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What Do? Beat 'Em Up and ...???

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Radiac
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Redlynne wrote:
Redlynne wrote:

You want us to play Simon Says?

You could call it that, although actual Simon Says with emotes would probably be more fun. you could have rules like "it only counts if it's on Broadcast channel and I have to type Simon Says do this..." then you could put it on local or some similar channel, or type S1mon Says" etc.

You could also use the WASD keys to follow instead of having a special tray I guess.

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Tannim222 wrote:
Tannim222 wrote:

Oh and Red, I track what your saying. I'm working on some other stuff now but will keep up with this thread for when i can get back to update the noncombat activities. I think you'll like what i put together (if it ever happens).

Must.

Know.

MORE ...

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Radiac wrote:
Radiac wrote:

Redlynne wrote:
You want us to play Simon Says?

You could call it that, although actual Simon Says with emotes would probably be more fun. you could have rules like "it only counts if it's on Broadcast channel and I have to type Simon Says do this..." then you could put it on local or some similar channel, or type S1mon Says" etc.
You could also use the WASD keys to follow instead of having a special tray I guess.

Guild Wars 2 had this as part of their Halloween event... which you do with the /emote commands. Kinda fun to be honest for the 2 or 3 times that you HAVE to do it. You also have roughly 10 seconds to type in each emote that you are meant to do, so not exactly *twitch* speed either

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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Gangrel wrote:
Gangrel wrote:

Radiac wrote:
Redlynne wrote:
You want us to play Simon Says?

You could call it that, although actual Simon Says with emotes would probably be more fun. you could have rules like "it only counts if it's on Broadcast channel and I have to type Simon Says do this..." then you could put it on local or some similar channel, or type S1mon Says" etc.
You could also use the WASD keys to follow instead of having a special tray I guess.

Guild Wars 2 had this as part of their Halloween event... which you do with the /emote commands. Kinda fun to be honest for the 2 or 3 times that you HAVE to do it. You also have roughly 10 seconds to type in each emote that you are meant to do, so not exactly *twitch* speed either

I don't recall a time limit on it, but FFXIV has some /emote to NPC for quests.

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So does lotro actually

So does lotro actually

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Star Trek Online has "Dance

Star Trek Online has "Dance Competitions" both at the Summer Event on Risa and all year round on Nimbus III. You basically have an NPC call out a dance emote that you need to do and it's up to you to perform the correct one. Star Trek Online is kind enough to have a click to open window with all of the game's emotes listed (ones you don't have are grey, ones you do have are white) which you can pin to keep open. Scroll to all of the collected dance emotes and just click to comply with the requested dance type and you can keep up no problem, no typing required.

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Is there a reason why emotes

Is there a reason why emotes shouldn't be able to be loaded into the "power tray?" I make no comment as to the technical ability to do so; I am just curious if, as players, that would in any way be bad thing.

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I'm okay with having emotes

I'm okay with having emotes in the pwoer trat as an option. I wouldn't want them to go there by default, and I'd likely probably not put them there myself, (if anything I'd put macros that use an emote with a battlecry or something in those slots), but I'm not against it in theory.

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Segev wrote:
Segev wrote:

Is there a reason why emotes shouldn't be able to be loaded into the "power tray?" I make no comment as to the technical ability to do so; I am just curious if, as players, that would in any way be bad thing.

Works for me as long as we have a greater number of power trays than we did in CoX, and can put them wherever we want on the screen. For some of my more RP characters I kept some macro buttons in their power trays to perform dialogue/emote combinations.

If we are going to have any situation-specific power trays (like the ones we had in some later TFs and Night Ward) I strongly request that we be allowed to configure their size and position. I didn't use the standard UI layout in CoX, which meant when these non-configurable special trays appeared they would cover up other parts of my UI.

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

Segev wrote:
Is there a reason why emotes shouldn't be able to be loaded into the "power tray?" I make no comment as to the technical ability to do so; I am just curious if, as players, that would in any way be bad thing.

Works for me as long as we have a greater number of power trays than we did in CoX, and can put them wherever we want on the screen. For some of my more RP characters I kept some macro buttons in their power trays to perform dialogue/emote combinations.
If we are going to have any situation-specific power trays (like the ones we had in some later TFs and Night Ward) I strongly request that we be allowed to configure their size and position. I didn't use the standard UI layout in CoX, which meant when these non-configurable special trays appeared they would cover up other parts of my UI.

Ummm... remember the powers tray?
[img]http://i.imgur.com/XPFQsrp.png[/img]
I didnt like it for storing Marcros and Emotes because i couldnt name them properly

instead, I would have liked a vertical tray that I could have some more text (and has a re-sizable width?) like:
[img]http://i.imgur.com/Pw3tF4P.png[/img]
(if i could, id use: ALT + Number to activate an Emote / Macro / ... )

Maybe thats just me. :{

Of course, some missions could AutoPopup a new vertical Emotes Tray (above) for that Dialog Exchange with an NPC?!?
So, the NPC version doesnt use ALT + Number key, just waits for a Mouse Click? :)
But that might confuse the regular folk that wont take the time to learn to RP with. :<
Plus, if MWM makes it Exportable, and Importable, most SG's will Demand you use their Defaults. :{

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Izzy wrote:
Izzy wrote:

Cinnder wrote:
Segev wrote:
Is there a reason why emotes shouldn't be able to be loaded into the "power tray?" I make no comment as to the technical ability to do so; I am just curious if, as players, that would in any way be bad thing.

Works for me as long as we have a greater number of power trays than we did in CoX, and can put them wherever we want on the screen. For some of my more RP characters I kept some macro buttons in their power trays to perform dialogue/emote combinations.
If we are going to have any situation-specific power trays (like the ones we had in some later TFs and Night Ward) I strongly request that we be allowed to configure their size and position. I didn't use the standard UI layout in CoX, which meant when these non-configurable special trays appeared they would cover up other parts of my UI.

Ummm... remember the powers tray?
I didnt like it for storing Marcros and Emotes because i couldnt name them properly
instead, I would have liked a vertical tray that I could have some more text (and has a re-sizable width?) like:
(if i could, id use: ALT + Number to activate an Emote / Macro / ... )
Maybe thats just me. :{
Of course, some missions could AutoPopup a new vertical Emotes Tray (above) for that Dialog Exchange with an NPC?!?
So, the NPC version doesnt use ALT + Number key, just waits for a Mouse Click? :)
But that might confuse the regular folk that wont take the time to learn to RP with. :<
Plus, if MWM makes it Exportable, and Importable, most SG's will Demand you use their Defaults. :{

+1

I like the look of that.

I would observe that one of my favorite parts of CoX was the simplicity of the interface. It did not scale well though for advanced play

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Izzy wrote:
Izzy wrote:

Cinnder wrote:
Segev wrote:
Is there a reason why emotes shouldn't be able to be loaded into the "power tray?" I make no comment as to the technical ability to do so; I am just curious if, as players, that would in any way be bad thing.

Works for me as long as we have a greater number of power trays than we did in CoX, and can put them wherever we want on the screen. For some of my more RP characters I kept some macro buttons in their power trays to perform dialogue/emote combinations.
If we are going to have any situation-specific power trays (like the ones we had in some later TFs and Night Ward) I strongly request that we be allowed to configure their size and position. I didn't use the standard UI layout in CoX, which meant when these non-configurable special trays appeared they would cover up other parts of my UI.

Ummm... remember the powers tray?
I didnt like it for storing Marcros and Emotes because i couldnt name them properly
instead, I would have liked a vertical tray that I could have some more text (and has a re-sizable width?) like:
(if i could, id use: ALT + Number to activate an Emote / Macro / ... )
Maybe thats just me. :{
Of course, some missions could AutoPopup a new vertical Emotes Tray (above) for that Dialog Exchange with an NPC?!?
So, the NPC version doesnt use ALT + Number key, just waits for a Mouse Click? :)
But that might confuse the regular folk that wont take the time to learn to RP with. :<
Plus, if MWM makes it Exportable, and Importable, most SG's will Demand you use their Defaults. :{

It also makes more sense as computer screens nowadays tend to be far wider than high, so putting something at the side of it leaves more of a view from a gameplay point of view than having three or more rows of buttons at the top and bottom.

This has to be optional though, because those who like to click on buttons rather than pressing a key ar pretty screwed if the buttons are always at the far sides of the screen. The larger the mouse movement, the less accurate it is.

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I like the Izzy-style palette

I like the Izzy-style palette too.

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How about turning the

How about turning the "interact with the glowie while being attacked" on its head? Minor variation: The AV has announced his plans to launch his city-killer missile and fled the control room. A string of minions start appearing from doorways and running toward the various control consoles to enter the final launch sequence. Our Hero has to run around the room taking them out before they can enter their code. Maybe a progress bar shows on each terminal screen so the hero has to prioritize which to target. Kind of a whack-a-mole/plate-spinning mashup :)

I'd like to see some scenarios where the Hero has to make a harrowing choice: ""Haha! You can't save the Mayor AND stop my DeathDroid! Which will it be, Hero?" (But maybe, just maybe, you can) Given your archetype and skill set, you may want to do one of the tasks first over the other. Maybe there's a weak spot you can exploit that allows you to do one very quickly, giving you enough time to accomplish both. Maybe you found/were given some device that would allow to slow one or the other down, if only you could figure out which one?

Tracking missions, where you have to follow or pick individuals out of crowds. For instance: Go the Fair and find the person with the purple balloon, it's filled with a deadly toxin. Oh, and don't cause a major panic and stampede the crowd. Or, "Go to the comic-con and find the guy dressed as Anthem and give them this code phrase." Of course there are dozens of cross-dressed Anthems at the Con, right? How do you know which is the right one? (could be some hilarious responses)

I recognize that some of these "blending in" type missions are going to be tough for big lizard-skinned/android/demons. This would also be true for the "Mission Using Your Secret ID" idea that Redlynne proposed, (although I LOVE that idea) What if you don't have a Secret Identity? Just throwing out some suggestions

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They Emote Tray discussion

They Emote Tray discussion deserves and belongs in its own thread.

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I would LOVE a save one or

I would LOVE a save one or the other mission! I'm sure someone would whine about not wanting to be in the impossible choice predicament but meh to them :p But if they did put something akin to a tiny chance to succeed I would put in certain power requirements to unlock the "OKAY YOU CAN!" option :)

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WarBird wrote:
WarBird wrote:

Go the Fair and find the person with the purple balloon, it's filled with a deadly toxin. Oh, and don't cause a major panic and stampede the crowd. Or, "Go to the comic-con and find the guy dressed as Anthem and give them this code phrase." Of course there are dozens of cross-dressed Anthems at the Con, right? How do you know which is the right one?

Easy. She will smell like a Baby Barfed on her, or Baby Drool stains on her shirt! ;D

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WarBird wrote:
WarBird wrote:

They Emote Tray discussion deserves and belongs in its own thread.

+1

But I'm too lazy though. :P

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How about some "write your

How about some "write your own music" system? Something along the lines of what APB had, only you could pick an instrument and play it to other players.
Though i guess there would have to be some contingency to prevent copyrighted material.

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Brand X wrote:
Brand X wrote:

I would LOVE a save one or the other mission! I'm sure someone would whine about not wanting to be in the impossible choice predicament but meh to them :p But if they did put something akin to a tiny chance to succeed I would put in certain power requirements to unlock the "OKAY YOU CAN!" option :)

Bioware is fond of these. Me, personally, not so much.

My husband showed me a mission in Mass Effect where you have to choose between two companions as you can not save both.
And in SW:TOR at least one class has to choose who gets to live and how gets to die... while they beg you on your radio to save them.
Sophie's Choice is hearbreaking for that reason too.

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In the interest of missions

In the interest of missions where failure [i]is[/i] an option, having a mission where "choose who to save" is a [i]failure mode[/i] could be interesting. The reason you're at the point of having to make a choice is that you didn't succeed in preventing the villain from setting it up. The "win" condition would either never get here, or would allow you to smirk at the villain as you reveal that you already have saved them both after he's started his monologue.

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So no Kobayashi Maru missions

So no Kobayashi Maru missions?

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That's the sort of thing you

That's the sort of thing you could get away with ONCE. And people will try to break the system to avoid/beat it anyway.

If unwinnable scenarios were a regular feature, people would not play them. Well, _I_ wouldn't play them.

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Nadira wrote:
Nadira wrote:

Brand X wrote:
I would LOVE a save one or the other mission! I'm sure someone would whine about not wanting to be in the impossible choice predicament but meh to them :p But if they did put something akin to a tiny chance to succeed I would put in certain power requirements to unlock the "OKAY YOU CAN!" option :)

Bioware is fond of these. Me, personally, not so much.
My husband showed me a mission in Mass Effect where you have to choose between two companions as you can not save both.
And in SW:TOR at least one class has to choose who gets to live and how gets to die... while they beg you on your radio to save them.
Sophie's Choice is hearbreaking for that reason too.

That SWTOR option is why that mission for Trooper is so memorable. I'd say the only real problem with it, is iy gives you Dark/Light side points depending on your option, when it says "Save Jax and the other MAY die!" "Save the others and Jax will die!" Then if you save Jax all the others die, and you get dark side points, when before if you killed to save the few to save the many it gave you light side points.

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Fireheart wrote:
Fireheart wrote:

That's the sort of thing you could get away with ONCE. And people will try to break the system to avoid/beat it anyway.
If unwinnable scenarios were a regular feature, people would not play them. Well, _I_ wouldn't play them.
Be Well!
Fireheart

Thats why at least having the *option* of something like it available is better. But its better than NOT having the option available.

The only time I would be *against* something is if it was the ONLY way to progress full stop, because it was the only piece of content available that would unlock everything else after it.

Just like in Final Fantasy 14, where they lock part of the story line (as in a proper roadblock) behind a forced party progression part.

Sure, you can *avoid* doing that, and just end up grinding mobs whilst waiting for the queue to pop, but you were unable to do anything else "story wise".

So whilst *one* story line could run this, I would try to avoid having it more than 1 or 2 per level range[1]. If anything, it should be a tool to progress the story line.

Just like horror films get boring if you see them every single day they lose their shock value. If you only see it once or twice though... that is where the real shock kicks in.

[1] I would also include PvP orientated missions into this as well. One or two per level range, but not more than that. Limit the special stuff so that you don't roadblock people. But the player would have to understand that the more options there are to do stuff, the more that they might NOT be able to do due to outlevelling/just not interesting them. It is a curse of the "gotta do it all" style of player. Sometimes that stuff involves stuff that you don't like (like gladiators in CoX I never used... because I could never find anyone who wanted to do it with me in the Arena)

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

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I would point out that the

I would point out that the Praetorian storylines presented these kinds of moral dilemmas as the culmination of a story arc.

Kill Cleopatra
Kill Washington

Either way, someone was getting killed and removed from the game. And it wasn't just that one story arc either. You also had another one in Neutropolis where it was just a question of who the Devouring Earth was going to consume, and you got to choose the victims.

This is why I always said that Paragon City and the Rogue Isles were mainly aligned on the Good (Heroes) vs Evil (Villains) axis ... while Praetoria was primarily operated on a Law (Loyalists) vs Chaos (Resistance) axis, giving the Praetorian content a much more "grey areas" sort of feel to it because you weren't dealing in stark or obvious Black & White Hats.

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If I run into a situation

If I run into a situation where I'm forced to choose who to kill, I will log out and won't finish the mission.
If it keeps happening I'm probably going to stop playing.
That kind of content simply can not, and seriously should not be fun.
Please don't do this kind of thing.

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Segev wrote:
Segev wrote:

It's worth noting that we are not supported by our work with MWM and CoT; we have day jobs which demand our time and attention and, in all honesty, have to take priority if we're going to keep roofs over our heads and food on our tables. Thus, we are working as fast as we can, but there are only so many hours in a day, and everybody on the project is already putting in more than 40 hours a week of work just by virtue of being on the project.
This isn't a plea for sympathy, by any means. It's merely an explanation as to why we take the time we do. We make up for lack of budget by having people who are dedicated to the project who are willing to work on this in addition to whatever it is they do to support themselves. But that does come at the cost of man-hours our people can really devote to this. We are making progress. I'm actually quite excited by where we are.
Sorry I can't give more heartening promises; all I can say is, if we continue to work at this pace, there WILL be a City of Titans, and I have high expectations that it will be sustainable. I, personally, will make no date promises. But it does look good to me.

This sounds very encouraging!

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

If I run into a situation where I'm forced to choose who to kill, I will log out and won't finish the mission.
If it keeps happening I'm probably going to stop playing.
That kind of content simply can not, and seriously should not be fun.
Please don't do this kind of thing.

What Red is referencing was a particular story arc in line with the faction chosen (and thus alignment) chosen by the player in the Praetorian content.

The content for CoT will probably differ in that there will be multiple options for players to choose to encompass scope of the multi-axis alignment which will eventually filter out more stringent options as decisions are made. Ther will always be ways to change alignments so that a player is never stuck at any point either.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

If I run into a situation where I'm forced to choose who to kill, I will log out and won't finish the mission.
If it keeps happening I'm probably going to stop playing.
That kind of content simply can not, and seriously should not be fun.
Please don't do this kind of thing.

There is a moral difference between killing someone and letting someone die, especially in what amounts to a triage situation. That being said I am very encouraged by tannim's post about alignment and choices

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Brighellac wrote:
Brighellac wrote:

There is a moral difference between killing someone and letting someone die, especially in what amounts to a triage situation. That being said I am very encouraged by tannim's post about alignment and choices

You are absolutely correct. But even if the 2 situations are morally different they still have one important feature in common. Neither one should ever be fun.

I agree that art has many more functions than just entertainment,
But we shouldn't forget that this particular art form is a game.
Yes, it Can be much more than Just a game, to Us.
It's our hobby, our creative outlet, it can even be therapy.
(in some cases, much needed therapy)
And more than a few might use it a platform for some message, they want to preach.
But we mustn't forget that no matter how much more it Can be, it always Will still be a game.
This means there are, and always will be, certain limits to what is appropriate.
In fact, It's precisely because it can be so much more, that we must be so very careful where we take this.
That's why the Devs are expected, and in some cases required, to censor certain content.
(Swastikas)
Gesundheit!

I'm not at all comfortable with the games alignment system.
I believe it's deeply, and dangerously flawed.
Please be very careful with how you use it.

Some of you might be inclined to shrug and say, "that's deeper than I want to go with this", that "Paladin is just over analyzing it". But if that is the consensus, maybe that indicates that we shouldn't be using the alignment system at all.

Will player made missions be able to include alignment altering decisions?
Will we be able to replay alignment altering choices, either to increase the effect, or to alter the effect by making a different choice this time?
These are important questions.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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I don't think you're over

I don't think you're over analyzing it, themightypaladin. I think you're just trying to aggressively push your idea of how heroes should behave.

Here's the issue. I enjoyed playing red side. My favorite toon was a thug/poison MM. My favorite roleplaying experience in CoX was the tips and alignment switching of going rogue. I doubt I'm the only one who feels this way.

There should be room for both of us in this game if it is a spiritual successor to CoX. There should be room for knockoffs (alignment-wise) of the punisher, gambit, lex luthor, and ultron. If we start shrinking the size of the tent now, this game will not fund itself.

Am I saying your toons should be forced to make terrible choices? No. I'm saying if someone wants to make those types of choices, it should be available to them.

Not every hero is captain America or superman. There are some seriously flawed people in comic book lore, and for me, that type of character is more fun to play generally.

And my second favorite toons (it's a tie) were fire/fire tank and fire/fire blaster.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

If I run into a situation where I'm forced to choose who to kill, I will log out and won't finish the mission.
If it keeps happening I'm probably going to stop playing.
That kind of content simply can not, and seriously should not be fun.

Sure it can - if you're playing a villain or Punisher-like anti-hero. I don't think anyone should be forced into a particular alignment, and the possibilities of a villainous redemption or the fall of a hero would be cool to play out, if that's your thing.

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Brighellac wrote:
Brighellac wrote:

I think you're just trying to aggressively push your idea of how heroes should behave.

I am really getting tired of this accusation.
Please point out what I said that was aggressive or pushy.
Or are you, as I suspect, deliberately throwing a false accusation at me, as a way to dismiss what I said without bothering to think about it?

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

That's why the Devs are expected, and in some cases required, to censor certain content.
(Swastikas)
Gesundheit!

The devs are in NO way [I]required[/I] to censor the Swastika. Of course if the devs want the game to sell in Germany then I guess they will have to find a away around that (like Cryptic did with the Fifth Column/Council).

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Interdictor wrote:
Interdictor wrote:

TheMightyPaladin wrote:
If I run into a situation where I'm forced to choose who to kill, I will log out and won't finish the mission.
If it keeps happening I'm probably going to stop playing.
That kind of content simply can not, and seriously should not be fun.
Sure it can - if you're playing a villain or Punisher-like anti-hero. I don't think anyone should be forced into a particular alignment, and the possibilities of a villainous redemption or the fall of a hero would be cool to play out, if that's your thing.

I'm really sad to hear you say that.
OK I was wrong to say it can't be fun
But I was right to say it seriously Should Not be fun.
There is something very wrong with finding enjoyment in something like that.

Interdictor wrote:

TheMightyPaladin wrote:
That's why the Devs are expected, and in some cases required, to censor certain content.
(Swastikas)
Gesundheit!
The devs are in NO way required to censor the Swastika. Of course if the devs want the game to sell in Germany then I guess they will have to find a away around that (like Cryptic did with the Fifth Column/Council).

That was sort of a joke but they are required to censor some content IF we want a T rating, and I've been lead to believe that they do want one.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Interdictor
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Interdictor wrote:
TheMightyPaladin wrote:
If I run into a situation where I'm forced to choose who to kill, I will log out and won't finish the mission.
If it keeps happening I'm probably going to stop playing.
That kind of content simply can not, and seriously should not be fun.

Sure it can - if you're playing a villain or Punisher-like anti-hero. I don't think anyone should be forced into a particular alignment, and the possibilities of a villainous redemption or the fall of a hero would be cool to play out, if that's your thing.

I'm really sad to hear you say that.
OK I was wrong to say it can't be fun
But I was right to say it seriously Should Not be fun.
There is something very wrong with finding enjoyment in something like that.

Nonsense - it's called roleplaying.

Quote:

Interdictor wrote:
TheMightyPaladin wrote:
That's why the Devs are expected, and in some cases required, to censor certain content.
(Swastikas)
Gesundheit!

The devs are in NO way required to censor the Swastika. Of course if the devs want the game to sell in Germany then I guess they will have to find a away around that (like Cryptic did with the Fifth Column/Council).

That was sort of a joke but they are required to censor some content IF we want a T rating, and I've been lead to believe that they do want one.

That's actually not much of an issue - you can actually get away with a lot with a Teen rating - it even "may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language."

It's mostly intense violence, gore, overt sexual content and constant cussing that triggers the Mature rating.

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The Hero's Dilemma (save one,

The Hero's Dilemma (save one, but not both) is a long standing part of comic book lore. It happens to both the white knights and the gritty vigilante. It may not be a fun decision, but that does not make it an unrewarding one. Sure, there are cases where the hero manages to save everyone through acts of extreme awesomeness, and hell, that would be awesome to pull off in the game. I'm just saying everything does not have to be fun in a game, but it does have to be rewarding.

-----------------------------------------
I never set anything on fire accidentally!

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Brighellac wrote:
There is a moral difference between killing someone and letting someone die, especially in what amounts to a triage situation. That being said I am very encouraged by tannim's post about alignment and choices

You are absolutely correct. But even if the 2 situations are morally different they still have one important feature in common. Neither one should ever be fun.
I agree that art has many more functions than just entertainment,
But we shouldn't forget that this particular art form is a game.
Yes, it Can be much more than Just a game, to Us.
It's our hobby, our creative outlet, it can even be therapy.
(in some cases, much needed therapy)
And more than a few might use it a platform for some message, they want to preach.
But we mustn't forget that no matter how much more it Can be, it always Will still be a game.
This means there are, and always will be, certain limits to what is appropriate.
In fact, It's precisely because it can be so much more, that we must be so very careful where we take this.
That's why the Devs are expected, and in some cases required, to censor certain content.
(Swastikas)
Gesundheit!
I'm not at all comfortable with the games alignment system.
I believe it's deeply, and dangerously flawed.
Please be very careful with how you use it.
Some of you might be inclined to shrug and say, "that's deeper than I want to go with this", that "Paladin is just over analyzing it". But if that is the consensus, maybe that indicates that we shouldn't be using the alignment system at all.
Will player made missions be able to include alignment altering decisions?
Will we be able to replay alignment altering choices, either to increase the effect, or to alter the effect by making a different choice this time?
These are important questions.

No where in the game do I want every choice to be a live or die choice. I don't even want half of them to be that choice. However, SW:TOR has just the right amount of them, that it makes it quite memorable without ruining the game.

Having to make the choice can feel suckie, but it can also feel good in the sense of OMG I REMEMBER THAT SCENE! But you don't want it bogged down, and the problem with such a scene usually means you will never see that character again :/

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Brighellac wrote:

You are absolutely correct. But even if the 2 situations are morally different they still have one important feature in common. Neither one should ever be fun.
I agree that art has many more functions than just entertainment,
But we shouldn't forget that this particular art form is a game.
Yes, it Can be much more than Just a game, to Us.
It's our hobby, our creative outlet, it can even be therapy.
(in some cases, much needed therapy)
And more than a few might use it a platform for some message, they want to preach.
But we mustn't forget that no matter how much more it Can be, it always Will still be a game.
This means there are, and always will be, certain limits to what is appropriate.
In fact, It's precisely because it can be so much more, that we must be so very careful where we take this.
That's why the Devs are expected, and in some cases required, to censor certain content.
(Swastikas)
Gesundheit!
I'm not at all comfortable with the games alignment system.
I believe it's deeply, and dangerously flawed.
Please be very careful with how you use it.
Some of you might be inclined to shrug and say, "that's deeper than I want to go with this", that "Paladin is just over analyzing it". But if that is the consensus, maybe that indicates that we shouldn't be using the alignment system at all.
Will player made missions be able to include alignment altering decisions?
Will we be able to replay alignment altering choices, either to increase the effect, or to alter the effect by making a different choice this time?
These are important questions.

Themightypaladin, you are right that these are important questions. Every other sentence above uses must or dangerous or should/shouldn't. It felt aggressive, not inappropriately so, but agggressive.

Here's my appropriately aggressive question. I note you chose to take offense at my different vision for the game. (One I note that specifically included you and your play style)

Will you?

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Choice is important. If a

Choice is important. If a player wants to avoid moral ambiguity that should be possible. If a player enjoys burying themselves in moral ambiguity that should also be possible. If a player is sadistic enough to crave the pursuit of destruction and chaos against unfeeling, unthinking, NPCs, that should also be possible. Having a full range of choices only becomes a critical issue when a player's choices impact the game play of someone else.

I hate PvP. Absolutely abhor it. I wasn't always this way, but I became this way after a series of games that forced me into PvP and I found myself matched up against gloating, condescending, cruel players one after another in an almost endless stream. I will not pay to run around beating up people nor will I pay to be the punching bag for sadists.

However, if a player wants to scream obscenities at NPC enemies I don't have a problem with it, especially if missions are instanced like they were in CoX and I almost never see it. It is very easy to learn who likes to scream obscenities and then avoid teaming with them.

Every individual is different and every player comes into a MMORPG expecting something different. It is not the responsibility of the game designers to impose a strict moral or ethical code on their players. A far more successful strategy is to have an ethical system in place that allows players to fall into whatever pattern they are comfortable with and does not punish those whose characters fall under a different ethical umbrella.

None of my villains were "evil" or "dark". But some players had very evil villains. There was one player in a VG I made after I broke off from Villainous Vixens who had three villains in my little SG. One of them a hero working undercover, one of them a morally bankrupt former business executive, and one of them a cold, psychotic sociopath that enjoyed inflicting pain. They played each character in a completely unique way that was very convincing. I have no idea what this person is like real life because I only knew then through the game and they were very seldom "out of character". They only went OOC for administrative tasks that could not be handled through decisions made by the character itself. In fact, I had to ban the sociopath from the inventory storage because he liked emptying the shelves and selling off the VG's crafting supplies. The undercover hero, on the other hand, never took anything from storage, not even low-level IOs. It was not unusual for the sociopath to empty the shelves on one day and the undercover hero to replenish them the next. For commons and uncommons that was fine, and kind of amusing. Not amusing when it involved rare items, naturally, thus the ban on the sociopath.

My point being, all three playstyles were equally possible and equally rewarding. That was one of the strengths of CoV and it only got better after the introduction of alignment shifting.

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If the choice is whom to save

If the choice is whom to save, I can save one then, sadly accepting my limitations, let the other go. But that's not how the question was posed. Choosing whom to Save is something I can live with, provided it doesn't come up too often. I can NOT accept being forced to choose whom to kill. That is a different sort of choice altogether and one I have no right to make.

In real life I can make the right choice, and accept the consequences, secure in the knowledge that, even if everyone else condemns my actions, my conscience is clear, In a story, we can see a hero make the same kind of painful decision and be on his side because we the readers (or viewers) know that he made the right choice. but in this game, God isn't the judge of right and wrong, and we can't even be sure that it's possible to do the right thing.

In the game, we are going to be given a specific set of options to choose from.

Even if I'm gifted with the wisdom of Solomon, and can clearly see a different course of action, that I would prefer to take, no other option will be available. The mission designer can Force people into situations where there is no right choice.
This is something I've feared ever since the shades of grey alignment mobility was first introduced in COX.

The worst part of it is that, because the choices can be made deliberately ambiguous by the mission designer, I won't have the option of playing the righteous Paladin who knows what to do. The mission designer can hide (or just fail to reveal) vital information that effects the morality of a decision. This was constantly going on in Praetoria and that was kind of the whole point of the place. You were damned if you don't, and damned if you do. There were NO real heroes and being a superhero wasn't really an option. That is what I fear.

I do not want to be a pawn, who gets deceived into doing evil, for most of the mission, or even for many missions and then turns on his masters when he learns the truth. That can make for an interesting story, but it makes for a terrible game. Because if I have to play through the game I'm the one being manipulated. I'm the one who fought for the wrong side and possibly did terrible things, that I now have to live with.

Superheroes shouldn't get manipulated.
In the words of David Crosby:
"And the reason why she loved him
was the reason I loved him too
He never wondered what was right or wrong
He just knew"

I don't have a problem with people who want to play morally ambiguous heroes. That's the reason we have a background story attached to our heroes, and I'm cool with having an alignment system that effects how NPCs see us and react to us. I'm also cool with allowing people to change their alignment if they want to. But that kind of thing should be our choice, our Clear choice, Not something we're Forced or Tricked into.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Brighellac
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

If the choice is whom to save, I can save one then, sadly accepting my limitations, let the other go. But that's not how the question was posed. Choosing whom to Save is something I can live with, provided it doesn't come up too often. I can NOT accept being forced to choose whom to kill. That is a different sort of choice altogether and one I have no right to make.
In real life I can make the right choice, and accept the consequences, secure in the knowledge that, even if everyone else condemns my actions, my conscience is clear, In a story, we can see a hero make the same kind of painful decision and be on his side because we the readers (or viewers) know that he made the right choice. but in this game, God isn't the judge of right and wrong, and we can't even be sure that it's possible to do the right thing.
In the game, we are going to be given a specific set of options to choose from.
Even if I'm gifted with the wisdom of Solomon, and can clearly see a different course of action, that I would prefer to take, no other option will be available. The mission designer can Force people into situations where there is no right choice.
This is something I've feared ever since the shades of grey alignment mobility was first introduced in COX.
The worst part of it is that, because the choices can be made deliberately ambiguous by the mission designer, I won't have the option of playing the righteous Paladin who knows what to do. The mission designer can hide (or just fail to reveal) vital information that effects the morality of a decision. This was constantly going on in Praetoria and that was kind of the whole point of the place. You were damned if you don't, and damned if you do. There were NO real heroes and being a superhero wasn't really an option. That is what I fear.
I do not want to be a pawn, who gets deceived into doing evil, for most of the mission, or even for many missions and then turns on his masters when he learns the truth. That can make for an interesting story, but it makes for a terrible game. Because if I have to play through the game I'm the one being manipulated. I'm the one who fought for the wrong side and possibly did terrible things, that I now have to live with.
Superheroes shouldn't get manipulated.
In the words of David Crosby:
"And the reason why she loved him
was the reason I loved him too
He never wondered what was right or wrong
He just knew"
I don't have a problem with people who want to play morally ambiguous heroes. That's the reason we have a background story attached to our heroes, and I'm cool with having an alignment system that effects how NPCs see us and react to us. I'm also cool with allowing people to change their alignment if they want to. But that kind of thing should be our choice, our Clear choice, Not something we're Forced or Tricked into.

I agree with things should be allowed to be a choice. That's why I'm excited by the alignment system.
I also think the auto complete mission should be incorporated for just the reason you discuss.

"I'd just told Butters that I wasn't magically bulletproof. What kind of arrogant ass would I be if I presumed I was morally infallible."

Harry Dresden, Cold Days

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I know I'm not morally

I know I'm not morally infallible.
But I like heroes who are
And I'd like the option to play one
without being sabotaged by the system

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I know I'm not morally infallible.
But I like heroes who are
And I'd like the option to play one
without being sabotaged by the system

And I think you should have the option to do so.

I just would like the option to play a hero who makes mistakes, sometimes awful ones, but strives to reject his darker urges to do the right thing or

A vengeance obsessed vigilante or

A gentleman rogue or

A temptress who pulls heroes to the left hand path

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Brighellac wrote:
Brighellac wrote:

And I think you should have the option to do so.
I just would like the option to play a hero who makes mistakes, sometimes awful ones, but strives to reject his darker urges to do the right thing or
A vengeance obsessed vigilante or
A gentleman rogue or
A temptress who pulls heroes to the left hand path

"

All of that is fine with me. As I already said:
"I don't have a problem with people who want to play morally ambiguous heroes. That's the reason we have a background story attached to our heroes, and I'm cool with having an alignment system that effects how NPCs see us and react to us. I'm also cool with allowing people to change their alignment if they want to."

I don't think that a system where choices are forced on us really adds anything valuable to that.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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Manipulation is a tool that

Manipulation is a tool that is used all the time. We are Manipulated by advertisements, by politicians, by religious leaders, by our peers, by our family, by our loved ones. Why should one expect a hero to be any different? Even the most noblest of heroes can be manipulated. In order for there to be good there has to be bad. One cannot experience good without experiencing bad. Otherwise, how would one know what good was?

With that being said, the alignment system will no doubt tug and pull your character back and forth between good and bad. As it should. It is now up to the player to decide how much good and how much bad their character does. I hope that there is no way for a character to be truly 100% good or 100% bad. For, to my knowledge, there should only be two people that truly are.

Now I'm not saying that it should be extremely difficult to make good decisions, or bad decisions. Just that there should be some give and take to the whole process. It's a delicate balancing act that has to be played.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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oOStaticOo wrote:
oOStaticOo wrote:

Manipulation is a tool that is used all the time. We are Manipulated by advertisements, by politicians, by religious leaders, by our peers, by our family, by our loved ones. Why should one expect a hero to be any different? Even the most noblest of heroes can be manipulated. In order for there to be good there has to be bad. One cannot experience good without experiencing bad. Otherwise, how would one know what good was?
With that being said, the alignment system will no doubt tug and pull your character back and forth between good and bad. As it should. It is now up to the player to decide how much good and how much bad their character does. I hope that there is no way for a character to be truly 100% good or 100% bad. For, to my knowledge, there should only be two people that truly are.
Now I'm not saying that it should be extremely difficult to make good decisions, or bad decisions. Just that there should be some give and take to the whole process. It's a delicate balancing act that has to be played.

If the devs agree with you, I will not be playing this game.
I don't like being manipulated. I don't think anyone else does either.
and the fact that it happens is no excuse for doing it.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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That's the thing, most people

That's the thing, most people don't realize they are being manipulated. Then when they do realize it, they do something about it. It changes their outlook, personality, morals, decisions. It can make them be a better person, or a worse person.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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or it can just make us not

or it can just make us not want to play the game

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Paladin,

Paladin,

Which would you answer?

[img]http://i.imgur.com/x7hsJD9.png[/img]

We ALL know which one i would choose. ;)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

or it can just make us not want to play the game

Paladin - the "do what I want or I'm not gonna play the game" posts do not add anything to the discussion, it just makes you come across as childish.

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I don't make such a statement

I don't make such a statement lightly, nor would I bother saying it if I didn't think a lot of other people are likely to have a similar reaction.
Anyway this discussion has moved to another thread, because it was kind of hijacking this one.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

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You could always have a thing

You could always have a thing where the player can use a mic to say their character's name or a voice program that lets you phoentically determine how your name is simulated - and then insert your name here modulated to sound like the actor. If it didnt come off quite right, people would at least laugh every time. Of course, that would increase the amount of GM bans needed because people would be way more interested than usual in naming their duperhero "Fartknockers Man"

Brand X wrote:

Nadira wrote:
Plexius wrote:

In general the missions in The Secret World are absolutely top notch, and should be studied by any game developer aiming at a game which incorporates story telling through their missions. Forget about SW:TOR and its much vaunted voice-acting. The stories are nice and on occasion interesting, but they are downright primitive next to TSW.

I think this of FFXIV. Just wonderfully done imo when it comes to the various ways to mission.
As for voice acting, don't care for it really. For one, voice acting means they never say my character's name. Second, in the case of FFXIV it forgoes my character talking. Lastly, I may or may not care for the voice acting, which could have me going *Sigh* with a scene.

I saw a werewolf with a Chinese menu in his hand,
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Fartknockers Man is a fine

Fartknockers Man is a fine hero. His poor taste is his only weakness.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I don't make such a statement lightly

Perhaps not ... but you do make it an awful lot ... :(

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Redlynne wrote:
Redlynne wrote:

TheMightyPaladin wrote:
I don't make such a statement lightly
Perhaps not ... but you do make it an awful lot ... :(

There are a lot of ideas being proposed and they can't all be great.
Some of the bad ones are so bad that, if they were used, they would ruin the game.
An MMO is an expensive luxury to me. I can only afford one a year.
Currently it's Dungeons & Dragons online.
If this game is going to include features that would make me unable to enjoy it, then I'm not going to spend my money on it.
I've been playing Dungeons & Dragons Online for 5 years now.
Switching will be a big move.
My son likes DDO and he'll have to give it up when I switch.
(or downgrade to a free account which will suck, because it locks him out of more than half the game.)
I'm not going to do that to him unless I'm sure that we're both going to like this new game at least as much as DDO.
I don't imagine that my situation is unique either.
If I say an idea is so bad that I wouldn't play, then I suspect it would ruin the game for a lot of others as well.
I really do want this game to be good.
I like Superheroes more than swords & sorcery, and S&S characters can fit into a superhero world just fine.
My son also likes superheroes and was a big fan of COH. but he likes S&S better.
He grew up on Zelda not Superman.
and I know he doesn't accept change easily (we both have asperger syndrome) so I'm looking very carefully at this game and I will weigh my decision.

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As is often the case, I can

As is often the case, I can see both sides of the discussion. Some people, Like Paladin, don't like the idea of morally ambiguous heroes. Manny people who read Superman do so because he seldom wavers in his stance on many moral issues. DC Comics stays away from many of the stickier moral questions (abortion etc) for this reason.

On the flip side, many people LIKE the reality of the morally tough question. It helps them immerse in the world they're playing in when the choices resemble, even distantly, real life choices. Some of these choices, many of them in fact, can be tough ones. Such people read the grittier comics or the stories where the hero simply can't save everyone no matter what.

Personally I feel bad for Superman writers or the writers of any comic that has gone on so long. There is SO MUCH history to wade through and consider that I feel that the writers are constrained by history. "Hey Chief...I got a great idea for this plot where..." "Can't do it unless you take into consideration that thing that happened three years ago." How frustrating would it be to hear that over and over? Worse, new writers try to change things to suit their own vision and now the character that may have been loved for a decade or more now goes into rewrite tailspin and the readers and fans hate it (*cough*... Spiderman...* cough*).

I have confidence that the Revs, many of whom have felt these very same feelings, will figure this out. Their pledge to not force anyone into PvP encourages me to believe that they'll write stories that everyone can enjoy. Anything you, as a player, fall into that you don't like and they'll have an opt-out button of some kind.

There is no right or wrong here as long as everyone realizes that their view is not the only view and are willing to let others enjoy the game too.

I remember when Star Wars was cool...a long, long time ago...

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Redlynne wrote:
TheMightyPaladin wrote:
I don't make such a statement lightly

Perhaps not ... but you do make it an awful lot ... :(

There are a lot of ideas being proposed and they can't all be great.
Some of the bad ones are so bad that, if they were used, they would ruin the game.
An MMO is an expensive luxury to me. I can only afford one a year.
Currently it's Dungeons & Dragons online.
If this game is going to include features that would make me unable to enjoy it, then I'm not going to spend my money on it.
I've been playing Dungeons & Dragons Online for 5 years now.
Switching will be a big move.
My son likes DDO and he'll have to give it up when I switch.
(or downgrade to a free account which will suck, because it locks him out of more than half the game.)
I'm not going to do that to him unless I'm sure that we're both going to like this new game at least as much as DDO.
I don't imagine that my situation is unique either.
If I say an idea is so bad that I wouldn't play, then I suspect it would ruin the game for a lot of others as well.
I really do want this game to be good.
I like Superheroes more than swords & sorcery, and S&S characters can fit into a superhero world just fine.
My son also likes superheroes and was a big fan of COH. but he likes S&S better.
He grew up on Zelda not Superman.
and I know he doesn't accept change easily (we both have asperger syndrome) so I'm looking very carefully at this game and I will weigh my decision.

I think you mean, ruin the game for you.

While they're not going to do it for instance, I'd say the idea of having a combat system akin to TERA would be great. It's considered one of the best combat systems in mmos...to bad the rest of the game gets to much flak :(

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No I don't mean "For Me"'.

No I don't mean "For Me"'.
In case you haven't noticed I don't feel the need to water down everything I say by pointing out that it's just my opinion.
I assume everyone here knows that already.
You obviously know it since you wanted to point it out.
I think it's condescending and insulting be told the obvious so I don't do it to other people.
I mean what I said and that's all I mean.

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TheMightyPaladin does not

TheMightyPaladin does not speak for me. Long as the devs understand that I'm cool.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

No I don't mean "For Me"'.
In case you haven't noticed I don't feel the need to water down everything I say by pointing out that it's just my opinion.
I assume everyone here knows that already.
You obviously know it since you wanted to point it out.
I think it's condescending and insulting be told the obvious so I don't do it to other people.
I mean what I said and that's all I mean.

yes, and the point was, you were wrong. :p

I think the biggest mistake this game could do is cater to those who want CoH back.

No alignment system? But it's a great idea! It might even play out better than TOR's story chat options, as the alignment system can keep going. The story chat options tend to feel like they all get you to the same spot regardless and lots of choices you make get forgotten. Alignment system means you keep changing or staying the same!

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Brand X wrote:
Brand X wrote:

I think the biggest mistake this game could do is cater to those who want CoH back.

And I think you are dead wrong.

That is the reason why this game is being made.

People want CoH back.

Granted we can't have it back, and granted there are things that are not possible to bring back due to litigation. But we can strive to recreate a similar game that we all once loved and lost.

If I wanted to play a different MMO that isn't CoH, I would play it. I don't want that. I want to play CoH, or at least something as close to it as I can get.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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oOStaticOo wrote:
oOStaticOo wrote:

Brand X wrote:
I think the biggest mistake this game could do is cater to those who want CoH back.

And I think you are dead wrong.

And I agree with the sentiment that CoH should stay CoH.

CoT is something original and amazing on its own. I'm trying to focus on what was great about CoH and I sincerely do not live in the "bring back CoH" bubble. The CoH people I sincerely hope come back, but even more than that I hope new players and lovers of other MMORPG feel at home in Titan City

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Brand X wrote:
Brand X wrote:

yes, and the point was, you were wrong. :p
I think the biggest mistake this game could do is cater to those who want CoH back.
No alignment system? But it's a great idea! It might even play out better than TOR's story chat options, as the alignment system can keep going. The story chat options tend to feel like they all get you to the same spot regardless and lots of choices you make get forgotten. Alignment system means you keep changing or staying the same!

See isn't this much easier when you just tell me I'm wrong and talk about why?
Now we can really discuss our disagreement and hopefully resolve our differences.

But I never said no alignment system.
I'm totally in favor of an alignment system.
I'm just have some concerns about THIS system, as it currently stands.
However, as I said above, I felt like this discussion of the alignment system was kind of hijacking this thread so I started a new one.

http://cityoftitans.com/forum/alignment-system-scares-me

Hopefully this thread can get back to suggesting things we can do in missions besides fighting.
and we can discus alignment over there.

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oOStaticOo wrote:
oOStaticOo wrote:

Brand X wrote:
I think the biggest mistake this game could do is cater to those who want CoH back.

And I think you are dead wrong.
That is the reason why this game is being made.
People want CoH back.
Granted we can't have it back, and granted there are things that are not possible to bring back due to litigation. But we can strive to recreate a similar game that we all once loved and lost.
If I wanted to play a different MMO that isn't CoH, I would play it. I don't want that. I want to play CoH, or at least something as close to it as I can get.

I loved CoH. However it got cancelled for a reason. Not enough people where playing it. CoT needs to be profitable enough to keep updates coming at a decent pace or it's just going to see a drop off of players (which it would likely see anyways...but we want to try to keep as many as we can, right?)

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And once again, you are wrong

And once again, you are wrong.

You ASSUME that the reason why CoH was shut down was because there wasn't enough people playing and it wasn't making a profit. That is incorrect. There were plenty enough people playing and it was making a profit. They were even making enough profit to continue developing new things for the game. It got shut down because it wasn't making ENOUGH of a profit for NCSOFT to further fund their other endeavors, and it wasn't catering to their Eastern clientele. On it's own Paragon Studios and CoH was doing fine.

Jaybezz

Yes, CoH was CoH and nothing will ever be CoH. However, there is nothing wrong in trying to make CoT as close as we can to CoH, with improvements of course. Obviously we have better technology and can therefore do more things with it. Obviously in working from the ground up coding can be done better so that it is more easier for the Developers to implement new ideas into the game at later dates. Obviously we can take some of the things that were just impossible to do with CoH that people wanted to be done and include them in CoT to make it better. That does not mean that we have to stray as far left from the path of CoH as SOME people would like for us to do. As I've said before, "I WANT to play CoH, I can't. They took it away from me and unless there is some divine interaction from (insert deity here) there is no way I can play it again. If I WANT to play a DIFFERENT MMO, then I will go play that different MMO. I don't WANT to play a different MMO, I WANT to play CoH. So if I can find something that is as CLOSE to CoH as I can possibly get, then that is what I will play and gladly give my money to. I'm HOPING that CoT will be as close to CoH as they can possibly make it, with improvements of course, so I can give them my money and once again have a home to play an MMO with all my friends again."

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Indeed and well said my

Indeed and well said my friend.

Puny Heroes.

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Regardless of the reason for

Regardless of the reason for it's closure there is no mistaking that City of Heroes had some major issues.

Population DID decrease drastically.
It profit (if any) was not substantial enough as a business even if players thought it was as a game
The graphics were in desperate need of updating to stay competitive
The code was extremely buggy
The limitations of their combat system were very apparent and no longer neccesary in modern games

I'm saying that for every player that wants to play CoH there are 3 players who love MMOs that didn't love CoH. So many people here on the forums are CoH players and fans. Great.

In the same way Wildstar catered only to one crowd of player, I sincerely do not want Titans to follow that same mistake. Make a game that people will enjoy and try to keep only the FEELING of nostalgia. I don't want to go to the same zones, the same missions, the same ANYTHING as CoH.

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Yes everything should be

Yes everything should be modernized. This is supposed to be a next generation MMO after all. I simply think we need to take what was shut down and improve upon its system based on what was done wrong in its past as well as CO's and DCUOs. I'm not too keen on caring for every other fantasy or what have you MMO out there however.

For example the recent expansion for WoW has essentially left the place barren with most people huddled in garrisons. The game was damaged quite abit and lost another chunk of subscribers yet the forums still had plenty of people who applauded what was going on. I'm not saying we shouldn't try to be attracting crowds in other MMO genres but I am saying that a good chunk of them don't have opinions that are going to make the game better in reality. I have also played Tera and such but only bring up WoW because it seemed most relevant.

Puny Heroes.

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There is a strong enough

There is a strong enough yearning for the niche CoH filled - and which none of its competitors fill now - that CoT has a following as a potential to fill that niche. We do aim to fill that niche. We are not CoH; we are not remaking CoH; we could not remake it if we wanted to. We are making a game about superpowered heroes, villains, and those in between, and we seek to fill the yearning people have for comic-themed action and adventure. Thwarting bad guys and executing brilliant plans. Using your powers to solve problems as only those with superhuman abilities can.

Telling a particular genre of stories and, we hope, letting you shape them into something personal and powerful and great fun.

Or just running around and being superpowerful because it's fun.

Regarding my comments on the "hero's dilemma" as a failure mode, I don't think people quite took away from that what I meant.

Let's say you're on Mission To Stop the Mad Mime. You do not successfully thwart the first half of his plan (which in most MMOs would be "mission fail" and time to start the mission over...or would have been the only option and would be a successful mission despite your plot-based failure). In a game where failure is an option, however, having failed the last one gives you a different next mission than if you'd succeeded. Having failed, perhaps he got away with kidnapping your plucky young mortal friend and the police chief. Now, your mission involves choosing whether to save both of them, or to stop the Mad Mime from permanently silencing half the city and save one of them (and which to save). Because you failed - got the "bad end" - the last mission, this mission features a hard choice.

If you'd succeeded the last mission - gotten the "good end" - the Mad Mime wouldn't have his hostages, perhaps, and so your mission would be instead to stop him from silencing the city while racing against a different clock (maybe he has his Silencer set up in two locations...but you can in theory get both taken care of).

So it wouldn't be that you're faced with the Hard Choice just because the writer decided to force you into it; it is a failure mode wherein now your task is to salvage what you can, having been bested by the bad guy earlier in the arc.

This is just me musing, mind. I'm not on the composition team.

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This reminds me of the

This reminds me of the original Wing Commander mission structure. There were basically three columns of missions you were in. If you did well enough you go sorted into the "good" column and the war is going well for the humans. If you did badly, you got sorted into the "bad" column and the wat was going badly. If you did okay, you stayed in the "middle" column. The nice thing about that was that two "good" performances in a row would shift you "good-ward" twice and get you from "bad" to "good" by going through the intermediate step of "medium" first. I could see something like that working for this game on a per-arc basis, or even for TFs, which would make a lot of the content more repeatable in the sense that it could be done in a number of different ways.

You could even mix it up a little in terms of sequencing. For example, let's say you have a 6-mission arc. If you do really well in mission 1, it triggers you to get a helping hand from the hero you rescued who shows up in missions 4 and 5 to help out, etc. If you DON'T manage to rescue that hostage, you don't get that, etc. MAybe instead you get their sidekick who is less useful, can't be stealthy, and tends to get into trouble more *cough*Fusionette*cough*....

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Segev wrote:
Segev wrote:

There is a strong enough yearning for the niche CoH filled - and which none of its competitors fill now - that CoT has a following as a potential to fill that niche. We do aim to fill that niche.

That's all I'm looking for. Not a copy of the old game, but a new game to fill the niche without trying to copy all other MMOs just because they are more recent.

Segev wrote:

Let's say you're on Mission To Stop the Mad Mime. You do not successfully thwart the first half of his plan (which in most MMOs would be "mission fail" and time to start the mission over...or would have been the only option and would be a successful mission despite your plot-based failure). In a game where failure is an option, however, having failed the last one gives you a different next mission than if you'd succeeded. Having failed, perhaps he got away with kidnapping your plucky young mortal friend and the police chief. Now, your mission involves choosing whether to save both of them, or to stop the Mad Mime from permanently silencing half the city and save one of them (and which to save). Because you failed - got the "bad end" - the last mission, this mission features a hard choice.
If you'd succeeded the last mission - gotten the "good end" - the Mad Mime wouldn't have his hostages, perhaps, and so your mission would be instead to stop him from silencing the city while racing against a different clock (maybe he has his Silencer set up in two locations...but you can in theory get both taken care of).
So it wouldn't be that you're faced with the Hard Choice just because the writer decided to force you into it; it is a failure mode wherein now your task is to salvage what you can, having been bested by the bad guy earlier in the arc.
This is just me musing, mind. I'm not on the composition team.

Nevertheless, I dearly hope the Comp Team is listening to you. I would love the depth and replayability such a scheme would offer.

Spurn all ye kindle.

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Segev wrote:
Segev wrote:

There is a strong enough yearning for the niche CoH filled - and which none of its competitors fill now - that CoT has a following as a potential to fill that niche. We do aim to fill that niche. We are not CoH; we are not remaking CoH; we could not remake it if we wanted to. We are making a game about superpowered heroes, villains, and those in between, and we seek to fill the yearning people have for comic-themed action and adventure. Thwarting bad guys and executing brilliant plans. Using your powers to solve problems as only those with superhuman abilities can.
Telling a particular genre of stories and, we hope, letting you shape them into something personal and powerful and great fun.
Or just running around and being superpowerful because it's fun.
Regarding my comments on the "hero's dilemma" as a failure mode, I don't think people quite took away from that what I meant.
Let's say you're on Mission To Stop the Mad Mime. You do not successfully thwart the first half of his plan (which in most MMOs would be "mission fail" and time to start the mission over...or would have been the only option and would be a successful mission despite your plot-based failure). In a game where failure is an option, however, having failed the last one gives you a different next mission than if you'd succeeded. Having failed, perhaps he got away with kidnapping your plucky young mortal friend and the police chief. Now, your mission involves choosing whether to save both of them, or to stop the Mad Mime from permanently silencing half the city and save one of them (and which to save). Because you failed - got the "bad end" - the last mission, this mission features a hard choice.
If you'd succeeded the last mission - gotten the "good end" - the Mad Mime wouldn't have his hostages, perhaps, and so your mission would be instead to stop him from silencing the city while racing against a different clock (maybe he has his Silencer set up in two locations...but you can in theory get both taken care of).
So it wouldn't be that you're faced with the Hard Choice just because the writer decided to force you into it; it is a failure mode wherein now your task is to salvage what you can, having been bested by the bad guy earlier in the arc.
This is just me musing, mind. I'm not on the composition team.

Let me just go on record to say I love everything about this idea!

I feel a deep sympathy for those who are forced to program it and write it, however. Branching storylines quickly become exponential trees of infinite work. I know. At Writing.com I have started and deleted many because after 30 or 40 chapters just keeping track of the storylines took too much time. It was much easier to contribute a chapter here or there to someone else's headache, or when I felt ambitious a single branch.

Trying to manage the work of others was even harder than creating my own. Some people just do not understand things like plot, character development, and rules of a genre.

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oOStaticOo wrote:
oOStaticOo wrote:

And once again, you are wrong.
You ASSUME that the reason why CoH was shut down was because there wasn't enough people playing and it wasn't making a profit. That is incorrect. There were plenty enough people playing and it was making a profit. They were even making enough profit to continue developing new things for the game. It got shut down because it wasn't making ENOUGH of a profit for NCSOFT to further fund their other endeavors, and it wasn't catering to their Eastern clientele. On it's own Paragon Studios and CoH was doing fine.

That's the same thing because we have the same worry with CoT. We want to believe it will be different because it's a fan based game, but it still will have all the problems associated with a company. Not ENOUGH profit and we see it shut down.

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Segev wrote:
Segev wrote:

There is a strong enough yearning for the niche CoH filled - and which none of its competitors fill now - that CoT has a following as a potential to fill that niche. We do aim to fill that niche. We are not CoH; we are not remaking CoH; we could not remake it if we wanted to. We are making a game about superpowered heroes, villains, and those in between, and we seek to fill the yearning people have for comic-themed action and adventure. Thwarting bad guys and executing brilliant plans. Using your powers to solve problems as only those with superhuman abilities can.
Telling a particular genre of stories and, we hope, letting you shape them into something personal and powerful and great fun.
Or just running around and being superpowerful because it's fun.
Regarding my comments on the "hero's dilemma" as a failure mode, I don't think people quite took away from that what I meant.
Let's say you're on Mission To Stop the Mad Mime. You do not successfully thwart the first half of his plan (which in most MMOs would be "mission fail" and time to start the mission over...or would have been the only option and would be a successful mission despite your plot-based failure). In a game where failure is an option, however, having failed the last one gives you a different next mission than if you'd succeeded. Having failed, perhaps he got away with kidnapping your plucky young mortal friend and the police chief. Now, your mission involves choosing whether to save both of them, or to stop the Mad Mime from permanently silencing half the city and save one of them (and which to save). Because you failed - got the "bad end" - the last mission, this mission features a hard choice.
If you'd succeeded the last mission - gotten the "good end" - the Mad Mime wouldn't have his hostages, perhaps, and so your mission would be instead to stop him from silencing the city while racing against a different clock (maybe he has his Silencer set up in two locations...but you can in theory get both taken care of).
So it wouldn't be that you're faced with the Hard Choice just because the writer decided to force you into it; it is a failure mode wherein now your task is to salvage what you can, having been bested by the bad guy earlier in the arc.
This is just me musing, mind. I'm not on the composition team.

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Brand X wrote:
Brand X wrote:

oOStaticOo wrote:
And once again, you are wrong.
You ASSUME that the reason why CoH was shut down was because there wasn't enough people playing and it wasn't making a profit. That is incorrect. There were plenty enough people playing and it was making a profit. They were even making enough profit to continue developing new things for the game. It got shut down because it wasn't making ENOUGH of a profit for NCSOFT to further fund their other endeavors, and it wasn't catering to their Eastern clientele. On it's own Paragon Studios and CoH was doing fine.

That's the same thing because we have the same worry with CoT. We want to believe it will be different because it's a fan based game, but it still will have all the problems associated with a company. Not ENOUGH profit and we see it shut down.

And wrong again.

NCSOFT is a big corporation that runs other projects besides CoH. Therefore COH wasn't profitable enough for THEM, so that THEY could fund their other projects.

MWM is not some big corporation with other projects they are trying to fund and create, yet. I highly doubt that we will have the same issue from them as we did from NCSOFT. Also, being the fact that this game is being created by players that loved playing CoH and were heartbroken by the shutdown, I highly doubt MWM will completely shut down the game so that nobody can ever play it again if it does ever reach that point.

But I do give you an A for effort.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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About the only way I expect,

About the only way I expect, once the game is up and running, to see it at risk of shutting down is if we literally cannot afford to keep the (literal and proverbial) lights on. There are sad stages between "successful and thriving" and that depressing turn of events, though, so just keeping it "around" is not enough to satisfy us. We want it successful and thriving, because that will make the game ... well, thrive. ...that's redundant. I'll shut up now.

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Right, but I don't see you

Right, but I don't see you guys completely killing CoT just because it isn't making ENOUGH of a profit. No profit and driving you completely in the red, yes. Some profit that is enough to keep the lights on, no. I seriously doubt that if you design this game much like CoH did that you won't have enough people providing you with enough money to keep the lights on for the game. That would be worst case scenario, in my mind. I would think that you will have enough people to help keep the lights on and even provide a small profit in the process.

I got chills! They're multiplyin'. And I'm losin' control. Cuz the power, I'm supplyin'. Why it's ELECTRIFYIN'!!

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Honestly, I expect that as a

Honestly, I expect that as a bare minimum. I have high hopes that we'll be - for a small studio, at least - fabulously successful. Not because I'm thinking "we'll be millionairs" (though that'd be nice), but because I see this as a truly viable business structure if we do it right.

But yes, even if we are only able to get enough income to keep the proverbial and literal lights on, we will do so. We won't shut down just because it's not "enough" profit, as long as there are enough people interested to put in the work to keep it running.

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That's the attitude I like to

That's the attitude I like to hear. Were going to be a strong, independent MMO that don't need no other MMO telling it how to do its thing.

Puny Heroes.

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oOStaticOo wrote:
oOStaticOo wrote:

Right, but I don't see you guys completely killing CoT just because it isn't making ENOUGH of a profit. No profit and driving you completely in the red, yes. Some profit that is enough to keep the lights on, no. I seriously doubt that if you design this game much like CoH did that you won't have enough people providing you with enough money to keep the lights on for the game. That would be worst case scenario, in my mind. I would think that you will have enough people to help keep the lights on and even provide a small profit in the process.

Will just have to hope your right. I just have less faith that the game will get far without a decent profit.

The difference I do see, is they said they plan to have it setup to where even if it closes down, people can still play it.

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Brand X wrote:
Brand X wrote:

.. they said they plan to have it setup to where even if it closes down, people can still play it.

+1

And continue work on the Source? ;D

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Going back to the original

Going back to the original post's main subject, I remember doing things in CoX (like the TPN Trial) where there were things you had to do and things that were "distractions" that required some people to do this, and others to do that, in some reasonably orchestrated fashion. More of that would be good.

specific examples:

The potted plant: You must preserve the potted plant and make sure it doesn't get destroyed by the baddies while defeating the end boss. Minions spawn every so often and try to attack it. It's a living thing, so it can be healed, but it is immobile and cannot attack.

The generator: The generator powers up the end boss's equipment in some way and must be destroyed to debuff the boss or make his/her invulnerability drop. Attack the generator until it is destroyed.

The computer: You must find a code in the early parts of the trial and enter it into the computer to bypass the security and allow the team to get the drop on the end boss. The code can be any alphanumeric string of some length, you might find it all at once or bit by bit. The instructions might be to enter it backwards or just the last 3 digits, etc. So you don't just click on the glowwie, you click on it, and it pops up a window that asks you to type in the code or whatever part of it is asked for in whatever order. This will require the PLAYERS to keep track of the code. Different players might find different parts, you might find the same part twice, etc. Communication is key on the team with this and you'll need to type while you interact with the computer, so its a lot harder to do other things like attack.

The lock: You found the Key in some earlier part of the trial, or maybe you found A key, not THE key, or maybe you found multiple keys. You have to try out different keys on different locks, or maybe you got clues as to which one opens which, etc. When you click on the glowwie it pops up a window with one of more locks and a tray of one or more keys you can use on them, you have to drag the correct to to the correct lock and slot it in. Get it wrong and the vault won't open, etc and you have to try again, starting from the beginning.

The circuit board: You have to repair the console and get to working to avert the doomsday weapon after the underboss smashed it. You click a glowwie, it pops up a window with a graphic of several different shaped slots and you have to fit different shaped microchips into them. The chips can be rotated 90 or 180 degrees. This would be like doing the "put the square peg into the square hole" kids puzzle, only the chips are labeled, numbered, some are the same shape, you might need to put them in in a specific order, you might have more chips than you need, you might have one that's "universal" and can slot in anywhere, etc.

The reactor: The reactor will overheat and cause a meltdown if you don't keep it cool. Use cold powers (anything that does "-slow as a secondary effect" damage type), temp powers you might have picked up, objects that look like harmless window dressing that might help (the fire extinguisher, the water cooler, cold pack in the first aid kit, etc). The reactor doesn't require constant attention, but it can heat up quickly if not checked frequently.

The sample analyser: While the team keeps the boss busy, you have to run through the map with a temp power and take samples of different exotic crystals/fluids, etc encountered in the trial. Each sample can be analyzed at the analyzer station in the boss room and ONE of them hold the key to defeating the boss. Or maybe you have to analyze them all to get it to work, etc.

The ubergun: You have to collect the various parts of the ubergun then assemble them correctly and charge it up to defeat the boss. This requires getting all the pieces, which were probably glowwies you had to find earlier, and the person who clicked the glowwie got the part, or maybe they got a temporary buff or temp power instead (like in the abandoned sewer trial, you don't know what you get until you get it). People will have wanted those golwwies so there needs to communication to get the parts to the one person who is going to assemble the ubergun (uses player-to-player trade function, like trading SOs to the person standing next to you in CoX). Assembly requires interacting with a glowwie in the boss room and you have to fit the pieces together, then you have to wait while it charges and make sure it doesn't get destroyed in the meantime.

The portal: Demons/robots/something are flooding into the room through a magic portal or teleporter, etc. It can't be attacked, but you can disrupt and close it by correctly arranging the magic runes or re-tuning the hyperwave antenna to jam it, etc. You click a glowwie and have to use trial and error to move a set of objects around on a board until the portal starts to close. This could be as simple as having Enhancement slots in a popup window and a tray of crystals or whatever that you drag and drop.

Some of these are getting redundant, but you get the idea.

R.S.O. of Phoenix Rising

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More stuff:

More stuff:

The Guitar Hero: the glowwie pops up a window that has a scrolling set of symbols, you have to keep up with it by pressing the F1-F4 keys as each symbol crosses the finish line.

The Simon: the glowwie makes you press function keys or WASD keys or whatever in a given order, like I described in an earlier post

The Rochambeau: The glowwie popup will throw "square", "circle" or "triangle" and you have to throw the appropriate counter-sign, agains using WASD or function keys. The glowwie wins all ties. You could even makes this a repeated thing and have a temp power that lets you see the glowwie's sign slightly ahead of time so as to be able to cheat it and win.

The Horadric Cube: drop special Enhancements that you collected in the early parts of the TF into a tray in specific combinations/order then press the "transmute" buttton to make some cool temp power or unlock something.

The Jigsaw: Rearrange tiles to form a picture.

None of this is really new, and a lot of what's in my previous post was in CoX even, in different places.

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I don't know how much in the

I don't know how much in the way of "arcade action" can be done with these sort of "click the glowwie, it pops up a window" things, but depending on how hard it is to code, you could have some more "dexterity/timing" based games too, such as:

The Missile Command: Enemy spies have launched the missiles and aimed them at the missile base itself! Oh noes! You quickly get to the command terminal and click it. A window pops up, you see a radar screen with incoming missiles on it. Use the A and D buttons to rotate the "Anti-missile missile gun" clockwise and counterclockwise and the click the "FIRE" button with the mouse pointer to shoot exploding shells at incoming missiles. The longer you hold down the button, the longer the timer/fuse is on the shell. Then it will sometimes load a "smart bomb" shell that explodes when it gets close enough to a missile to take it out. Some shells explode bigger than others, etc.

The ion chamber: You click a glowwie and it pops up a window, there's "magnetic selector" in the center of a "chamber" . Ions shoot into the chamber from a pair of inlets, one on the left the other on the right. As the ions get to the magnet, you have to shoot them either up or down based on what they are (good isotope versus bad isotope, etc). Every once in a while an ion of reversed polarity comes at you and it will react the OPPOSITE way to the magnet.

Maxwell's demon: You have to open a door to let fast moving particles go from the right side of a partitioned volume to the left, while at the same time letting slow moving particles go from left to right. Eventually the system reaches the desired temperature difference and your work is done ;)

R.S.O. of Phoenix Rising

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Never underestimate the

Never underestimate the determination of Players to try and Solo content that requires cooperation.

I remember one of the holiday events in WoW that involved burning buildings and needing to throw buckets of water on them to put out the flames. If you had 3 Players cooperating together, you could clear the even in like 3 minutes. But if you had 30 Players all trying to Solo it and refusing to cooperate AT ALL it was very likely that the buildings would all burn down after 15 minutes (or whatever the time limit was).

All you had to do was form a bucket brigade to win. Pass thrown buckets of water from Player to Player to Building Fire. Simple ... right?

I don't know how many times I saw DOZENS of Players ignore my constant stream of buckets being tossed exactly where someone needed to be to form the next link in the bucket chain so as to do the content as quickly, easily and efficiently as possible. It was as if anything having to do with cooperative teamwork would give you Cooties or something. There'd be people dashing around madly NOT LEARNING and doing the definition of insanity and failing the event over and over again. It was just maddening.

Star Trek Online decided they wanted to do something equally frustrating as that experience. Cryptic implemented [url=http://sto.gamepedia.com/Mission:_Borg_Disconnected]Borg Disconnected[/url] in the PvE queues.

Basic idea is that a team of 5 has to split up in 3 different directions. At each of these 3 locations (spaced too far apart to help each other), there are Friendly NPCs that spawn in to be rescued and hostile Foe NPCs that also spawn in to destroy you. The Friendly NPCs are being drawn towards Assimilation stations that convert the Friendly NPCs into Foes, thus preventing them from being counted towards your Victory Requirements.

Obviously, in order to do this content successfully you need to have one team of 5 split up to take on 3 concurrent battles, in which you need to have 1 tank and 1 rescuer ... because all the Foe NPCs are shooting at you with weapons that inflict Damage over Time and that while you're burning you can't rescue the Friendly NPCs (which immediately warp out and don't help, thank you VERY much!). So you can't advance the progress bar on the rescues while taking any damage ... thank you Cryptic.

And if all of this sounds frustrating to have to put up with ... you're right. It is for all intents and purposes a "jump through hoops" exercise so overtuned that pretty much only "perfect" teams that have way too much experience with the (frustrating) content even have a hope in Hades of ever completing it. PuGs just get routed and slaughtered ... because they lack both teamwork AND ideal balance for taking on the demands of this challenge.

Needless to say, Borg Disconnected has been judged to be "a real stinker" of a PvE queue in STO.

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The facts that some people

The facts that some people will try very hard not to think about what they're doing, not to communicate with others, and not to even CONSIDER following orders on a team are all true, but so what?

1. Some people have complained that not all group content in CoX necessarily NEEDED a given group size to actually DO it, yet required a team of X people to be allowed to begin. Those people would argue that the dedicated soloists should be allowed to at least TRY to do everything on their own if that's their play style choice. If some of this "teamwork required" stuff requires a team of X size to begin the TF then actually NEEDS that many to be able to successfully pass a given part of the TF, then that at least justifies the need for the content to be "team size gated" if nothing else, and I'm okay with that.

2. The content designers are on the hook to make it fun. This is not the same as making it "easy to do", "easy to get done right the first time every time" or "easy to solo". If durdles want to durdle around durdling up a TF they're free to do so. This is really no better or worse than people refusing to slow down for the rest of the group in straight-up "clear the map" crawls.

3. If the popularity of the thing is low based on something other than time it takes to complete, you can usually award more swag at the end (Reward Merits in CoX for example) to encourage more people to try it. Or give that TF a reward at the end that ONLY it gives, like the Statesman TF or the Hamidon Raids had in CoX.

4. I think everyone would agree that if it's SO hard to do as to be unenjoyable even by those who did it successfully, it's a bad design. So like, if successfully completing the TF causes you to have play it in such a way that NOBODY is having fun, then that's bad design. But that's not the same thing as making it "user friendly" enough to do it easily the first time every time either. You need to strike a balance.

5. If people are going to turn off chat or ignore it while they play, you can't make them listen to directions. If they're apt to troll you by pretending they care and then screwwing you later at the crucial point in the mission, you can't really stop them either. Neither of those things are the fault of the designers. Sometimes the game sucks because of the people you're playing it with. None of that should dissuade anyone from writing up good cooperative content that requires teamwork, in my opinion.

6. Last year or the year before that, according to a programmer friend of mine, some guys hooked up a website that allowed them to essentially crowd-source a run through the game Pokemon. I allowed anyone with a web browser to send commands to the program just like playing it on a gameboy. Hundreds of people would send the same command at about the same time, the game would porcess all of them first received-first executed, and as you can imagine it was almost total chaos. The crowd DID eventually finish the game and "collect them all" though, so there's a light at the end of the tunnel for this kind of thing, I feel.

R.S.O. of Phoenix Rising

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Radiac wrote:
Radiac wrote:

6. Last year or the year before that, according to a programmer friend of mine, some guys hooked up a website that allowed them to essentially crowd-source a run through the game Pokemon. I allowed anyone with a web browser to send commands to the program just like playing it on a gameboy. Hundreds of people would send the same command at about the same time, the game would porcess all of them first received-first executed, and as you can imagine it was almost total chaos. The crowd DID eventually finish the game and "collect them all" though, so there's a light at the end of the tunnel for this kind of thing, I feel.

That was last year, and it was "Twitch plays Pokemon".

It also had 2 main "control" modes:

Democracy: Moves are tallied up over 30 seconds. Move with the most "votes" wins, and gets executed.
Anarchy: All moves processed in order.

And you could also vote to either go Democracy or Anarchy. I forget exactly how they calculated what mode it was in, and the percentages needed for it to swap though.

Its happening again this year, with slightly more refined controls/rules/limitations over at [url=http://www.twitch.tv/twitchplayspokemon]Twitch Plays Pokemon[/url].

From what I remember, in the *original* attempt, they completed the game (all badges) but actually didn't get all 151 pokemon (it used a customised rom which *SHOULD* have allowed you to capture them all; this is something that you couldn't do in the original game though. you needed to trade to get one or 2 of them. The rom was unfinished so you couldn't get them all in the end...).

This year though, the aim is to get all 151 pokemon and all badges. Fingers crossed the ROM is modified enough to allow this.

And hopefully not release 12 pokemon and lose them forever.........

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Okay, there are several parts

Okay, there are several parts to this as far as what makes it fun or frustrating for me. Whether its easy or difficult, simple or complicated, the goals need to be clearly defined beforehand and the mechanism either clearly explained or very intuitive. A boss battle shouldn't take multiple tries just to figure out the specific sequence of actions required to defeat the Big Bad. Getting it done quickly and efficiently might take some practice, sure. But I despise the type of scenario that doesn't make obvious sense and you only trip on the "right" way to victory by trial and error.

"Oh, I have to stand on this exact spot and hit that little glowie bit on the monster? Until he does THIS, then I have to quick run over THERE and shout YIP! YIP! YIP! (what does that do? never mind, that's just how you do it.)

If its a purely intellectual puzzle to solve, give me the necessary elements or clues. Don't make me do it twenty times until I figure out the specific arbitrary sequence you want.

If the reactor is heating up, give me an indicator that at least points out the big valve labeled "Coolant Flow." It doesn't have to be easy to get to, and I don't mind being attacked, etc. while I'm trying to do it. But let me know what the heck I'm supposed to be doing. Ah, but if I've got Cold Based Powers, maybe I could use those instead?

(as an aside I wouldn't mind some missions letting certain powers shine, as long as there's some balance with other missions and there's a way to accomplish it without them. This will bug some people, I know. "Wah! I want all the missions designed so that my plant-hybrid ninja warlock pacifist doesn't have to break character! Wah!")

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