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The Alignment System Scares Me.

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TheMightyPaladin
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The Alignment System Scares Me.

Before I get started, please take a moment to read this article from Cracked.com. I'll wait.

http://www.cracked.com/blog/5-ways-movies-start-to-suck-as-you-get-older/

OK you back?

Think about the implications of what you just read. If you read it. If you didn't, well, this isn't going to work.

Now suppose you're in a mission and you're presented with a choice. The consequences of your actions will depend on you're abilities, the villain's abilities, the villain's intentions, and on what kind of story you're in.

That last part can be the most important. Every action hero, in the comics and movies, is able to make the right decision, based on knowing That One Thing, and it's the one thing that You, the player, can't know, until the story is over.
This game is going to have a lot of different writers. They won't all have the same vision in mind.

This is fine if you want to play some deeply flawed morally ambiguous hero who might cause just as much death and destruction as the dangerous villains he fights, but if you want to play a superhero you're screwed.

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 Going Rogue 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.

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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I've not responded before to

I've not responded before to your posts about this system. You views come off as extreme as you've stated multiple times that if you are forced to define your character's morals you will not play the game*

You're excited about something that we don't have many details on at all. Fear at this point is irrational (as fear usually is) because you have no basis of what the system is and/or how it will work. I understand that some people don't want to read "choose your path" books but this is a video-game.

The system will allow your choice and intent. You do not get to choose the consequences. That's life and frankly in a game.. if you DID get to write the story all yourself then you really should go make your own game. Stories only work when you have anticipation to keep reading.

Hold off on your fear and please understand the medium that this is.. its a MMORPG. Unless you want to save the world in one mission and then it's all done then there needs to be continual conflict for story to progress.

*Citation available but not added so as not to feel attacked

Crowd Control Enthusiast

TheMightyPaladin
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I don't recall saying that

I don't recall saying that having to define my characters morals would be cause to not play.

Also I don't feel that my fear is irrational because it's based on what we Have been told, and on my experience with the alignment system in COX which this is supposed to be inspired by.

I don't want to choose the consequences of my actions, I agree that that would be an unreasonable demand, but I believe this system is flawed because we can't make reasonable guesses as to what the consequences of our choices even may be without knowing things, that we will have no way of knowing i.e. what kind of story we're even in on this particular mission.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Heh.. i Read.. most of it..

Heh.. i Read.. most of it.. and just kept thinking.. This Dude is Sooooo ..
JADED, Aerosmiths CD Cover. ;)
[img]http://i.imgur.com/tQ1Lqqs.png[/img]

Hehe... So, with that reasoning, do teachers STOP telling their students, "YES, even YOU can someday become the PRESIDENT!" ?

TheMightyPaladin
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None of my teacher ever told

None of my teachers ever told me that.
I don't think they were jaded.
I think they knew me.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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I'm looking forward to the

I'm looking forward to the alignment system and story-based choices that hopefully will have a real effect on outcomes as well as on my character. I think Jay is right that we don't have enough details at this point to worry a lot about it.

On the other hand, I've played enough games with these kinds of choices to want to echo two of Paladin's concerns in the hopes that MWM can avoid these:

(1) Ambiguity. Anyone who has played Mass Effect will be familiar with their 'patented' Wheel of Ambiguity. You choose one response and your character says something completely different. Please make the actions/responses very clear when listing the choices. Note that I'm not suggesting you avoid the plot device of having NPCs withhold information so that my character's choice doesn't necessarily turn out the way I expected. If it's an intentional part of the drama, I'm cool with that. I just don't want the UI to be the source of muddy outcomes.

(2) Constrained choices. In many of these games I've found myself saying, "My character doesn't want to choose any of those; he/she wants to _________." I'm not talking about where the story puts the character in a dilemma for plot purposes; I don't have a problem with a Dark-Knight-like situation where I can rescue only one hostage, and that's the villain's whole point. I'm talking about situations where there are clear, appropriate alternatives that are not given as options. For example: the only two dialogue responses to an NPC demand are a rude refusal or an obsequious compliance, when my character would more likely respond with a "Well, I might do as you ask as long as you ________." This problem is much harder to solve, because no matter how hard they work the writers can't think of every possible action we might think of, but please keep it in mind as things go forward.

P.S. I'd add to that article a 6th problem I notice more and more as I get older: When do these folks EAT? As you can imagine, I was quite tickled when they added the 2nd post-credits scene to Avengers.

Spurn all ye kindle.

TheMightyPaladin
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I do like the idea of content

I do like the idea of content where our choices make a difference in the story.
I'm not even bothered if my character is lied to by an NPC.
What bothers me is the possibility of my character being tarred as a vigilante and distrusted by the police and the public because of consequences he could not have foreseen.

Yes bring on all the different plots you want, but when you trick me into a course of action, don't have it change my alignment.

And thank you Cinnder for helping me see how to state my problem more clearly.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Cinnder
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I guess it depends whether

I guess it depends whether MWM defines alignment as a character's personal moral compass or the way in which the public sees the character. (I think they are leaning more towards the latter, but I can't find evidence for that at the moment.)

Even if one's character is truly the paragon of justice and good, if he/she is successfully framed for a murder, the public may see that character as evil. The question is whether that is what MWM means by alignment.

Also -- there should be a path provided to redeem oneself in the eyes of the public.

Spurn all ye kindle.

TheMightyPaladin
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Cinnder wrote:
Cinnder wrote:

I guess it depends whether MWM defines alignment as a character's personal moral compass or the way in which the public sees the character. (I think they are leaning more towards the latter, but I can't find evidence for that at the moment.)
Even if one's character is truly the paragon of justice and good, if he/she is successfully framed for a murder, the public may see that character as evil. The question is whether that is what MWM means by alignment.
Also -- there should be a path provided to redeem oneself in the eyes of the public.

That would all be well and good if it's contained in one story, but if an adventure ends on me being tarred with a black mark, that I couldn't have avoided, and the writer feels like how I redeem myself isn't his problem. I'll have to go earn my rep back on some other mission. That is totally not cool man.
Middle fingers might be exchanged in public.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Yes bring on all the different plots you want, but when you trick me into a course of action, don't have it change my alignment.

This statement, were it true within the game, would be a direct contradiction of one of the manor philosophies of our game design; that of player agency. The decisions players make for their character should matter to the player for their character. Decisions made will help shape the world to the character and every character is meant to the the star of their story.

I say meant because its entirely possible to make a group centric character that is never a team leader, but I digress.

I'm not on be comp team, but if it matters at all, myself as a player I would be plenty pissed if I were intentionally or inadvertently tricked by a dev team into changing my character's alignment. Based on my conversations with the comp lead he would not want to see this happen either. I know in the game play team we discussed providing clear indications for what choices affect which portion of the tri-axis alignment.

I know It was asked to include an optional warning message if any decision would result in a change in the opposing direction of the current alignment but do 't quote me on that being approved. It is late, I have a killer migraine, and I can't accurately recall the game lead's decision on that part at this moment.

The short of it is, decisions can and do matter. How a player views their character matters. And multiple layers of character development should be possible from consistently being the pure ideal hero, the dastardly bad guy, to the fallen hero, reformed villain, and anything between.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

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Tannim222 wrote:
Tannim222 wrote:

I know in the game play team we discussed providing clear indications for what choices affect which portion of the tri-axis alignment.

If by this you mean that next to each dialogue choice the numerical change to each axis would be listed, please make such a display an optional feature. (Even SWTOR let the player decide whether to display the numbers behind the choices.)

I can understand that some might want that information, but I prefer decision points that make me think, "What would this character do?" and not "What effect will this have on the character's game numbers?" This, of course, assumes that you folks manage to avoid the ambiguity trap mentioned above.

Spurn all ye kindle.

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The only thing I wan to see

The only thing I wan to see included at this point as we know almost nothing about the Alignment System is one of Cinnders items:
Allow me options in my replies for different types of yes/no. "Yes but only under protest" is very different to "ohhh yes sir. Of course sir, please don't hurt me".

The Phoenix Rising Initiative Rules Lawyer

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In SWTOR, one can set in

In SWTOR, one can set in Preferences that any 'alignment' shifting conversational choices are highlighted with their Light/Dark effects. CoT is contemplating a more complex 'alignment' matrix, but it would be equally useful to have any significant choices highlighted to show their effects.

That said, cruel Devs that hide negative plots behind ambiguous, or even seemingly positive choices, should not be allowed to write for children, or Heroes.

Be Well!
Fireheart

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Just remember also, I'm not

Just remember also, I'm not just worried about a dev basically playing a mean trick, I'm also worried about consequences that I can't forsee because I don't know what kind of story this dev is telling.
just as an example, let's go back to the famous or infamous John McClain of Die Hard.
In one scene he ties a bunch of explosives to a chair and throws them down an elevator shaft at the bad guys.
The explosives go off spectacularly pissing off the bad guys but not really hurting anyone.
If this had been a different kind of story, that exact action would've had much more serious results:

It could have killed all of the bad guys, end of story. In COH where Area attacks don't hit your friends or innocent bystanders and property damage doesn't exist that might be what you'd expect

It could have killed all the bad guys and all the hostages and set the building on fire. In a real world that's the only possible result.

John knew what kind of story he was in. Will you?

Hundreds of similar examples can be drawn from comics and movies. Hundreds of situations where a ballsy action hero can easily be a monster or hero depending not on the actions he took, but on the impossible to foresee outcome.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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That's just it! You don't

That's just it! You don't know what consequences your actions will bring. Ever.

For example, let's say you are walking down a street and just ahead of you you spot a suspicious person walking behind a young couple. This person pulls out a gun. They aim it at the back of the head of the woman. What do you do?

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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1) Do you mean in real life

1) Do you mean in real life or in a superhero story?
2) If it's a superhero story what kind of powers do I have?
3) How likely are civilians to get hurt in this type of story?
4) Can civilians even be damaged in this game?
5) How many hit points do civilians have?
6) How much damage do guns do?

These are questions I should know the answer too before I respond.
But question number 3 in particular, is one I can't know.
An action hero in a story always knows the answer to that question, a player in a game can't and that's a big part of why this alignment system worries me.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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1. Why does it matter? A

1. Why does it matter? A choice is presented to you. It's a choice you make regardless if it's real or not.
2. They would be whatever powers you decide you want to have.
3. There are no other civilians around that can get hurt.
4 & 5. No relevance now.
6. Guns do lethal damage.

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

TheMightyPaladin
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1) it makes a big difference.

1) it makes a big difference. In real life I would probably pee on myself and yell for help while I stupidly jumped toward the guy with the gun.
If it's a game my powers will determine how I respond.
2) OK how close am I to the action because that will determine if I need o approach carefully or jump on the bad guy. Of couse it wouldn't matter as much if I were a blaster, a mind controller or had super speed, but for this example I'm choosing to be Paladin who has super strength, regeneration, and uses nunchaku and throwing stars.
3) Actually I was referring to the civilians you mentioned in the scenario, not anyone else
4 & 5) of course it matters! I can be a lot more reckless if they can't get hurt. (see my John McClain example above)
6) I didn't ask about the damage type but the amount of damage. It's an extension of 4 & 5. I'm wanting to assess the threat level.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Tannim222 wrote:
Tannim222 wrote:

I'm not on be comp team, but if it matters at all, myself as a player I would be plenty pissed if I were intentionally or inadvertently tricked by a dev team into changing my character's alignment. Based on my conversations with the comp lead he would not want to see this happen either. I know in the game play team we discussed providing clear indications for what choices affect which portion of the tri-axis alignment.
I know It was asked to include an optional warning message if any decision would result in a change in the opposing direction of the current alignment but do 't quote me on that being approved. It is late, I have a killer migraine, and I can't accurately recall the game lead's decision on that part at this moment.
The short of it is, decisions can and do matter. How a player views their character matters. And multiple layers of character development should be possible from consistently being the pure ideal hero, the dastardly bad guy, to the fallen hero, reformed villain, and anything between.

This all sounds perfect to me.

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Would you save the woman's

Would you save the woman's life or not? It's just that simple!

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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I would try

I would try
But how I go about it would depend on a lot of factors that you left out.

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It's a simple choice.

It's a simple choice.

Do SOMETHING and that saves her life.

OR

Do NOTHING and she dies.

Doesn't matter what you do. Jump in front of the bullet yourself, throw something at the assailant causing him to miss, yell so the man protects the woman, wrestle the assailant to the ground, etc. If you do SOMETHING, she lives. You do NOTHING, she dies.

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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I already said I would try

I already said I would try

but At this point you've finally revealed the type of story I'm in. In many stories, taking the wrong type of action would get her killed.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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You do the noble and right

You do the noble and right thing by saving her life.

Congratulations you saved Bruce Wayne's/Adolf Hitler's parents!

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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Please stop trolling paladin,

Please stop trolling paladin, static. It clutters the boards and it's generally irritating.

I understand it's easy but still.

He wants to play a Dudley do Right character that never does wrong. It's a big tent superhero game. He should be able to. I just want those of us who want to play more complicated characters get to do that.

Oh and you invoked Hitler's mom. Internet Fail.

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Just pointing out that there

Just pointing out that there are repercussions to every decision made and that there is NO WAY we can know what those are. Which is why the alignment system has to have a push/pull effect on the alignment based on the actions. Yes, we get good points for saving a life, but bad points can be awarded for doing so as well. There should not be a clear cut choice to be made. However, we can do things to try to overcome some of the bad that happens. Saved Hitler's life? Now you can personally take him down for greater good. Not trying to troll, just trying to provide a different perspective.

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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This game will be largely

This game will be largely based on repeatedly doing the same missions over and over with different/the same characters. You'll KNOW what the consequences are after the mission has been live for like a DAY. Beyond that, if they have a test server, you'll know what the consequences are BEFORE it goes live. So just relax.

R.S.O. of Phoenix Rising

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I would like to see multiple

I would like to see multiple end outcomes randomly generated influenced slightly by alignment and decisions made throughout the mission. This way we don't always have the same end results every time.

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

Cinnder
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oOStaticOo wrote:
oOStaticOo wrote:

I would like to see multiple end outcomes randomly generated influenced slightly by alignment and decisions made throughout the mission. This way we don't always have the same end results every time.

Now that sounds interesting. You mean like if an evil character decides to save someone, that person might react with suspicion rather than the more grateful reaction they would have if a heroic character did it?

Spurn all ye kindle.

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oOStaticOo wrote:
oOStaticOo wrote:

I would like to see multiple end outcomes randomly generated influenced slightly by alignment and decisions made throughout the mission. This way we don't always have the same end results every time.

I would like the possibility of many different outcomes based on our choices and alignment but if the results are random then why bother asking us to make a choice, or using alignments?

Random results don't appeal to me at all.
in a computer we have the option of creating a perfectly rational and predictable world.
We must destroy all randomness so that logic and order will rule in peace over all. Only then will we have the Utopian society that is the ultimate destiny of man.
Heil Google!

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Exactly.

Exactly, Cinnder.

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

oOStaticOo
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

oOStaticOo wrote:
I would like to see multiple end outcomes randomly generated influenced slightly by alignment and decisions made throughout the mission. This way we don't always have the same end results every time.

I would like the possibility of many different outcomes based on our choices but if the results are random then why bother asking us to make a choice?

They would be random, but a percentage increased by your character's alignment and the choices made during the mission.

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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One man's Utopia is another

One man's Utopia is another man's Hell.

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

TheMightyPaladin
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I know I was joking

I know I was joking
or channeling a super villain
or being controlled by Google
Heil Google
or something.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I do like the idea of content where our choices make a difference in the story.
I'm not even bothered if my character is lied to by an NPC.
What bothers me is the possibility of my character being tarred as a vigilante and distrusted by the police and the public because of consequences he could not have foreseen.

I only have experience with the alignment system of bioware, but I doubt that whatever MWM will come up with is so radically different that a -single- choice will totally flip your alignment. Seems to me you're panicking needlessly.

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Paladin's comment seems

Paladin's comment seems largely reminiscent of NWN's alignment shift rules. Maybe he played NWN a lot. I did, and in that regard its a legitamite disruptor of 'suspension of disbelief'. You would be playing someone's mod where every chicken you kill gives you one point of evil, right? So then you fireball an orc attacking helpless farmers and kill all his chickens - somehow ending up Lawful Evil because there were a lot of chickens by happenstance when the fireball exploded.

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I really have a hard time

I really have a hard time thinking that the alignment system in CoT is going to be so hard/tricky that it'll be difficult to keep your character geared towards whatever alignment you want to maintain.

The idea that one "yes or no" decision will suddenly shift a "lawful good" type character all the way down into chaotic and/or evil territory seems highly unlikely, or at the very least should be incredibly easy to spot and/or avoid. For instance if there's a point in a mission that allows you to choose whether to set off a nuke that would destroy the city just for laughs then yes, if you choose to do that then you'll very obviously be seen as a "bad guy" to most people. But if for some reason you (the player) don't realize that nuking the city is a "bad" thing to do then it's only going to be your fault for suffering that kind of alignment shift.

For what it's worth I think there should be various missions that actually allow for those kinds of radical shifts if for no other reason than there should be quick ways to shift alignments up or down if you CHOOSE to do so. Maybe you've got an evil villain that you want to shift towards good and want to do it in a big/quick way. Maybe if you choose NOT set off that nuke you'll be able to quickly shift towards the good side.

Options in-game are always good even if they're options you wouldn't take but someone else would. I think once again we have a case of TheMightyPaladin having an opinion on something and deciding the game in-total should only work the way he wants it to regardless of what anyone else may want from this. We don't need an alignment system that'll keep us safe - we need an alignment system that'll make us think and make the right decisions because that's how we actively choose to RP the situation.

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oOStaticOo wrote:
oOStaticOo wrote:

Just pointing out that there are repercussions to every decision made and that there is NO WAY we can know what those are. Which is why the alignment system has to have a push/pull effect on the alignment based on the actions. Yes, we get good points for saving a life, but bad points can be awarded for doing so as well. There should not be a clear cut choice to be made. However, we can do things to try to overcome some of the bad that happens. Saved Hitler's life? Now you can personally take him down for greater good. Not trying to troll, just trying to provide a different perspective.

Paladin's concerns are perfectly valid. One of the reasons I prefer to play games set in a more realistic world is that I don't have to wonder about the outcomes of things. On most forms of Earth in the comics a normal person shot to the head is likely to die. My character knows this and can react accordingly. I've been in PnP games where other players accused me of bad decision-making or using knowledge my character wouldn't have had with regards to saving a hostage. My response was 'The bad guy had a rifle that can kill any normal person at a thousand yards. The hostage was falling thirty feet. People have fallen thirty feet and lived. Rifle bullets? Not so much.'

It's perfectly reasonable to ask all sorts of questions in situations likes the one you described. It should NEVER be reduced to 'do something or she dies.' I can think of about twenty different factors right now and I'm sure many other players here can as well. If the game hasn't provided us with information then the game is flawed.

There is nothing wrong with asking for information that your character might legitimately have.

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Comicsluvr wrote:
Comicsluvr wrote:

Paladin's concerns are perfectly valid.

Again we'll know more as the game develops but I still have a very hard time thinking this game will either force you or "trick" you into making alignment changes you don't want.

Now I could see where the game might even make it possible for you to fail some missions if you choose to stick to a specific alignment orientation so adamantly that it remains more important to you than anything else. But at that point you're choosing that strict outcome yourself so if you don't want to do missions that would force you to change alignments you could always not do those type of missions in the future. For instance if you want to remain a "Dudley Do-Right" you'll probably want to steer-clear of a set of missions that'll train you how to become the world's greatest safe-cracker or some such.

Again I really don't think the game will be able to force you to do anything you don't want it to. At any rate you could always abandon anything that makes you worried something like that could happen before you make a choice you don't want. *shrugs*

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The arguments against

The arguments against alignment systems sound, to me, like people are saying "I think there should be no alignment system at all, because if there IS an alignment system, it MIGHT have a flaw/error in it that makes it not work right."

Guess what, EVERYTHING you might build could have bugs in it that make it not work correctly. My car currently has a recall out for the vanity mirror light wiring in the visor. They fix those. Would you have the entire car industry stop making cars because of stuff like this? People have DIED in car crashes, accidents, etc due to faulty cars. You don't stop making cars as a response to that. You don't stop making car air conditioning or anti-lock breaks or fuel tanks either. We can fix bugs without scrapping the whole car or even just scrapping the part that's faulty. We can fix faults.

I personally would consider it a bug if there were a mission that set your alignment to "EVIL" when you picked the "if you're good, do this" option. I believe that calmer heads will prevail and they WON'T intentionally F$%K people in the ways described above.

Any mission where the "do the right thing" option seems ambiguous or not available should probably NOT have the adverse effect on your alignment as-tagged that some people seem to be afraid that it would. If there IS going to be an alignment system of any kind, call me naive, but I trust the devs from MWM not to F^&K it up that badly, at least not without fixing it pretty quickly thereafter.

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I think I will like the 3

I think I will like the 3 axis system that is the current plan from MWM. I look forward to the challenge of tweaking a character's alignment to match my vision of them. I interpret Paladin's base concern as not wanting to lose control of his character through some ambiguity or out-right trickery in the writing of an adventure. Totally understandable.

However, I take issue with the premise that action heroes base their decisions on the certain knowledge of the outcome of their actions because they know "what kind of story" they are inhabiting. I submit that the vast majority of characters may have some superior knowledge/training/experience that allows them to overcome obstacles that others my not. (that's why its fun to be a Superhero!) And that the knowledge that they can get away with some incredible feat determines their immediate action. But good story-telling usually means that the hero, and therefore the audience, does NOT know the eventual outcome. The Hero, based on their expertise and knowledge imparted by the foregoing story, makes a difficult and risky decision and hopes for the best. Because the story (and at least an American audience) wants a happy ending, everything usually turns out to be alright. Sometimes it leads to an "out of the frying pan, into the fire" situation. (Watch an Indiana Jones movie. ANY of them) Which enhances the action and the excitement of the story.

I get that some people want the Spotless Good Guy, as wells as the Unrepentant Bad Guy from time to time, me included. If the story in a game has limited choices it's because there must be a limit somewhere and, lets face it, someone else is writing it. No matter how much effort MWM puts into their desire to allow us to "Play like we want to play" they cannot design for infinite possibility. If you want the perfect outcome and an infinitude of options you should stick to writing your own stories and publishing your own comics. For myself, I embrace the fact that I'm allowing another creative person to determine the world and the immediate situation of a character I have designed myself. And I look forward to immersing myself in the challenge of navigating that world and that situation armed with the knowledge and power of my character. If things get dicy, or I have to contend with unforeseen damage to my reputation, I will continue to fight the good fight. Secure in the righteousness of my intentions. Heil Google! oh...wait....

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The only people coming up

The only people coming up with these draconian strawman poll decisions are people here on the forums with no understanding of the system and its purpose.

The decisions made in the alignment system are not made to be ambiguous. Period. YOU, the player, will decide who your character acts in a situation. You know if it's Violent or Non-violent; lawful or unlawful; honorable or not honorable.

The idea that the devs are trying to "trick you" in your choice is a false argument. Now the repercussions of your choice are NOT up to you. That's up to the writers as it should be.

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JayBezz wrote:
JayBezz wrote:

The only people coming up with these draconian strawman poll decisions are people here on the forums with no understanding of the system and its purpose.

At its core the "3 axis" alignment system will be a spectrum of alignment possibilities. I actually suspect it may turn out to be impossible for any single character to be pegged 100% "good" or "evil" on all three of these scales at any given time. So in effect TheMightyPaladin's concerns here might be academically moot because no one will be able to be absolutely "perfect" regardless of what they do.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I do like the idea of content where our choices make a difference in the story.
I'm not even bothered if my character is lied to by an NPC.
What bothers me is the possibility of my character being tarred as a vigilante and distrusted by the police and the public because of consequences he could not have foreseen.
Yes bring on all the different plots you want, but when you trick me into a course of action, don't have it change my alignment.
And thank you Cinnder for helping me see how to state my problem more clearly.

Even Superman has had the 'tarred as a vigilante and distrusted by the police and the public' issue on occasion. Usually it is due to a villain's scheme (Hi Lex!) and Supes has to figure out what's going on and find the evidence to clear his name. Superman's innate alignment didn't change, but people's perceptions of it did.

As I understand it, there is a difference between alignment and reputation. I agree that a character's alignment shouldn't necessarily change because the action that was taken turned out to be different than it appeared. For example, if the hero believes that taking action A will stop a crime and it turns out that a villain had set things up so that action A actually facilitated a crime. The hero's alignment would remain stable, but their reputation with various groups could shift. Having a group (such as the police) consider a hero a vigilante is a matter of reputation, not alignment. Whether or not the hero has a respect for the law would be what affects their alignment with regard towards being a vigilante or not.

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I'm glad to see that there

I'm glad to see that there are a few who share my concern, and also that those who don't also don't seem to understand them.
Some of you keep assuring me that there's no reason to fear that one action is going to instantly turn me evil. I was never afraid of that. I know that the 3 axis alignment system doesn't even include good and evil. it includes law, violence and honor.

There are really 2 big issues here.

1) Honor

The possibility of being tricked by a vague situation or a situation where there IS NO right answer concerns me more in player made content than official content. But it's still a concern either way.
I don't have any reason to trust that the devs wont try to trick or trap me. The devs in COX did.
Remember Praetoria: it was an official part of the game and it was built around the idea that everything there was grey and there were no real good guys.
You were forced to align yourself with either the authorities or the rebels and both of them were bad.
There was no option to go it alone.

2) Law and Violence

Players cannot be clear on what the outcome of a course of action are likely to be, because there are no clear standards we can base our expectations on, it depends on what the writer has in mind, and there are going to be a lot of different writers with different ideas about how it should turn out and how to judge the person who did it.
That's why I used the John McClain example:
When John threw a bunch of explosives down an elevator shaft, the results were totally up to the writer.

Will it end up like the movie? a big but harmless explosion that actually has no effect on the plot.
Will it end as it would in COH? all the bad guys are beaten and the civilians are saved because there is no such thing as collateral damage.
or will it end like it might in real life, the explosion kills almost everyone and burns down the building killing everyone else.

The effects of throwing the explosives will determine if throwing them is:
a dramatic, but pointless expression of outrage,
a good way to save everyone.
or a violent and unlawful act,

John knew what was going to happen, but unless the writer tells us, we won't, all we'll know is that we're going to be judged based on the results.

Another minor concern
The Law Axis

Finally, there is a lot of overlap between the law and violence axes. I can't imagine many situations where either would be effected without effecting both. But here's one:
In most MMOs we get a variety of dropped items by beating the bad guys, I expect that to be true in this game but it raises the question, how are we getting stuff from them? Are we robbing them? is it lawful for us to take dropped items? Aren't we at the very least removing evidence from the scene of a crime, and making it more likely that the bad guys we beat will escape from prosecution?

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In the above post,

In the above post, TheMightyPaladin types "Some of you keep assuring me that there's no reason to fear that one action is going to instantly turn me evil. I was never afraid of that. "

Then proceeds to clarify that his REAL concern is that a single action might (through misdirection by the devs or ignorance of the possible outcomes on his part) classify him as "Dishonorable" or "Violent" when he would prefer not to be. As in this quote " I don't have any reason to trust that the devs wont try to trick or trap me. The devs in COX did. "

So "Good" versus "Evil wasn't his problem, but "Honorable" versus "Dishonorable" is definitely going to be. That's TOTALLY DIFFERENT. >.>

In any event, if you don't trust the devs, you don't trust the devs and that's the crux of it. These devs are who they are and cannot change that fact, so go play a different game if you think they're plotting to make your toon Dishonorable against your will and despite your best efforts to avoid it. I just don't think everyone is out to get you as much as you think they are, TheMightyPaladin. Not the devs, not the forum posters who disagree with you. There ain't no good guy, there ain't no dishonorable guy, there's only you and other people and we just disagree on how competent/trustworthy the devs are, apparently.

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Radiac wrote:
Radiac wrote:

In the above post, TheMightyPaladin types "Some of you keep assuring me that there's no reason to fear that one action is going to instantly turn me evil. I was never afraid of that. "
Then proceeds to clarify that his REAL concern is that a single action might (through misdirection by the devs or ignorance of the possible outcomes on his part) classify him as "Dishonorable" or "Violent" when he would prefer not to be. As in this quote " I don't have any reason to trust that the devs wont try to trick or trap me. The devs in COX did. "
So "Good" versus "Evil wasn't his problem, but "Honorable" versus "Dishonorable" is definitely going to be. That's TOTALLY DIFFERENT. >.>
In any event, if you don't trust the devs, you don't trust the devs and that's the crux of it. These devs are who they are and cannot change that fact, so go play a different game if you think they're plotting to make your toon Dishonorable against your will and despite your best efforts to avoid it. I just don't think everyone is out to get you as much as you think they are, TheMightyPaladin. Not the devs, not the forum posters who disagree with you. There ain't no good guy, there ain't no dishonorable guy, there's only you and other people and we just disagree on how competent/trustworthy the devs are, apparently.

Dude, I'm not the one who decided on the vocabulary they're going to use.
But the reassuring words I was offered seemed to be based on the premise that I didn't know how the alignment system was going to work. I found it a little condescending.

since you're comment came up so soon, you might have missed my edit to some of the stuff near the end. Just in case you're interested.

By the way, you can call me Paladin for short.

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In expansion of what Static

In expansion of what Static had said, I offer this scenario. Your hero is doing their hero thing and sees someone in an alley holding another at gunpoint. You jump in and help the victim, as you'd already said you would. Well it turns out the man with a gun was an undercover cop making an arrest. You were in a situation where you did not and could not know all the variables. That's a simple fact. You did the right thing with all the knowledge you had available it doesn't instantly make you the worst man on earth.

Is this a situation I expect in game? Not really. I expect the devs will keep all of your options fairly cut and dry for exactly what you are so afraid of. Players feeling like they've been "tricked." Where I personally have issue, is the view that you should have omnipotent knowledge of the repercussions to every choice you make.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

But the reassuring words I was offered seemed to be based on the premise that I didn't know how the alignment system was going to work. I found it a little condescending.

The thing is, you don't know how the system is going to work, and yet, you've already determined that it is flawed and cannot work. Your entire argument is bent toward that bias. Never once have you provided even a hint of how you think it might or could possibly work.

I'll try my best to go over your concerns here. Not that I expect them to be fully alleviated, I don't believe that will occur until you've experienced the system through play.

TheMightyPaladin wrote:

1) Honor
The possibility of being tricked by a vague situation or a situation where there IS NO right answer concerns me more in player made content than official content. But it's still a concern either way.
I don't have any reason to trust that the devs wont try to trick or trap me. The devs in COX did.
Remember Praetoria: it was an official part of the game and it was built around the idea that everything there was grey and there were no real good guys.
You were forced to align yourself with either the authorities or the rebels and both of them were bad.
There was no option to go it alone.

I agree with you over your concern of being tricked and I've stated that I too would be upset were it to happen to me. That being said, it is not the intent of the game that is being designed. You cite Praetorian content from CoX as example. The truth is that part of the game was purposefully intended play with fuzzy lines of morality. An example from our own history would be the Revolutionary War. The colonist militia were the bad guys to the British Regime, while the British Regime were the bad guys to those seeking indepenence. In many ways the militia conducted acts that were considered dishonorable. So not only were they considered criminals, they were considered dishonorable ones at that.Yet, to the militia, they were doing what was necessary for a good purpose, indeed U.S. history consideres those who approved and indeed participated in the actions against Britain to be heroes. It isn't cut and dry, black and white, but many grades of grey, some of which appear white or black based on the filter one is using to view the actions. But this has little bearing at how CoT would play.

If we were to use Praetoria as a basis, applying CoT's alignment system, the writing would have to be much more diverse, affording options on both sides (actually all 4 as there were sub-factions within each faction). The writing would have to provide options of choices that affected all three of the alignments both positively and negatively.

Or, it could be that Praetoria content would be content that was only available to those of a particular set of alignment variables, and not others. While there would need to be equitable content made available for those alignment variables that did not fit within the paradigm of the Praetorian content.

TheMightyPaladin wrote:

2) Law and Violence
Players cannot be clear on what the outcome of a course of action are likely to be, because there are no clear standards we can base our expectations on, it depends on what the writer has in mind, and there are going to be a lot of different writers with different ideas about how it should turn out and how to judge the person who did it.
That's why I used the John McClain example:
When John threw a bunch of explosives down an elevator shaft, the results were totally up to the writer.
Will it end up like the movie? a big but harmless explosion that actually has no effect on the plot.
Will it end as it would in COH? all the bad guys are beaten and the civilians are saved because there is no such thing as collateral damage.
or will it end like it might in real life, the explosion kills almost everyone and burns down the building killing everyone else.
The effects of throwing the explosives will determine if throwing them is:
a dramatic, but pointless expression of outrage,
a good way to save everyone.
or a violent and unlawful act,
John knew what was going to happen, but unless the writer tells us, we won't, all we'll know is that we're going to be judged based on the results.

I've stated that all choices given will provide an indicator on how it will affect alignment prior to the choice being selected. Using your example again, the game writers would need to provide multiple options for what is going to happen with the bomb.

A very brief (and really simple) example could be:
Throw it down the elevator shaft and kill them all! Gain Dishonor, Gain Violence, Gain Unlawful
Diffuse the bomb and find a way to deal with the rest of the goons. Gain Honor, Gain NonViolence, Gain Lawful.

TheMightyPaladin wrote:

Another minor concernThe Law Axis
Finally, there is a lot of overlap between the law and violence axes. I can't imagine many situations where either would be effected without effecting both. But here's one:
In most MMOs we get a variety of dropped items by beating the bad guys, I expect that to be true in this game but it raises the question, how are we getting stuff from them? Are we robbing them? is it lawful for us to take dropped items? Aren't we at the very least removing evidence from the scene of a crime, and making it more likely that the bad guys we beat will escape from prosecution?

In general, drops won't affect alignment at all. If the alignment system were that obtuse it would definitely hinder general game play and the health of the over all game (only those ok with theivery would be getting drops in your example).

Instead a mission may offer a choice at some point: You come across some evidence linking so-and-so to a crime:
Take it to use for your own ends: Gain unlawful, gain dishonor
Report your find to the authorities: Gain lawful, gain honor

Later...
You receive a clue drop based on the evidience obtained at the crime scene and figure out what so-and-so is up to and its bad.
You go and stop so-and-so, get him to the breaking point where tempts you with a bribe. Do you...

Accept the bribe and let him go? Gain unlawful, gain honor (you honored your word to let him go after taking the bribe), gain Non-violence.
Take the cash and kill him for kicks? Gain unlawful, gain dishonor, gain violence.

Decline the bribe and...

Hand him over to the authorities to be put on trial and go to prison? Gain Lawful, Gain Honor, Gain Non-violence.
You kill so-and-so to make him pay for his crimes. Gain unlawful, gain violence, gain Dishonor.
Continue beating him senseless and call the authorities assured he can't escape will all his limbs broken multiple times. Gain Lawful, gain violence (honor / dishonor is a wash not affected).

Again, this is a very basic example of what has been outlined by the intent of the alignment system. Point being, the player will be told what choices will affect which portions of their alignment.

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Oh, so I need Gain Honor,

Oh, so I need Gain Honor, Gain NonViolence, Lawful at a wash for my concept. See I need more time to troll these forums, I mean Browse!

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I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.

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Tanim, I appreciate most of

Tanim, I appreciate most of your response and you have resolved my problems. I will withdraw my objections.
but the opening paragraph was just wrong man.
You and I have discussed the alignment system together on another thread.

http://cityoftitans.com/forum/deadly-force-and-law

Remember saying this?:

Tannim222 wrote:

Perhaps what may help is rereading through some of the updates that pertain to this dicussion:
About Alignment: Beyond Good and Evil
Context for the lore on Titan City's Law: Law and the Superhero
Alignment and your character's story: Choose Your Own Adventure
And some history which details how the citizens at times viewed all costumed peoples as "vigilantes" and "heroes" at other times: Ephesus Lecture Series - History Of Titan City Overview
To summarize, your alignment is based on your view of your character, it can affect the flow of the narrative of your character's story within the game based on choices you make for your character, alignment can also affect how certain factions within the game react to you (in general), but you may be able to affect your standing with certain factions outside the scope of your alignment.

I do. And I read all of the links you gave me and responded there.
Also I have said in this thread what I think the alignment system will be like. (which you claimed I had not)
So please don't try to insist that I don't know what I'm talking about.

I get that it's not set in stone yet. Which is why I bothered to start this thread.
If I thought it was too late I wouldn't bother.
I was only responding to what has been made known to us.
I can't do any more.
And If I'm expected to to less, then why bother telling us anything before the game comes out?

deltaE93 wrote:

Where I personally have issue, is the view that you should have omnipotent knowledge of the repercussions to every choice you make.

You mean omniscient not omnipotent.
but no I don't want that. I'm simply saying that the heroes of action adventure stories can usually act with much greater certainty of the outcome than anyone in real life ever could, and we as players need to have a similar level of clarity about the choices we're making.

By the way. Not that it matters, but I would have opposed the American Revolution. I believe it was unjustified.

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:

By the way. Not that it matters, but I would have opposed the American Revolution. I believe it was unjustified.

I've stayed clear of this discussion because I was giving you the benefit of the doubt.

Not anymore.

From my perspective you're a villain down to the core.

Either that, or dangerously ignorant of history.

Just my personal opinion, of course.

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Greyhawk wrote:
Greyhawk wrote:

TheMightyPaladin wrote:
By the way. Not that it matters, but I would have opposed the American Revolution. I believe it was unjustified.

I've stayed clear of this discussion because I was giving you the benefit of the doubt.
Not anymore.
From my perspective you're a villain down to the core.
Either that, or dangerously ignorant of history.
Just my personal opinion, of course.

In games I play in the Term Lawful Stupid is used when talking about Paladins. He is not evil for feeling that way, he is lawful for feeling that way. Loyal law abiding person that believed the crown was in the right was in my eyes a good guy even if I'd have been a revolutionist myself. Revolts by definition are illegal.

I do not agree with TMP often and I find him abrasive and other less then nice things some posts. I however will defend him when I feel his is unfairly targeted.

I believe Marvel had a Registration Act. Captain America was against it Ironman was for it. Which one of those two is the villain Greyhawk?

The line between knowing and understanding is often blurred.
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I'm simply saying that the heroes of action adventure stories can usually act with much greater certainty of the outcome than anyone in real life ever could, and we as players need to have a similar level of clarity about the choices we're making.

No, actually we don't.

The problem with this desire of yours for story pseudo-omniscience is that the "heroes of action adventure stories" can do what they do because the authors of those stories have absolute narrative control over exactly what's going to happen to them. On the other hand as players of a MMORPG we fundamentally CAN'T know what's going to happen because we are the characters playing out the story in more or less real time. The Devs have no direct control of our actions - we effectively make up the story as we go.

Basically the only way you're going to be anything like the "all-knowing prophet" you want to be here is to either research all the mission spoilers on the Internet before you play or maybe play through all the content with a "test" character so that you can make all your mistakes first before you plan out your exact course of action with your "main Paladin" character. Obviously nothing would stop you from doing either of those things if you're seriously that worried about ruining your character's overall alignment. But just because YOU PERSONALLY are specifically worried about this relatively obsessive compulsive issue doesn't mean the Devs should have to bend over backwards to make all of their mission alignment content overtly idiot-proof for the rest of us. One more time not everything about this game centers around you. *shrugs*

TheMightyPaladin wrote:

By the way. Not that it matters, but I would have opposed the American Revolution. I believe it was unjustified.

There were plenty of Loyalists who didn't support the revolution. Even many of the so-called "Founding Fathers" didn't technically want to break from England until it was more-or-less inevitable. But this is where blindly sticking to "the letter of the law" would have proved to be less historically desirable than holding on to the "the spirit of the law". If too many people had been unwilling to do "the wrong things for the right reasons" we might still be living in a British colony. People like Washington and Jefferson didn't wait to act until they had perfect omniscience of the situation - they did what they thought they needed to do in the moment and let the rest sort itself out as things progressed. To put it in CoT-terms no one would ever quibble over exactly what Washington's alignment ended up being after it was all said and done.

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I'm bad at doing embedded

I'm bad at doing embedded quotes, but I couldn't let this one go without a comment:

Tannim222 typed "Accept the bribe and let him go? Gain unlawful, gain honor (you honored your word to let him go after taking the bribe), gain Non-violence."

BWA-HA-HA-HA! You take the bribe and GAIN honor?!?!? How is that the honorable thing to do in any way shape or form? "You're so honorable because you DIDN'T lie to the CRIMINAL and take his bribe only to sell him out later because, you know, that was the RIGHT thing to do. For him, the criminal." It occurs to me that if you feel like the guy wasn't doing anything "wrong" then you'd either let him go and look the other way as he "escapes" or or take him in let the legitimate authorities sort out the whole mess, hoping that he will be exonerated after all. Either way, I don't think "honor" should be gained by TAKING the bribe there. In my book, once you take the bribe you ought to gain DIShonor whether you sell him out afterwards or let him go and keep your mouth shut. Selling him out probably get's you MORE dishonorable if he wasn't doing anything "wrong" whereas keeping your mouth shut might be construed as "dishonorable" if you KNOW he has plans for a death ray and intends to sell it to Dr. Doom.

Splitting hairs, I know, just had to get that off my chest...

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One thing this thread shows

One thing this thread shows without doubt is the wide range of opinions on an alignment system. It may be useful to have the mission writers read this thread before writing missions that impact alignment.

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Brighellac wrote:
Brighellac wrote:

One thing this thread shows without doubt is the wide range of opinions on an alignment system. It may be useful to have the mission writers read this thread before writing missions that impact alignment.

If anything it highlights that there will likely always be "questionable" alignment situations no matter how well thought out the various missions are going to be. This is an unavoidable consequence of the Devs trying to "hardwire" into a MMO game reward outcomes that can't be debated on the spot like they can be in a PnP game with a live human GM.

Regardless I still contend there will be enough leeway and flexibility in the overall game that even if there are few problematic cases they can mitigated/fixed as needed without calling into doubt the entire alignment system.

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Radiac has pointed out

Radiac has pointed out exactly the kind of push/pull to the alignment system I was talking about. Also one that I hope is implemented. You do a good deed, yet there are also bad consequences in doing so. You do a bad deed, yet positive results are the outcome afterwards. Save someone's life, they could grow up to become a villain that does massive harm to the world. Kill someone, you just saved the world from plunging into one of the most deadliest wars it's ever seen. Save someone, you just prevented that person from becoming one of the world's greatest heroes. Let someone die, you just set a person on the path to becoming a vigilante that saves a city that is drowning in corruption and evil. Every outcome should have some kind of positive and negative reward applied to it. Just how positive and how negative is dependent upon the story and the choices made throughout the story. I do not believe that anybody should ever be 100% good or 100% evil, it's just not possible. Even a hardened criminal has a heart and there are things that he/she won't do. Even the most righteous person will do something that will not be beneficial someone else.

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oOStaticOo wrote:
oOStaticOo wrote:

I do not believe that anybody should ever be 100% good or 100% evil, it's just not possible.

While many people can accept the idea that a character pegged at 100% goodness or 100% evilness on some kind of universal alignment scale is a philosophical/practical impossibility there are those who don't want to be burdened by that knowledge and would rather to stick to idealistically moral absolutes.

In Paladin's OP he says the following:

TheMightyPaladin wrote:

This is fine if you want to play some deeply flawed morally ambiguous hero who might cause just as much death and destruction as the dangerous villains he fights, but if you want to play a superhero you're screwed.

This statement strongly implies that his working idea of "superhero" equates to something that would somehow always have to be at 100% good. I suspect that he would consider a hero at even 95% good to effectively be "flawed" and less than perfect - again working under the assumption that 100% "perfection" is a realistically possible state of being.

It boils down to a matter of definitions/degrees and it could very well be that Paladin is having a hard time accepting that this game will NOT be dealing in those kinds of artificial absolutes he seems to want here.

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Well so far from TMP I've

Well so far from TMP I've seen the desire to solo story, create his own nemesis, create his own sidekicks and ally NPCs and dictate the outcome of the story. This sounds like he wants to be a gamemaster, not a player.

If you want to create the game where you have your own pocket of characters and ignore the universe lore and don't interact with other people then I just don't think a MMORPG is the right setting for you.

EDIT: Unless you design and create it yourself and dont allow other players into your server

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That said, a "create your own

That said, a "create your own superhero universe" game could be an interesting project for much, much later.

(One thing at a time. So many "the next game" ideas are out there already. And "the next game" is no more than a twinkle in our eye until we have at least a couple expansions of this one under our belt. Which means getting it out in the first place, first!)

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I think one thing a lot of

I think one thing a lot of folks may be missing here is something that's just starting to dawn on me. Except for some extreme cases, people tend to have differing ideas of what is "good" or "evil." In a standard binary alignment system (think SWTOR), this will inevitably lead to debates about whether the effects devs assign to choices are appropriate.

I think the genius of MWM's idea for their 3-axis alignment system is that it breaks down the contentious concept of good/evil into components that are much less open to debate:

[list]
[*]Violence: did you use force against individuals to accomplish your goal?
[*]Honor: did you do what you said you would? Did you keep your promises? (Note that honor is not "good" or "bad" -- if a villain said he would kill a hostage and he does, that is honorable, even if it's reprehensible.)
[*]Law: did you conform to the regulations and statutes of Titan City? This relies on the lore being very clear about what the laws are in this world.
[/list]

Sure, there can be unclear situations involving each axis, but I think once we realise what the axes really mean, we'll see that the system actually can help avoid a lot of the typical pitfalls we have seen in other games by removing much of the subjective nature of these choices. Maybe it won't be perfect, but I think it has a lot of potential.

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Well, lets see. So much to

Well, lets see. So much to respond to.
First of all, In my last post, in case you didn't notice, I withdrew my objections.
I found Tannim's words to be enough to calm my fears.

Greyhawk wrote:

TheMightyPaladin wrote:
By the way. Not that it matters, but I would have opposed the American Revolution. I believe it was unjustified.

From my perspective you're a villain down to the core.
Either that, or dangerously ignorant of history.
Just my personal opinion, of course.

But you look so British.

Actually I'm really into history, but it's really really hard to get me on the side of the rebels, (I'm German, I'm Catholic, and I used to be a police officer) and frankly king George gave America a lot more freedom, and a lot lower taxes than we have today.
There are a few rebellions in history I would have supported, including a few that never actually happened, but should have, but if you want to rebel against an English monarch, pick Henry VIII or Elizabeth I not George III.

Lothic
I seriously don't think you're making an honest effort to understand, but it hardly matters any more so .....

Brighellac wrote:

One thing this thread shows without doubt is the wide range of opinions on an alignment system. It may be useful to have the mission writers read this thread before writing missions that impact alignment.

If you want to suggest required reading for the mission writers there are several articles from Cracked.com that I'd love to add to it.
Start with this one:
http://www.cracked.com/article_16377_6-great-action-heroes-who-should-be-convicted-murder.html

JayBezz wrote:

Well so far from TMP I've seen the desire to solo story, create his own nemesis, create his own sidekicks and ally NPCs and dictate the outcome of the story. This sounds like he wants to be a gamemaster, not a player.
If you want to create the game where you have your own pocket of characters and ignore the universe lore and don't interact with other people then I just don't think a MMORPG is the right setting for you.
EDIT: Unless you design and create it yourself and dont allow other players into your server

Segev wrote:

That said, a "create your own superhero universe" game could be an interesting project for much, much later.
(One thing at a time. So many "the next game" ideas are out there already. And "the next game" is no more than a twinkle in our eye until we have at least a couple expansions of this one under our belt. Which means getting it out in the first place, first!)

I'm totally stoked about the Idea, I hope I'm not too old to enjoy it by time it comes around.
But JayBezz you're wrong about one thing, I don't want to control the outcome of the story, I just want to be able to know that I'm not going to make things a lot worse by misreading the kind of story I'm in and doing something that would have totally been the right thing to do IF I'd been in the kind of story I thought it was. And I really really don't want to be forced to choose between damned if I don't and damned if I do.

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:

But JayBezz you're wrong about one thing, I don't want to control the outcome of the story, I just want to be able to know that I'm not going to make things a lot worse by misreading the kind of story I'm in and doing something that would have totally been the right thing to do IF I'd been in the kind of story I thought it was. And I really really don't want to be forced to choose between damned if I don't and damned if I do.

Ohhhh.. Dang It!
I was soooooooo hoping that in one of the Arcs, the Boss Villain would impersonate one of the NPC Contacts and misinform's you into doing things that you (hopefully later) realized was WRONG!
I haven't seen that much, and was secretly hoping to be surprised by that twist. ;D
Oh well! >:(

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Izzy, I'm not bothered by an

Izzy, I'm not bothered by an unexpected twist in the story, I guess I can be OK with it if the guy who got me into the mission turns out to be a villain who tricked me. That's a trope, used against a lot of heroes, but if the game is making me think I'm doing good, then it shouldn't surprise me by changing my alignment when I find out the truth, or penalize my honor, for turning on my allies, once I realize they're the bad guys.

Frankly I don't like that kind of story much and wouldn't play that mission again ever, but since the surprise is ruined the second time around who would repeat it?

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

, but since the surprise is ruined the second time around who would repeat it?

Composition Team I guess might make it possible to play along and have the player say/ask/etc.. something that would Out the Villain, and he would deny at 1st, then.. Fess Up and REVEAL HIS GENIUS PLAN to trick you, but FAILED!, and Bolt! before you can do anything. Slightly changing his Cut Scene Dialog Boust of Him SUCCESSFULLY Deceiving You when you face him in the Boss Battle? ;)

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Tanim, I appreciate most of your response and you have resolved my problems. I will withdraw my objections.
but the opening paragraph was just wrong man.

You've apparently taken something I've said as on offense, and for that I honesty apologize. It was not my intend to cause any hurt, I merely meant to eludicate an observation based on statements you've made.

TheMightyPaladin wrote:

I do. And I read all of the links you gave me and responded there.
Also I have said in this thread what I think the alignment system will be like. (which you claimed I had not)
So please don't try to insist that I don't know what I'm talking about.
I get that it's not set in stone yet. Which is why I bothered to start this thread.
If I thought it was too late I wouldn't bother.
I was only responding to what has been made known to us.
I can't do any more.
And If I'm expected to to less, then why bother telling us anything before the game comes out?

I was not insisting you don't know what you are talking about. Only that you didn't know how the system (as in the entirety thereof will work). What is given in the updates we have thus far are meant to provide minimal information to provide a basic understanding of design intention. When I said you didn't know how it worked, I only meant in the sense that only a basic description of the system was provided. If game developers provided indepth details of every system they intended to place into a game, they probably would never get the actual work done. The updates give only what is necessary to convey the idea.

It's like my how my 8 year old son knows what a car is, and that there's a pedal to make it go and a brake, but he doesn't know how it all actual works. He'll have a better idea when he drives one, a even better understanding as his general knowledge of automobiles increases, and even more understanding if he read manuals. But for now, if I were to bring up the concept of a car with him, he has the basic idea of what I'm talking about. It is at least an example of what updates are suppossed to do.

Again, I'm truly sorry if I offended you in any manner. And I'm glad you seem to have a better grasp of what the intent of the system is based on my very basic examples. Keep that critical mind of yours sharp when you actually get to test and / or play the game as feedback will be essential to those working on the game.

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OK Dude sorry If I

OK Dude sorry If I overreacted. I've been a bit on edge lately and it's not your fault.
I'm trying to give up yelling in anger for Lent.

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I think "honor" means

I think "honor" means something more than "honesty". If a dastardly villain says "I'm going to kill you for no good reason." then kills you, that isn't an honorable act, no matter how honest he was about it. The honorable thing would have been not to kill someone if you have no particularly great reason to do so.

Just my two cents, but I have a real problem with calling unabashed villainy "honorable" simply because nobody's being duplicitous or ambiguous about it. So if that's the way that axis is going to work, you should call it the "honesty" axis, not "honor", I think.

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Quite right, Radiac. Though

Quite right, Radiac. Though keeping your word can be an honorable act in of itself. It was only a quick write up to provide an example.

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Cute Kitsune wrote:
Cute Kitsune wrote:

I believe Marvel had a Registration Act. Captain America was against it Ironman was for it. Which one of those two is the villain Greyhawk?

Ironman. Registration is always a bad idea. It is always a preclude to some form of oppression, even if the oppression is not performed by the original creators of the Registration Act.

History is very clear. Registration always leads to oppression. It is the #1 tool of tyrants. I even oppose a national census. Very dangerous. Metadata in the wrongs hands never, ever ends well.

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Greyhawk wrote:
Greyhawk wrote:

Cute Kitsune wrote:
I believe Marvel had a Registration Act. Captain America was against it Ironman was for it. Which one of those two is the villain Greyhawk?

Ironman. Registration is always a bad idea. It is always a preclude to some form of oppression, even if the oppression is not performed by the original creators of the Registration Act.
History is very clear. Registration always leads to oppression. It is the #1 tool of tyrants. I even oppose a national census. Very dangerous. Metadata in the wrongs hands never, ever ends well.

Yup!

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Greyhawk wrote:
Greyhawk wrote:

Cute Kitsune wrote:
I believe Marvel had a Registration Act. Captain America was against it Ironman was for it. Which one of those two is the villain Greyhawk?

Ironman. Registration is always a bad idea. It is always a preclude to some form of oppression, even if the oppression is not performed by the original creators of the Registration Act.
History is very clear. Registration always leads to oppression. It is the #1 tool of tyrants. I even oppose a national census. Very dangerous. Metadata in the wrongs hands never, ever ends well.

Any tool in the wrong hands is bad. Homeless registration can be used to oppress. A shovel is no more evil then a knife but in wrong hands can bash in a skull. Yet a knife is a more effective tool for wrong hands and there for considered a weapon by more easily able to end a life in so many ways.

Place those same three tools in the right hands and you have, More effective handling of management of where food is needed as homeless shelters were required to register how many homeless they supported, a garden full of fresh veggies, a kitchen with cut veggies ready to be served to the homeless thanks to that registration.

Your blaming the tool for the wielder of it. Think about the evil MWM could do with your credit card info when you give it to them. They know your name / address and more. At some point we have to trust someone somewhere a little. So the question is not, why is registration such a bad idea? Because you ... very rightly ... don't trust it to be used properly. The question is how could one regulate the tool and those who use it so that it wouldn't be used for ill by the wrong hands?

The interesting thing to this is, we are actually agreeing on the core of it. We just disagree on Ironman being a villain from his stance alone. He is doing the right thing for the right reason for the wrong people. Captain America is doing the wrong thing for the right reasons for the right people.

The line between knowing and understanding is often blurred.
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Greyhawk wrote:
Greyhawk wrote:

Cute Kitsune wrote:
I believe Marvel had a Registration Act. Captain America was against it Ironman was for it. Which one of those two is the villain Greyhawk?

Ironman. Registration is always a bad idea. It is always a preclude to some form of oppression, even if the oppression is not performed by the original creators of the Registration Act.
History is very clear. Registration always leads to oppression. It is the #1 tool of tyrants. I even oppose a national census. Very dangerous. Metadata in the wrongs hands never, ever ends well.

There was a place on the census form for race. A large number of boxes next to names of ethnic groups, and one next to a line. I checked that box, and wrote in "[I]Human[/I]".

If I lived in a world with extra-terrestrials and Elves and cats who bottle their own brand of soda, I'd probably have to write in, "[I]Sapient[/I]".

And BTW, Ironman and Mr. Fantastic were both having a stupid attack in that storyline. At least, I hope so. I prefer not to think of either of them realizing that the statistics on metahuman-caused damage were inflated by the activities of Damage Control and still going through with their registration and incarceration scheme.

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Cute Kitsune wrote:
Cute Kitsune wrote:

*snip*
The interesting thing to this is, we are actually agreeing on the core of it. We just disagree on Ironman being a villain from his stance alone. He is doing the right thing for the right reason for the wrong people. Captain America is doing the wrong thing for the right reasons for the right people.

IMO, Ironman was doing the wrong thing (supporting the incarceration of metahumans who had not been convicted of any crime and imprisoning those people in a hostile environment) for the wrong reason (the data Reed Richards had was inflated as the result of [url=http://en.wikipedia.org/wiki/Damage_Control_%28comics%29#Corruption_at_the_top]the actions of a relatively few people[/url], trying to drum up business). Captain America was doing the right thing (opposing the violation of the rights of people).

Only thing saving Ironman from being a complete villain in my opinion during that period is that he may not have realized what Walter Declun was doing and/or how that affected Reed's data, so he may have honestly believed his actions were saving the world.

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Foradain wrote:
Foradain wrote:

Cute Kitsune wrote:
*snip*
The interesting thing to this is, we are actually agreeing on the core of it. We just disagree on Ironman being a villain from his stance alone. He is doing the right thing for the right reason for the wrong people. Captain America is doing the wrong thing for the right reasons for the right people.

IMO, Ironman was doing the wrong thing (supporting the incarceration of metahumans who had not been convicted of any crime and imprisoning those people in a hostile environment) for the wrong reason (the data Reed Richards had was inflated as the result of the actions of a relatively few people, trying to drum up business). Captain America was doing the right thing (opposing the violation of the rights of people).
Only thing saving Ironman from being a complete villain in my opinion during that period is that he may not have realized what Walter Declun was doing and/or how that affected Reed's data, so he may have honestly believed his actions were saving the world.

If you remove the data manipulation aspect and you treat it as factual data that was 100% truth does that change you view? The story was written one way but it could have been written the other. I stand by the statement he did the right thing (legal) for the right reason (to protect people) for the wrong reason (scumbag liar). He just had the misfortune of being manipulated by the wrong hands. Had the story gone the other way. C.A. would have been doing the Wrong thing (illegal) for the right reason (Freedom) for the wrong people (meta humans that were out of control).

I don't think we will ever agree on this subject so I will move back to the main course.

The thing I like about the proposed system is it captures the grey of the world I live in. I really hope, in some future update, Laws of Titan City change a little and some quests with a tried and true lawful answer get changed. What was lawful last week is now unlawful for 3-10 quests. Maybe a zone where use of travel powers are restricted by law and turned off on zone in but not disabled. You can willingly break the law but then the NPC Police come after you. Kill them and gain more Unlawful.

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Greyhawk wrote:
Greyhawk wrote:

Cute Kitsune wrote:
I believe Marvel had a Registration Act. Captain America was against it Ironman was for it. Which one of those two is the villain Greyhawk?

Ironman. Registration is always a bad idea. It is always a preclude to some form of oppression, even if the oppression is not performed by the original creators of the Registration Act.
History is very clear. Registration always leads to oppression. It is the #1 tool of tyrants. I even oppose a national census. Very dangerous. Metadata in the wrongs hands never, ever ends well.

So when you register your car with the DMV to get a tag you're surrendering to the machine.
When you get a marriage license the villains win.
Birth certificates are the work of the devil.
Registering for school, so they know who their students are, makes you a tool.
Talking to the front desk when you come into a hospital is submission to tyranny
When you join the army, you stop being human

Come on dude. Your tin foil hat is too tight.

Independence is a ridiculous myth.
Human beings are made to live together in a community.
That requires some level of trust and cooperation.
Yes sometimes we get taken advantage of and that's terrible, but even if we never trust anyone we can still get robbed, beaten, raped and killed.
If we do invest in a community, we can have a much more pleasant life when we're not being abused.
If we go it alone we have to live in whatever shelter we can make for ourselves, eat whatever food we can catch or grow ourselves, keep only the resources we can defend ourselves, and as for playing a game on a computer, you're a caveman dude.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Greyhawk wrote:
Cute Kitsune wrote:
I believe Marvel had a Registration Act. Captain America was against it Ironman was for it. Which one of those two is the villain Greyhawk?

Ironman. Registration is always a bad idea. It is always a preclude to some form of oppression, even if the oppression is not performed by the original creators of the Registration Act.
History is very clear. Registration always leads to oppression. It is the #1 tool of tyrants. I even oppose a national census. Very dangerous. Metadata in the wrongs hands never, ever ends well.

So when you register your car with the DMV to get a tag you're surrendering to the machine.
When you get a marriage license the villains win.
Birth certificates are the work of the devil.
Registering for school, so they know who their students are, makes you a tool.
Talking to the front desk when you come into a hospital is submission to tyranny
When you join the army, you stop being human
Come on dude. Your tin foil hat is too tight.
Independence is a ridiculous myth.
Human beings are made to live together in a community.
That requires some level of trust and cooperation.
Yes sometimes we get taken advantage of and that's terrible, but even if we never trust anyone we can still get robbed, beaten, raped and killed.
If we do invest in a community, we can have a much more pleasant life when we're not being abused.
If we go it alone we have to live in whatever shelter we can make for ourselves, eat whatever food we can catch or grow ourselves, keep only the resources we can defend ourselves, and as for playing a game on a computer, you're a caveman dude.

This is really not the place for a discussion of metaphysics, sociology, and the role of society in the life of the individual, so I'm not going to mention it again beyond this one last post.

I disagree with almost every point you have made here. Society functions best and provides the widest distribution of resources when each individual is empowered to provide for themselves. Cooperation, not conformity, is the natural state of human society. The more regimentalized a society becomes, the more quickly it collapses when confronted with an unanticipated stress. The more regimentalized, the less freedom there is to even contemplate the existence of unanticipated stresses, which increases both the likelihood of those stresses occurring and the likelihood of them being unrecognized until collapse has become irreversible.

And that is the last I'm going to say on the matter. If you sincerely want to know my position in detail, go read my blog. After a decade of posting and more than 600 posts, I think I've made it pretty clear what I believe and why.

My apologies to the moderators.

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Greyhawk wrote:
Greyhawk wrote:

Society functions best and provides the widest distribution of resources when each individual is empowered to provide for themselves. Cooperation, not conformity, is the natural state of human society. The more regimentalized a society becomes, the more quickly it collapses when confronted with an unanticipated stress. The more regimentalized, the less freedom there is to even contemplate the existence of unanticipated stresses, which increases both the likelihood of those stresses occurring and the likelihood of them being unrecognized until collapse has become irreversible.

Wait, isnt that the backstory for much of the Gold Side from CoH/V? ;)

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Izzy wrote:
Izzy wrote:

Greyhawk wrote:
Society functions best and provides the widest distribution of resources when each individual is empowered to provide for themselves. Cooperation, not conformity, is the natural state of human society. The more regimentalized a society becomes, the more quickly it collapses when confronted with an unanticipated stress. The more regimentalized, the less freedom there is to even contemplate the existence of unanticipated stresses, which increases both the likelihood of those stresses occurring and the likelihood of them being unrecognized until collapse has become irreversible.
Wait, isnt that the backstory for much of the Gold Side from CoH/V? ;)

Another reason to be upset about the game closing. The tinfoil hat wearers were going to be added as a villain group.

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Interestingly, there are

Interestingly, there are supporters of the American Revolution who would agree with The Mighty Paladin's assessment that George III gave the colonies lower taxes and more freedoms than US citizens today enjoy. They would point this out as a serious, serious problem, and a reason to change modern tax and liberty-encroaching policies, [i]not[/i] as a reason to state that the Revolution was unjustified.

And, in the interests of not derailing this further, nor turning it into a political debate, I will stop there. I just felt that mentioning that there's an alternate way to look at the same agreed-upon facts was...important.

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Lower taxes? Maybe. Then

Lower taxes? Maybe. Then again, have we taken into consideration Inflation and the cost of living as compared to times back then?

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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Percentages are the basis for

Percentages are the basis for the comparison. And like I said, people agree with TMP's assessment, but draw a near-opposite conclusion therefrom. Debating whether they're right or not is really a topic for some other forum, or at least the general discussion subforum. (I have to clamp hard on this, myself, as politics and policy are subjects I will gleefully spend hours discussing.)

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Taxation is not the problem..

Taxation is not the problem.. its the lack of representation.

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Cute Kitsune wrote:
Cute Kitsune wrote:

If you remove the data manipulation aspect and you treat it as factual data that was 100% truth does that change you view? The story was written one way but it could have been written the other. I stand by the statement he did the right thing (legal) for the right reason (to protect people) for the wrong reason (scumbag liar). He just had the misfortune of being manipulated by the wrong hands. Had the story gone the other way. C.A. would have been doing the Wrong thing (illegal) for the right reason (Freedom) for the wrong people (meta humans that were out of control).

Not by much. I consider the Registration Act as presented in that storyline to be a both unconstitutional (though supported by in-canon precedent as far as registration goes, but not the Negative Zone prison) and far in excess of what was needed to solve the perceived problem.

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(Sorry, smart phone

(Sorry, smart phone limitations ^_^)

Quote:

I don't think we will ever agree on this subject so I will move back to the main course.
The thing I like about the proposed system is it captures the grey of the world I live in. I really hope, in some future update, Laws of Titan City change a little and some quests with a tried and true lawful answer get changed. What was lawful last week is now unlawful for 3-10 quests. Maybe a zone where use of travel powers are restricted by law and turned off on zone in but not disabled. You can willingly break the law but then the NPC Police come after you. Kill them and gain more Unlawful.

Oh, yes it makes for great stories!

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My biggest problem with Super

My biggest problem with Super Power Registration is that it's a failed attempt to do something I don't want to see anyway.

It was attempting to insert a level of realism into the genre that I just don't want to see.

It failed because it wasn't realistic.

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Not Titan City, but I figure

Not Titan City, but I figure the lower-left word block on this comic page is, if nothing else, topical: http://grrlpowercomic.com/archives/955

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Forgive me, for I have

Forgive me, for I have summoned a wall of text.

I believe that a morality system that's as tangible as a red and blue bar isn't typically what can be considered good morality, but that's based on what morality has in store.

The core reason as to why morality plays an important role in a game, to the degree that a stat is dedicated to it, is usually because the game has a system in place that would invoke bonuses and specific abilities or gear based around that morality (see inFamous and the need to be evil to do sith-style chain lightning). Allowing you access to certain traits when your character 'becomes' that kind of person does provide some incentive to not sit on the fence, but can also provide problems with immersion, as the game is no longer your story, but rather the story of a guy you're guiding around, not to mention your choices no longer being story-based, but made due to the need for specific gear.

Again, on the flipside, there is a valid reason as to why it persists, and that's to offer the player a clear sense of progression, at least in terms of acquiring the previously mentioned gear, abilities etc. If the morality system was invisible, the player would have no idea why or how they would receive such items. Inversely, if the morality system was visible, but you gained nothing from it other than the game telling you how good or bad you are, then the system loses its purpose, and would be much better served through the reactions and interactions one has with the environment around them.

From experience in things like DnD, the morality system that MWN seems to capitalise on isn't strictly the difference between Good and Evil, but rather Law and Chaos. In another sense, I see some similarities (not many, mind you) in Fable 2's system where one could be good or evil, but also Kind or Cruel, leading to possibilities of extremist and violent good guys or diplomatic and courteous villains.

The thing about Paladins in general is that they find themselves locked into the Lawful Good option, as they strive to do good by the world, and judge that good by a strict code set forth by the God they choose to follow, the Order that the grew up with in training or something discovered in their youth. How they act by the code, however, can be radically different depending on that code, or their interpretation of it. In addition, that code by which they follow doesn't always coincide with the Laws of the pervading government.

Superman vs The Elite is quite possibly the best example of a Lawful Good character struggling with the continually ambiguous nature of the modern day, it's a terrific story, one of the great examples of why Superman is still a likeable character in my eyes, at least, and is definitely worth the watch/read. It also acts as something that allows such characters to have a development arc: what happens when the code they well and truly believe in presents a flaw, one so significant, it contradicts a sizeable amount of what they stand for? What happens when they realise, or are made to think that the system is broken?

I think the core problem in any game in which Morality is present, even with this design, is that players who are too aware of it will feel 'shackled to the morality of the writer', if that's appropriate. While it's good to try and provide something that doesn't have a solid edge to it, it's going to be nigh impossible to provide enough choices that could permit a player to be well and truly comfortable with their decisions lest we have designed the most powerful AI known to man, and provided appropriate fail-safes to prevent true sentience/sapience/whatever it will be.

Lawful Characters needn't always be good, but rather neutral because they will only ever follow a set of rules, regardless of its metaphysical implications (Judge Dredd) or evil because they impose and enforce the laws by which they wish to live by (Lord Recluse and Doctor Doom). While Hyperion was still considered a villain, a large part of him was Lawful.

So, for the most part, it's a matter of thinking about how your character would handle a situation. I can tell that it will definitely make the game VERY RP friendly, if the system as described goes through. After all, a Hero is not something you can rightfully call yourself, it is a title bestowed upon you by others, at least that's how I view it.

I suppose my only concern would be how the system would be impacted by standard mechanics. For example, would an Enforcer with the Surprise Attack Mastery lose points in Honor by not starting a fight face to face? Would an Operator recieve the same penalty by not fighting one on one and having dudes back you up? A little bit of a complex aspect, I know, but I am dreadfully curious.

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Additionally, I write up my sessions of a Teen Heroes game here.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

My biggest problem with Super Power Registration is that it's a failed attempt to do something I don't want to see anyway.
It was attempting to insert a level of realism into the genre that I just don't want to see.
It failed because it wasn't realistic.

Agreed that I don't want to see it. DC doesn't have it and Marvel did it and it failed. It's always felt like a joke when done. One of the things about the genre is there's enough of them to cause troubles but not enough to actually make things like "Super Power MMA" because there just isn't enough Super Powers who are also MMA fighters. The same with baseball, football, pick a sport :p

All that said, I think CoT is going to have an option not to be registered, so maybe it'll feel more like the comics.

We're playing heroes who generally look at a group of agents trying to bring them in/take them down, point at them and ask if they want to go get more people (they're basically canon fodder :p)

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I have question that I feel

I have question that I feel has not been answered.

I the Anti Villain group with TheMightyPaladin. He wants to "Disable to nuke and dispose of the core." Lawful NonViolent I want to "Disable the Nuke and Keep the Core for later use." Unlawful NonViolent. How does the story play out if we are the only 2 on the mission and we disagree?

The line between knowing and understanding is often blurred.
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It applies here too, I'm passionate not hostile.

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