like a Cop than a psycopath and works for the Arbiters to bring enemies of the state in for trial.
-Rachel- -
I believe CoH2 should be exactly the same as CoH1, save the engine.
That's right. It's an insane theory that would be expensive, labor-intensive, and time consuming! But I believe that NCSoft has the money to do it, even if Paragon Studios doesn't have the man-power (or Expertise) for the job.
This would be a massive undertaking to design a brand new engine from the ground up which was still backwards compatible with all of the content, costumes, graphical upgrades, and systems of the current version.
Upgrade and update as much artwork as is physically possible and roll it out as a free expansion to CoH. Sell the box on the shelves, make some money, and get a whole new crop of players coming in to see the new game without losing any of the great (if dated) content. Then Use the new engine's greatly enhanced capabilities to add in new models, wall-crawling, running on water with super-speed, and other wonderful gadgets that the Devs have been pining for but can't possibly do with the current engine.
The greatest benefit, however: Wipe the Cryptic Studios logo off the loading screens! >_<
-Rachel-